"Paranoia Combat" is largely the brainchild of Jon Chung1, a poster on rpg.net. You can see some of the basic implementations (and rationales) at this link. These solutions were established in response to the notion that Second Edition Exalted, as written, is too lethal — that is, there are enough things that will kill a non-maximized Solar in one action ...
Been musing about an answer to this, and @Jadasc has given a good answer, I'll give some of my own thoughts on both the mechanics of paranoia combat, the culture it comes from, and its extended impact on the game.
Essentially, as has been answered above, Paranoia Combat is the idea that all characters, regardless of their niche or chosen role, should never ...
Flurry answer: I'm pretty sure excellencies apply to individual rolls, so it would go 7/4/3. Luckily Infinite Melee Mastery, or similar, will make applying two dice to the entire flurry free once you can get it.
Simple stunt answer: Stunts have to apply to entire flurries, otherwise the game breaks. This is because the ability to flurry every individual ...
Fatal Viridescence is an infection.
From the Manual of Exalted Power - Infernal p110:
This disease, sometimes called Scalp-Shed Tonsure,
is a supernatural infection without a natural vector.
Exalted, page 151, for basic rules on infections.
As a consequence anything related to treatment is still on the table. Which gives us (restricted ...
Sure, provided you can reasonably get on more armor ontop of it
As far as I am aware, there is no rule against stacking armor provided you can physically put it on. Plus, The Scroll of Errata (p. 43) points out the following about tattoo armor:
Question: Can tattooed armor stack with any other worn armor?
Answer: Typically, yes.
There are a couple ...
For Starters, Use the Defend Other Action
Scroll of Errata (2012 version, one also known as the 2½ edition) introduces the Defend Other action. It doesn't force an attack to hit your PC, but does tempt enemies into using the opportunity if they score enough successes.
Forbidden Writings: Scroll of the Monk
Page 43, Falling Blossom Style, Living Shield ...
In addition to Vicky_Molokh's answer;
Heavenly Guardian Defence (Exalted p.193) perfectly parries "any attack" and where most charms specify they only work on attacks directed at the Solar, this one does not.
Since you are playing an Eclipse caste you can learn charms of other exalts, Lunars have several charms that interact with the Defend-Other action ...
Artefacts Allow Exceeding Limits
2nd edition corebook, page 275:
Elder Exalts can raise their Essence, Attributes and Abilities above 5 using the same formula as described previously, but they must first increase their permanent Essence score. For example, an Essence of 6 allows characters to raise Attributes and Abilities to 6. Solar Exalts can increase ...
To my knowledge there are no rules published about becoming a literal god, I don't know why you'd want to; as any Exalt, save perhaps the Dragon Bloods, you are already a demigod and start out more divine/powerful than the majority of terrestrial gods and a fair number of the celestial ones as well, and with a couple hundred years under your belt you could ...
In Glories of the Most High: Luna (p34) there is "ANT AND STARFISH TRICK", which can create doubles (but you got to allocate some of your permanent essence - and you need to be Essence 7.). That is as close as any rule gets to that concept. Those doubles are fractions of your Lunar, and they can use charms.
Paranoia Combat is briefly summarized in this RPG.net forum post (which criticizes it):
Paranoia Combat - where Celestial-level characters absolutely must have a perfect defense available every turn, and thus have to use a Combo when using offensive charms
I would rule that any enhancements that apply to one attack apply to one attack and not all attacks in that turn. So, I would rule that the two-die stun could be applied to either the 5, the 4, or the 3, so one could choose from 7/4/3, 5/6/3, or 5/4/5. Otherwise, the three-attack flurry becomes rather gross as an ability -- not necessary a bad thing ^_~
Graces can be raised with Bonus Points and Experience Points like any other stat. I don't have the books at the moment so I can't give you page numbers but this site lists their prices in 2e as:
Major Grace: 3bp (-1 for Commoner) or [Rating]*3 xp.
Minor Grace: 5bp or [Rating]*6 xp.
Heart Grace: 20xp to Heart 4. (Only available at +200xp)
It's a little difficult to say, as Ex3 is still in it's early stages and all of the splatbooks released so far have been focused on the mechanics of the game, not the setting. There are a few things I can think of off the top of my head though.
There will be new types and new factions of Exalted, though details are still sparse.
Liminal Exalted: think ...
Depends on your definition of godhood, yes for Infernals
If you mean becoming metaphysically like one of the gods of Creation, then no. But there's probably no reason to want to, as gods are generally weaker than high-end Solar Exalts. However, Primordials are much more powerful than gods, and there are mechanics for ascending to Primordialhood of sorts.