• This forum is strictly intended to be used by members of the VS Battles wiki. Please only register if you have an autoconfirmed account there, as otherwise your registration will be rejected. If you have already registered once, do not do so again, and contact Antvasima if you encounter any problems.

    For instructions regarding the exact procedure to sign up to this forum, please click here.
  • We need Patreon donations for this forum to have all of its running costs financially secured.

    Community members who help us out will receive badges that give them several different benefits, including the removal of all advertisements in this forum, but donations from non-members are also extremely appreciated.

    Please click here for further information, or here to directly visit our Patreon donations page.
  • Please click here for information about a large petition to help children in need.

what tier this

2,317
1,083
in exalted 3e a character can use a PD to survive a 600 mile tall mountain falling on them
what tier is this
 
If we assume it’s shaped like a cone with a base diameter roughly equal to its height, the mountain has a volume of 2.35705129e+23 cc
If we assume it has a density 2.7g/cc (granite) that gives us 6.36403849e+20kg for mass.
The actual tier is dependent on how high it falls from, but to give you an idea of the range it could be, at one meter this would result in 6.17948137e+21 Joules (Small Country level), and at escape velocity (which is also the maximum speed for an object to fall on Earth with only gravitational forces being applied to it) it would result in 3.97728222e+28 Joules (Multi Continent level)
 
If we assume it’s shaped like a cone with a base diameter roughly equal to its height, the mountain has a volume of 2.35705129e+23 cc
If we assume it has a density 2.7g/cc (granite) that gives us 6.36403849e+20kg for mass.
The actual tier is dependent on how high it falls from, but to give you an idea of the range it could be, at one meter this would result in 6.17948137e+21 Joules (Small Country level), and at escape velocity (which is also the maximum speed for an object to fall on Earth with only gravitational forces being applied to it) it would result in 3.97728222e+28 Joules (Multi Continent level)
So Exalts would be
Small Building, Multi-Continent with Perfect Defenses
Or maybe Universe with Perfect Defenses considering universe busting attacks exist
 
Multi Continent is the absolute upper limit of the feat (if the mountain fell from space). If you have a way to tell his far the mountain fell (or how long it would fall for), this could be calculated more accurately, but if not “at least Small Country level with Perfect Defenses” would be more accurate. Do you have a quote or scan of the feat?
 

- However, they universally provide complete protection against "uncountable" damage, and a single use protects against recurring damage from the same source. Examples include "an island [...] disintegrated by the sky-shattering blast of a supervolcano", "falling from a great height", "a cyclone tear[ing] apart a mountain", or "the Pole of Earth spill[ing] down atop her" (and note that the Pole of Earth is a mountain six hundred miles high).
Bare in mind I had to get this from Spacebattles because nobody else cares to calc Exalted feats like I do
 
i think exalts can be gotten up to 8-C physically with weird things like 3-A concept hax and 3-A Perfect Defenses, because I look on forums and all the fans (Who read the books more than me) say that Exalts are that level
granted i would need like 600 dollars to buy all the books since the trove is down
Also, is it allowed to composite multiple editions? 1st and 2nd edition aren't different, but 3rd edition is somewhat weaker.
iirc in 2e, particularly, Solar Exalts can become invincible with a specific combo
 
ARSENAL OF DAYSTAR

...

The Eschaton Lock: The Primordial King gave the Unconquered Sun the power to destroy Creation should it ever fall into the hands of his enemies. The Eschaton Lock is the seal the Unconquered Sun placed on that power. Once, the Daystar was able to release a supernova capable of annihilating Creation.

After the Primordial War, Ignis Divine drove the Godspear into his own side, cauterizing the part of himself which could unleash the supernova. He then took the wound from his body and forged it into a molten orichalcum key which he rammed through the mechanism of final doom, transforming it into a mighty lock and key which can never be turned, but by his hand…or perhaps by the hand of Malfeas, or one partaking in his Essence.

In any case, the Eschaton Lock is unbreakable and seals the Daystar’s supernova far beyond the reach of all who might wish to unleash it. No force, magical or otherwise, can compel the Unconquered Sun to turn the key. Even if it could, the weapon is still irreparably destroyed and cannot be triggered. Removing the lock only reveals that the weapon has been stricken from the gamut of the sun’s offenses, such that only a Primordial (or perhaps a Twilight) could ever repair it.

Storytellers should consider the supernova weapon completely beyond repair unless they wish to use the Daystar to hold Creation hostage. Should that be the case, they will have to overcome all the efforts of the Unconquered Sun to prevent anyone from turning the key, before they are ever able to assess the nigh-impossible task of repairing the damage that has been done.

As a final note: because the destroyed mechanism corresponds to a wound the Unconquered Sun gave himself, repairing the mechanism would also require doing invasive repair on Ignis Divine, which forms a sort of mare’s nest, as characters will only succeed in turning the key over his dead body.

Some Uni stuff from exalted
 
Regarding combining different editions, it depends.
If the lore and stories don’t carry over across editions, then you probably can’t combine editions.
If there’s no in universe explanation for the edition change, and new editions continue on the lore and/or stories from previous editions, then you can probably combine them. This wouldn’t be any different from cases where a video game sequel comes out with different mechanics and abilities, and the character is still assumed to have their abilities from the previous game.
However, if there is a lore explanation for the change in editions, then you need to look at whether this would change a character and/or their abilities. For instance, as a hypothetical, if the change in editions was justified in the lore by saying that a restriction was placed on the gods that limited the powers they could grant exalts, you wouldn’t be able to list exalts as having their abilities from previous editions, but since the gods hadn’t actually had their own abilities changed you could still merge stuff from the different editions for them.

Regarding the 3-A stuff, make sure the feats are things the characters can reasonably be expected to face within the game. The description you just quoted kinda sounds like it’s telling GMs “there’s almost no reason this should ever be set off on your players”, in which case it seems questionable to scale player characters to something they aren’t reasonably supposed to encounter, though it might be better to ask knowledgeable members of other role playing verses like D&D or Anima about how they handle that.
 
Regarding combining different editions, it depends.
If the lore and stories don’t carry over across editions, then you probably can’t combine editions.
If there’s no in universe explanation for the edition change, and new editions continue on the lore and/or stories from previous editions, then you can probably combine them. This wouldn’t be any different from cases where a video game sequel comes out with different mechanics and abilities, and the character is still assumed to have their abilities from the previous game.
However, if there is a lore explanation for the change in editions, then you need to look at whether this would change a character and/or their abilities. For instance, as a hypothetical, if the change in editions was justified in the lore by saying that a restriction was placed on the gods that limited the powers they could grant exalts, you wouldn’t be able to list exalts as having their abilities from previous editions, but since the gods hadn’t actually had their own abilities changed you could still merge stuff from the different editions for them.

Regarding the 3-A stuff, make sure the feats are things the characters can reasonably be expected to face within the game. The description you just quoted kinda sounds like it’s telling GMs “there’s almost no reason this should ever be set off on your players”, in which case it seems questionable to scale player characters to something they aren’t reasonably supposed to encounter, though it might be better to ask knowledgeable members of other role playing verses like D&D or Anima about how they handle that.
i thin exalted 3E has big lore changes from 1E and 2E, AND the mechanics are different. In Exalted, the game mechanics are actually the rules of how the setting works from 1E to 2E (not sure about 3E). So the gamebook is basically the source code of Exalted's universe. So 1 + 2 composites would be allowed, but 3 would have to be separate.

Also Perfect Defenses are explicitly reinforced to be able to block EVERYTHING in setting. This includes concept hax, reality warping, mind hax, soul hax, and other things. So it would most likely scale up to 3-A.

Where are those knowledgeable members.
 
now that i think about it, Exalted would either stomp or be stomped
Excellency + Shadow over Water [or Seven Shadow Evasion] + Reflex Sidestep Technique + Leaping Dodge Method. This allows any Solar to become invincible, blocking unexpected attacks, any attack up to 3-A until Motes run out. And Exalts can regain Motes.
 
Back
Top