Okay, given your XP total it looks like you won't be training for more than 1-2 more months. Let's establish which capability you're going to open up next, since that will very much influence the relevant courses of action going forward. While you will endeavor to train whichever option you end up deciding on, a won vote also represents authorization to flash-buy a useful Charm from its package if it would be beneficial during an update. This gives you power and flexibility.
[ ] The Sorcerer - The raw power of Sorcerous Might is not to be underestimated. Versatile and exotic, it wields effects often disbarred to simple Solar Charms. Though in his time Odyssial-that-was performed feats far surpassing even the wildest heights of Sorcery, you do not have time to develop those powers again. Let all the myriad reality-shaping ways of the Titans bend now to the will of Ulyssian, as you scar your legend across the face of reality.
*Raises Occult to 4 with 30,000 Solar XP
*Buys Terrestrial and Celestial Circle Sorcery with 100,000 Normal XP
*Two flex spots worth of XP, allowing you to fill holes in your capabilities where needed. You could simply buy two more Sorcerous spells, or enter another field if you prefer.
*You will have to choose your control spells, techniques you have mastered which have warped your being. One Terrestrial and One Celestial Circle spell will be chosen. Spells chosen as controls will be easier to cast and often more powerful. You also learn your control spells for free, with the Sorcerous Initiation Charm.
*Most summoning spells, like Demon of the First Circle and Summon Elemental, are not more powerful as control spells.
*Some good control spells: Mists of Eventide - summons poison mist that knocks people out, (control) mind controls them when they are knocked out; Infalliable Messenger - homing spirit seeks its target anywhere in Creation, delivering a message, (control) Awareness and Investigation Charms may be used through the spirit's senses; Invulnerable Skin of Bronze - increases your Soak and Hardness; (control) dramatically increases your Soak and Hardness; Cirrus Skiff - Summons an agile, comfortable flying nimbus to carry you at fairly rapid travel pace; (control) nimbus persists indefinitely and can follow child-level instructions
*Some good Celestial circle control spells: Magma Kraken - tentacles of molten rock smash armies, fortifications, (control) you may replicate the Fire Aspect anima power; Shadows of the Ancient Past - Supreme forensic investigation, (control) perfectly recalled; Travel Without Distance - Teleportation, (control) with friends.
*For your flex slots I recommend something like the bodyguard Charm and Flashing Ruse Prana, or Master Plan Meditation and Flashing Ruse Prana
[ ] The Strategos - A focus on Lore Charms, dramatically increasing your knowledge of history, literature, geography, mathematics, and other fields of academia. Allows you to be a versatile and powerful polymath-general, with the ability to unleash a hurricane of countermeasures and favorable circumstances if given time to set the battlefield and prepare.
*Straight line for Prophet of Seventeen Cycles, with the remaining 40,000 spent on the Solar XP side to get either Ordering the Constellations or The King Stands Alone; the timing does not favor the long cast time and cooldown of God-King's Shrike.
*Prophet of Seventeen Cycles interfaces with the project system, a mechanical artifact that describes the actions of large organizations. What it essentially does is allow you to create incentives and penalties from thin air; of course, you will stack advantages for yourself and your allies, and stack penalties on your enemies. Because it can be used every day, over time it can be even more powerful than God-King's Shrike; a realm ruled or advised by such a Solar will almost invariably prosper, under even the harshest conditions, as the Solar's strategic prescience manifests as a seemingly endless stream of serendipitous acts. You can use it to benefit yourself on a personal scale to some degree, though, when interacting with large organizations; you just have to do it a bit creatively. For example, if you're trying to infiltrate Mnemon's forces, you might create a Prophecy that "Mnemon's army will be especially vulnerable to infiltration on the night of the 17th, due to the alignment of the stars and the oncoming full lunar eclipse." You do also need an authoritative / definitive source about the thing you're studying to make a prediction, and it must be at least tangentially associated to the thing you want to affect - the canonical example of altering war plans by studying the weapon in a region is a good benchmark.
*Combined with Fate-Shifting Solar Arete, you will have both the improvisational ability of a tactical genius, as well as the redoubtable prep-time prowess of a master strategist.
*The Evocation purchased will also greatly extend your combat ability.
*Leads into Wake the Sleeper, which gives you a massive number of free Evocations, down the line
*Leads into God-King's Shrike, which lets you inflict apocalyptic damage on a nation-sized area, once per season
*Leads into Heaven-Turning Calculations, which makes you more generally competent at anything mathematics assists in (not combat)
Below, find an updated character sheet. Current as of 4/8/2015.
Sesus Ulyssian, who was Odyssial
STR 5
DEX 5
STA 5
CHA 2
MAN 2
APP 3
INT 5
WIT 5
PER 5
Brawl 5 (+1 Disciplined)
**Melee 5 (+1 Swords)
*Thrown 5 (+1 Small Objects)
*War 5 (+1 Inventive Strategies)
*Integrity 5 (+1 Sheer Will)
Performance 1
Presence 4 (+1 Intimidating)
*Resistance 5 (+1 Indomitable)
Survival 5 (+1 Ingenuity)
Investigation 5 (+1 Careful Analysis)
*Lore 5 (+1 Dynastic Scion, +1 Prediction)
Medicine 4 (+1 First Aid)
Occult 3
*Athletics 5 (+1 Agility)
*Awareness 5 (+1 Battle)
Dodge 5 (+1 Against Exalts)
*Larceny 5 (+1 Cunning)
*Stealth 5 (+1 Assassin)
Bureaucracy 3 (+1 The Realm)
Linguistics 4
Ride 1
Sail 3 (+1 Realm Ships)
Socialize 3 (+1 Realm Culture)
Merits - All combat-ready merits that can be achieved with training rather than talent, except for those that are essentially unnecessary for an Exalt.
Solar Excellence - By expending effort beyond mortal limits (a finite resource), Ulyssian can temporarily achieve superhuman levels of skill in all Favored / Caste Abilities (Marked with a *), as well as the following abilities:
Brawl
Presence
Investigation
Titles
Who Was Odyssial (Special) - A measure of remembered power, granted at the moment of Exaltation, gives Ulyssian a suite of abilities far surpassing a newly-Exalted Dawn.
*His individual combat prowess is somewhere between a Second Circle and Third Circle Daeva. He may strike with unerring accuracy, punch through the thickest armor, cut down a thousand men like a killing wind, and deflect a comet falling. Even groups of the Exalted, he can often dispatch with alacrity. His blade is as a shining maelstorm; though a hundred foes may strike at him in a single moment, his defense will not flag until he himself keels over from exhaustion.
*Given a few minutes of time to prepare, he may perfectly disguise himself as any humanoid being, replicating even supernatural displays such as the anima banner, within reason. This disguise is virtually impenetrable to all but the very greatest magics of perception, but it cannot exert physical effects; his anima will not damage others like a Dragon-Blood's, though they may feel its fire.
*His senses are precisely attuned, active even when unconscious or sleeping. When he focuses, they are much sharper than an ordinary man's, heightening his readiness for battle to a supernatural degree.
*He has perfect balance and lightfooted skill, to the degree where he can execute a full running battle across a clothesline, or fend off eightfold attackers while standing on a willow tree in strong winds. He can achieve short bursts of preternatural speed.
*In battle, he may occasionally strike with such alarming swiftness that no merely physical force can attack before him.
*No curse or transformation, no matter how potent, may strip from him his flawless skill with a blade, or the ability to properly wield it.
*His body exudes an impression of dangerous poise and controlled violence, like that of a stalking tiger. This does not implicitly threaten any onlooker; they simply understand that this is a being whose capacity for destruction is natural and effortless, and though it is not currently directed at them, neither is it to be trifled with.
*So attuned is he to the subtle movements of the world, that he instinctively knows when to investigate a scene, or when a person is not who they appear to be. He may fail to find or prove anything, but he will still know to be wary, for his instincts are never wrong.
*All these particular abilities, refinements of skill into the level of the nearly impossible, are in addition to the natural overwhelming excellence of the Solar Exalted.
Immortal Bladesmaster (Martial) - An affinity with his blades that transcends space and age.
*Ulyssian may summon forth the Blade of Odyssial, Most High of Swords, Ambition (Artifact N/A).
*He may call his blade to hand at the speed of thought, traversing the intervening distance even if knocked away or disarmed.
*He may banish a weapon to Elsewhere for a modest expenditure of effort, and release that banishment to summon his weapon to hand.
*Assuming a martial stance, he may focus his anima into his blade itself, making it impossible to destroy or disarm, and magnifying its damage.
War-Saint's Ferocious Vigor (Martial) - Power unyielding and unbound, striking down all in its path. Efficiency, rejuvenation, and sheer might: all are the domain of the War-Saint.
*The Solar may perform a devastating physical strike, crossing significant distances in an instant to utterly seize control of an engagement
*When struck by glancing blows, his power is only renewed, greatly extending his stamina in combat
*When fully committing to a strike, likewise his power is renewed, commensurate to the upwelling excellence of the strike itself
*His precise, yet energetic power allows him to deflect, repel, and overcome even the most skilled of attacks, frequently turning sure hits into narrow misses with very modest effort.
*This Title multiplicatively expands the Solar's overall combat strength.
Fortune-Stealing Palms (Utility) - The ultimate thief learns to acquire not merely material possessions, but the flow of the world itself! Somehow, he always finds a way. Useful inside the casino, and out!
*Ulyssian can manifest supernatural excellence without effort, several times per day, in the field of surreptitious activities. This is extremely useful when one is attempting to avoid flaring anima.
*Ulyssian improves his powers of perception, allowing him to cold-heartedly evaluate his enemies. He can learn whether they believe their chances to be good, great, or poor. Works for games of chance as well as strategy.
*Ulyssian can cheat effortlessly at cards or dice, so swift are his hands. Put it all on red, and make sure it spins to red! Only the very most powerful of supernatural detection can catch him, the first few times in a scene he does this. Also allows him to slip poison into any food or beverage undetected.
*Ulyssian's plans are so comprehensive and cunning that it appears he steals fate itself. Once per day, he may dramatically improve his odds at any one action, as he finds a way.
*This may be re-purchased at Essence 4 to grant truly ludicrous competence, once per day.
[Repurchase Acquired]
[ ] Better Listener (Utility, Martial) - I think you guys know what this does already. Very useful for avoiding assassination, gathering information, and in starting out combats on the right foot. If you have a friend with the same Charms, the two of you can have super secret subvocal conversations! Unless, of course, someone else is listening in... but how would you know?
*The keenness of his hearing and touch increase dramatically, allowing him to feel the vibrations from a insect's tread, or listen to conversations insulated by solid stone.
*His powers of sight are improved as well, giving him superlative vision under all circumstances. He can make out details through a blindfold, or read a letter through a window from three rooftops away.
*His heightened senses allow him supreme readiness for battle. With a modest exertion of power and will, he can leap into the fray with uncanny speed, seizing the momentum of the fight and significantly increasing his ability to spot hidden enemies.
*At Essence 3, his comprehension of physical vibrations is unmatched; he can feel the movements of individual formations through the ground of the battlefield, comprehend the utmost whispered discussions of enemy generals leagues away in their tents, or stalk a trackless foe by the miniscule vibrations of steps left hours ago. A one-man intelligence operation, he can ferret out secrets from a room hours after they were spoken, or monitor the entire guard detail of a fortress by crawling along its walls.
*All effects occur in a manner that avoids overwhelming Odyssial.
Artifacts
Ambition, white orichalcum longsword
The Storm Armor of Shogun Feng, blue jade, black jade, and soulsteel heavy armor.
Evocations known:
Killing Perfection Technique
Flash of Steel
Flawless Mirror Shield
Saber Mirror Shield
Sunbeam Pierces Mist
The King Stands Against
Beyond Perfection Ascendancy x2
Flawless Killing Instrument
Annihilating Stroke
Peerless Skill
Storm Armor Evocations known:
Southern Wind Deflection
Attribute Costs and Training Times
*Attributes cost (Current Rating x 20000) XP to raise.
*They take several months of casual training, or weeks of focused training, to improve. Casual training can be fit in during the spare moments of running a kingdom or adventuring.
*If Ulyssian has access to a mentor and a full range of appropriate resources, and does nothing other than train the Attribute, he may improve it in days.
Ability Costs
*Abilities cost (Current Rating x 10000) XP to raise.
*They take several weeks of casual training, or days of focused training, to improve.