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Creatures the size of Kaiju would be best represented by the merit Legendary Size. Which essentially limits all (non-magical) damage you could take from creatures that don't have the merit.
Legendary Size varies. The major point of the merit is that they're bigger than normal sized humans and exalts.The issue that bugs me is T. rex expy tyrant lizards get legendary size, which seems way smaller than a kaiju.
There's Mahicara, but I don't think it's sheer scale is represented paticularly well outside of fights that go on long enough for it to recover limbs.
It's a Charm-only effect. More Dice doesn't really grant magical power at that level, it's the domain of fairly mundane displays like a blow that makes it past someone's raised defense that is like, so good at defending you guys.Exalted question, I remember hearing solars described as people who can parry mountains. Is there a way to do that without a perfect style effect but just throwing enough dice at the issue. Answers for 3e and2e welcome.
Also is their stats for a pacific rim sized monster anywhere
Perfect defences were a sticking-plaster for the real problems.In Ex2, these were the "Perfect Defenses" that nullified literally everything and were generally super annoying to play with and around so good riddance to them.
No, they were one layer of many very real problems, all of which really sucked to play around. Good riddance to Ex2 in general, it only functioned when you weren't playing the Exalted. Fixing the "real problems" and leaving Perfect Defenses still leaves you with a boring broken game system, they were one of many things that needed to be removed to render the game playable.Perfect defences were a sticking-plaster for the real problems.
Um... Heavenly Guardian Defense does exactly that?I've always associated the visual of a character parrying a falling meteor or some other impossible thing with Exalted as a whole, but mostly with Solars.
I think in a game I'm running I'd probably just tell the Solar player "yeah if you have Heavenly Guardian Defense that's probably something you can do." Technically the Charm by itself doesn't let you do things like the Swing the Bat scene from FLCL, but I like to be permissive about it.
Exalted 3e Core said:Heavenly Guardian Defense allows also the Solar to guard against damage deemed impossible to parry, such as unexpected attacks, hurled bolts of acid or lightning, the burning curses of Kimbery and so on, for just four motes.
This Charm may also be invoked in or out of combat for four motes, one Willpower, to strike away uncountable recurring damage without using the Solar's Initiative.
As an island is disintegrated by the sky-shattering blast of a supervolcano, the Solar turns aside the heart of the explosion with the skill of her blade.