Do you know how varied that actually is?
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View: https://youtu.be/WFKASbxKJNg

I was thinking more of Jeager height, which I assumed to be 50 meters but on checking it more 75 meters. Since exalted 3e strength feats seems more kick down the door or throw an animal, it strikes me that said Kaiju should do an insane amount of damage. At the same time exalted scaling seems non linear.
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.

The issue that bugs me is T. rex expy tyrant lizards get legendary size, which seems way smaller than a kaiju.
 
Also is their stats for a pacific rim sized monster anywhere
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.

I've had an idea for a boss where to adequately hurt it you need to climb the body through a series of gambits Shadow of the Colossus style.
 
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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
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.

Exalts have various Charms to block stuff called "uncountable damage" in Ex3, which is arbitrarily large damage sources like falling meteors, volcanic eruptions, and cascading magical network failure that would go off like some kind of magical nuke. Without these, in the face of Uncountable Damage, you'd just die. Some of their Charmsets have holes in them, most notably DBs, who lack a means of dealing with it IIRC, but in general it is pretty clear that they're meant to have some means of dealing with it. This is Ex3's "parry a falling mountain" effect.

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.

Zicnal, Mahicara, and some Warstriders exist in the size range that you seem to be wanting, but it's true that Legendary Size is not a very flexible mechanic.
 
Perfect defences were a sticking-plaster for the real problems.
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.
 
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.
 
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.
Um... Heavenly Guardian Defense does exactly that?
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.
 
Perfect Defenses are still very much A Thing in Exalted 3E.
They all let you evade arbitrary environmental damage - referred to as "uncountable damage" - for a scene. So you dodge that exploding Manse, take that Meteor to the chin, parry that Tsunami, and so on.
For actual combat, they're nerfed compared to 2E in that their main function is to allow you to defend against attacks you could not otherwise defend against, without that defense actually being perfect (but typically very good).
  • Solars (and probably Abyssals and Infernals) get a Dodge one just perfectly defends 1/scene, reset by dodging three decisive attacks. This is notably the only "perfect defense" that just evades an attack, no rolloff or anything. The Melee/Parry one trades Initiative for lowering the damage of a Decisive Attack, so you really gotta crash the user first before damaging them. The Resistance-one lets them apply their full Soak against a Decisive Attack, so the attack better be really strong in order to damage them.
  • Lunars get a Dexterity/Dodge one that lets them apply their Evasion against Undodgeable Attacks, and 1/scene (reset three dodges) reduce the damage of a decisive attack by their Evasion. They also get a Dexterity/Parry one that lets them Parry Unblockable Attacks, and for a surcharge roll their Initiative to gain a huge non-charm bonus to Parry (it is 1/scene with a difficult reset). They also gain a Stamina one that doesn't help against attacks, but reduces the damage from environmental hazards.
  • Sidereals get a Resistance charm that increase the target number of an enemy's damage roll (including withering damage). A Melee charm that increase the target number of an attack (including withering) and allows them to block unblockable attacks, and to gain Initiative on blocking succesfully. And a Dodge charm that can defend against anything - you gotta roll off normally, all it does is substitute your Evasion, but you always get a Defense with it even if the attack could not normally be defended against.
  • Celestial Exigents generally get something like the above.
  • Dragonbloods do not get any "perfect defense" as such, not getting anything that can defend against unblockable or undodgeable attacks. They do get a single Essence 4 Resistance Charm that lets them reduce uncountable damage to something they can survive, without perfectly defending against that either.
  • Terrestrial Exigents generally get something like the above.

I think this generally does a good job of fulfilling the fantasy of "I can parry/dodge/survive anything" for Celestial Exalts, without making it so that those Charms turn combat into an experience of having to mote-tap your opponent first.
 
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