project-image

Alchemicals: Forged by the Machine God for Exalted 3E RPG

Created by Onyx Path - Alchemical Exalted

The next supplement for the Exalted Third Edition tabletop roleplaying game

Latest Updates from Our Project:

FINAL WEEK COUNTDOWN
over 1 year ago – Fri, Dec 06, 2024 at 10:20:05 AM

Hello Cogs in the Machine,

There are moments it feels like we just started this campaign, but in truth we've been running for since mid-November and we're now officially in our FINAL WEEK COUNTDOWN!

Over the next week I'll be sharing a handful of instruction and review-type posts about Reward Tiers & Add Ons, Stretch Goal reviews, and What Comes Next, so if you've got any process questions or are wondering about how the Crowdfunding steps work, I'm hoping to clarify any remaining questions before we finish. Of course, if you're still wondering about something, please ask and I'll help as best I can.


Final Week Program

  • Dec 9 - - Reward Tier & Add On Review
  • Dec 10 - Manuscript Preview # 7 - Chapter 8: Quick Characters
  • Dec 11 - Stretch Goal Review
  • Dec 12 - Final Day Checklist & What Comes Next








The Campaign ends on December 12th at 2:00 PM Eastern Time... sort of.

We've got one dot in time extension and we may be able to manipulate our planned finish line a bit. We're going to try and unleash our Exalted power for a special Charm! It's called "OVERTIME MODE" and it allows us to keep the campaign rolling as long as backers are pledging.

Overtime Mode

Overtime Mode extends the campaign past its original end time to give backers a final chance to make their pledge and adds an interesting twist to the end of the campaign. How long will it extend? That’s entirely up to backers: The campaign will keep going for an additional 10 minutes as long as pledges keep coming in – a chain of back-to-back pledges is called the Backer Train. The campaign will end only when the Backer Train stops after a period of 10 minutes passing without any pledges.

You’ll know we’re in Overtime Mode when the campaign’s Backer Train counter displays a bright rainbow border and a new countdown that resets to 10 minutes after each new backer joins that final Backer Train ride.

So, we've scheduled the campaign to conclude on December 12th at 2:00 pm Eeastern Time, but it'll be extended in 10 minute chunks as long as backers keep pledging. Will we add an extra 10 minutes? An extra 20? Or will it all finish up as we programmed? Who knows, but we'll find out together! Exalted indeed!





Forging New Backers

I know, this is something I've already said many times (and seem to say during every project!), but for this final week, you are officially an Alchemicals Ambassador for the Realm of Brass and Shadows and this Crowdfunding project. It's time to share your excitement for Alchemicals: Forged by the Machine God! Basically, we want to recruit as many curious backers as possible to see how long we can keep our Backer Train running over this final week.

I know I've ended many update posts with "Keep spreading the word! Invite others to join in!" - but what does that mean, and how do you do it?

Easy answer - don't stop talking about Alchemicals until 2:01 PM EST next Thursday December 12th  (and then as long as we continue running in Overtime Mode). Yes, family and friends are tired of me talking about it. But what else have I got to talk about? Stocking Stuffers? And -  they've learned to tolerate me during a crowdfunding campaign. But here's the thing - there are others around who haven't heard or don't know about the campaign.

There are many, many Onyx Path and Exalted fans who haven't yet heard about this campaign and would love to join in. We're right in the middle of a very busy season - tons of different things competing for our attention and changing schedules and winter weather - so it's not surprising that new backers are just finding out about the campaign every day. If you have an opportunity to let someone know, please do and let's make sure they have a chance to join in before the end.

Onyx Path running an Exalted campaign at the end of the year has sort of become part of a regular schedule, but I still get fans contacting me affer every campaign saying they just missed out! And even though you will be able to pre-order the book through the Pledge Manager later, late backers won't get the Alchemicals Companion that we've built via Stretch Goal achievement automatically added as a bonus reward to their pledge.

So, let's help out our awesome Exalted fans and make sure that we've spread the word as best we can and everyone has an opportunity to participate in this campaign!



Resources to Share

If you're inviting new backers, or if you are a new backer (hi new backers!), here are a few key resources to be aware of for this campaign.


Backers are able to review the (soon-to-be) complete manuscript for this book before the campaign closes and any pledges are processed. With the exception of the Quick Characers chapter coming on Tuesday, the entirety of the rules and options from this book are available for download and review by backers, along with all of the setting information, Chamrs, Martial Arts, Sorcery, and Artifacts for these Exalted! 

Anyone who pledges to this campaign before the end can read the entire book now AND provide feedback directly to the developers to help guide the manuscript through the final phases of development and editing!


And, if you join now, as I've noted, we'll be posting the final chapter of the book next week before we reach the finish line. This final chapter is all about Alchemicals, machine spirits, gremlins and templates a Storyteller can use to personalize the characters in their game.





Learn More About the Forging of this Book

Onyx Path's podcast, the Onyx Pathcast, has had two episodes devoted to discussiong Alchemicals and the work that went into the book.

Onyx Pathcast Episode 337: Meet The Alchemicals Writers! <link>

In this podcast episode, the Pathcast hosts talk to Jon Matyus and MJ Monléon, Exalted writers, about their work on Alchemicals: Forged by the Machine God!

Onyx Pathcast Episode 338: An Alchemical Overview <link>

In this episode of the podcast, the pathcast team talk about Alchemicals: Forged by the Machine God.

Give those episodes a listen when you've got some time to get a peek behind the curtains (and a lot of other discussion about occasionally-related things).


Alchemicals Chat

The Discord is particularly lively, but you might be able to gain further insight and some in-depth conversation at any of these Onyx Path discussion zones:







Share the Links!

1) Don't forget to share a link to the Crowdfunding page in any discussion you have (where appropriate) - and feel free to pass any of the long list of links above to those who may need more info (or, just point them to this post!)

2) Don't forget to tell us about any post or review or discussion you write! Come to the comments section and let us know so we can all go and contribute! Like the discussions going on at RPG.net. I know I keep saying it, but really - these last days are key. Keep the enthusiasm high and keep on inviting others to join in, either directly ("Come see...") or just by setting an example of your enthusiasm and interest.

I'm really interested to see if we can get a backer train going at the end of the campaign and wondering if we can keep rolling for another 10 or 20 minutes past our set end time!


Final Week

We've got one week to go, everyone! Thank you all so much for your support! We work together because it's the right thing to do, and because backers make it better! Let's finish strong! And let's continue exploring this Autochthonia together, sharing our feedback with the writers and delving into the draft manuscript, and let's see if we can't get another Stretch Goal before we review next Wednesday!


At $130,000 in Funding - ALCHEMICALS COMPANION: Servants of the Machine God - Quick Character traits for a variety of machine spirits found in the Realm of Brass and Shadow.


At $135,000 in Funding - ALCHEMICALS STREAMING OVERLAY - A set of overlays for your online game will be created, for your use when streaming your Alchemicals session. This reward will be added to the rewards list for all backers.

#Exalted
#Alchemicals

Technology and Artifacts - Manuscript Preview #6
over 1 year ago – Thu, Dec 05, 2024 at 04:52:32 AM

Hello Cogs in the Machine,

It's time for Artifacts. And Technology, which fits the Alchemicals theme. We're also finishing up our third week of the campaign, with seven days left to go. Tomorrow, I'll start our official Final Week Countdown and outline the topics for our final updates. I'll have a review of our pledge tiers and break out the Add On options and we'll have a final day to review our Stretch Goals.

But that's all for tomorrow. Today, let's get into our penultimate manuscript preview.






Draft Manuscript Previews

Today, we're getting Chapter 6 from the draft manuscript.

  • Chapter Seven: Technology and Artifacts provides a variety of Autochthonian technology and artifacts, including signature Alchemical weapons like beamklaves.

As a reminder, the developers want your feedback! These manuscript previews are of the current draft manuscript – the document in its latest, approved form. This may not be the final form after editing and any additional development, but you can consider it about 95% finished, so keep that in mind.

In fact, you can help guide the team through the next stages of development by providing feedback on these manuscript previews! The Onyx Path team has set up a special Feedback Form just for campaign backers for this very purpose: https://forms.gle/TNemGoMirkKR4h8U6


You can use this Feedback Form to share your thoughts directly with the Exalted creative team to help guide them through the next rounds of development and editing.

DRAFT MANUSCRIPT PREVIEWS - BACKERS ONLY

Remember, thanks to BackerKit magic, these download links are visible to Backers only - you must be logged in and reading this on the website to have access to the manuscript preview links. So, if you're reading this via e-mail, click that "Learn More" button on the bottom and I'll see you below this title treatment.



A Peek Ahead: Minor Artifacts
over 1 year ago – Wed, Dec 04, 2024 at 10:54:42 AM

Hello Cogs,

I just came back in from shoveling my driveway, so I know we're well and truly in December up here. I've got a super quick preview of tomorrow's manuscript chapter for Backers, but before I get to that I just want to show WAHOO because we've locked in our two milestone markers.


[ACHIEVED] At $123,000 in Funding - ALCHEMICALS Digital Wallpaper - Awesome Alchemical Exalted artwork will be used to create a wallpaper for your computer desktop. This digital wallpaper will be added to the rewards list of all backers supporting this project.


[ACHIEVED] At $126,000 in Funding – ALCHEMICALS VTT Token Pack – Digital assets will be created to support online play for Alchemcials, including key character and creature tokens from the book. This online asset pack will be added to the rewards list of all backers.

These were Stretch Goal targets set up to help us keep pace over these slower days in the mid-campaign and we totally smashed them as we finish up the third week and get ready for our sprint to the finish. Our next Stretch Goal takes us back to adding sections to the Companion.


At $130,000 in Funding - ALCHEMICALS COMPANION: Servants of the Machine God - Quick Character traits for a variety of machine spirits found in the Realm of Brass and Shadow.

When we get closer to unlocking that, I'll likely sneak one more milestone marker in to set us up for a final Companion addition before the end! Keep up the great work!



Minor Artifacts

Autolabe (Artifact ••)

These three-dimensional compasses are key to navigating Autochthonia. An autolabe is a crystalline sphere, illuminated from within by soft amber light, containing intricate moonsilver gears that maneuver a jade needle. Each autolabe is linked either to a metropolis or an industrial organ. When attuned for one mote, its needle pointing the way toward it. Its inerrant needle adds two automatic successes on rolls to navigate toward the autolabe’s linked location, and one success on navigation rolls that use the linked location as a landmark or point of reference. 

Unlike other artifacts, autolabes are designed so that its user can go up to (Essence) months without having contact with the artifact before her attunement lapses. Expeditions, diplomatic assemblies, and raiding parties are typically outfitted with an autolabe attuned in advance by an Alchemical — often a  metropolis.

A variant design can be used to record a path, rather than linking to a location. Doing so requires only the push of a button at the start and end of her path. While traveling along this path, the autolabe’s needle will point toward wherever its carrier needs to go to continue moving along it. It adds a non-Charm success on rolls to navigate toward a location along the path or while using such a location as a point of reference. Only one path can be recorded at a time.

Topographical Octant (Artifact ••) 

A topographical octant replicates in miniature all the mechanisms of a room-sized topograph (p. XX), a delicate handheld mechanism of filigreed starmetal clockwork and colored jade tiles whose patterns display information. Other than their portability, they function as a standard topograph, except that they’re not limited to a single region, encompassing the entirety of the Expanse of Metal to the extent the Octet has explored it. When attuned for two motes, it adds an additional two non-Charm dice on rolls that benefit from it and ensures its user can’t botch.

Artifact Prosthetics (Artifact •••)

The most sophisticated Autochthonian prosthetics are artifacts, incorporating magical materials and Essence-powered mechanical systems. They can be used to replace organs, including eyes and hearts, though they can’t replace damaged brain tissue. When attuned for three motes, they fully replicate the functionality of the replaced body part, including sensation, and provide their own unique Evocations, often representing advanced technological design features.


Autochthonian Artifice
The § symbol indicates artifacts that require Autochthonian artifice to construct.

 
Back tomorrow with Chapter 7!

Martial Arts & Sorcery - Manuscipt Preview #5
over 1 year ago – Tue, Dec 03, 2024 at 05:24:51 AM

Hello Cogs!

We follow up yesterday's sneak peek with the full Martial Arts and Sorcery chapter from the draft mansucript of Alchemicals: Forged by the Machine God. Note that backers have access to most of the book so far - including all of the Charms and Setting material - and will have the entire current approved draft of the manuscript available before any pledges are processed or payments collected. So, if you've been sitting on the fence about Alchemicals, jump on over and read the book pretty-much risk-free!



Draft Manuscript Previews

Today, we're getting Chapter 6 from the draft manuscript.

  • Chapter Six: Martial Arts and Sorcery contains new martial arts styles that are prominently practiced in Autochthonia, like Thousand Wounds Gear style and Crystal Chameleon style, along with sorcerous spells and initiations from the Realm of Brass and Shadows.

As a reminder, the developers want your feedback! These manuscript previews are of the current draft manuscript – the document in its latest, approved form. This may not be the final form after editing and any additional development, but you can consider it about 95% finished, so keep that in mind.

In fact, you can help guide the team through the next stages of development by providing feedback on these manuscript previews! The Onyx Path team has set up a special Feedback Form just for campaign backers for this very purpose: https://forms.gle/TNemGoMirkKR4h8U6


You can use this Feedback Form to share your thoughts directly with the Exalted creative team to help guide them through the next rounds of development and editing.

DRAFT MANUSCRIPT PREVIEWS - BACKERS ONLY

Remember, thanks to BackerKit magic, these download links are visible to Backers only - you must be logged in and reading this on the website to have access to the manuscript preview links. So, if you're reading this via e-mail, click that "Learn More" button on the bottom and I'll see you below this title treatment.


A Peek Ahead: Crystal Chameleon Style and Live Wire Style
over 1 year ago – Mon, Dec 02, 2024 at 06:34:48 AM

Hello Cogs in the Machine!

We're into December now! These final weeks will be all about Martial Arts and Sorcery and Artifacts and Allies and Adversaries! Let's get a little taste of what's to come with a sneak peek at Crystal Chameleon Style!




Crystal Chameleon Style

Crystal Chameleon style is paradoxical, simultaneously stealthy and conspicuous. Its most famous practitioners in Autochthonia are Alchemicals, who weaponize their anima banners to become blinding, brutally effective fighters and assassins. Mortal stylists and Champions alike make use of firecrackers, neon gas bombs, and other gear to generate flashes of light. Its mortal practitioners are thus largely people of means, ingenious alchemists, or those who can otherwise procure such supplies.


Warriors who wish for their work to be noticed prize Crystal Chameleon style, using it across the Eight Nations to brutal effect. It’s the style of Alchemical assassins acting as state-sanctioned heroes, but it’s also the style of killers who want to send a message: tunnel folk raiders, Sovan death commandos, strike-breaking regulators, voidbringer dissidents, and the legbreakers employed by Claslati glot-bosses. 


Rare in Creation, the style is preserved  by esoteric masters, particularly in societies proficient in alchemy. Many dwell in the forests of the Northeast and Far East, though their secrets have taken root and spread to other stylists, such as Calin’s Five Shades, the enigmatic Forest Witches, and Palanquin rebels. In the South, practitioners use firedust as a form of blinding powder.


Crystal Chameleon Weapons: This style uses ostentatious, flashy kicks and strikes that catch unwary opponents off guard, along with lunging movements that confuse the enemy’s eyes. It also uses the meteor hammer, rope dart, short spear and spear.


Armor: Crystal Chameleon is incompatible with armor.


Complementary Abilities: Stealth is key to this style, while Athletics and Dodge are important for battlefield mobility.


Meteor Hammer/Rope Dart
  • Medium (Damage +9, Overwhelming 1)
  • Tags: Bashing (Meteor Hammer), Flexible, Lethal (Rope Dart), Martial Arts, Special, Thrown (Short), Two-Handed
  • Special: After attacking with a meteor hammer or rope dart, a character may pull it back to hand with a miscellaneous action. With 3+ extra successes on the attack roll, this can be done reflexively. This isn’t compatible with magic that extends the attack’s range, unless the nature of the effect would still let the wielder pull back the rope or chain.
  • Note: Ranged weapons with the Martial Arts tag can only be used with Martial Arts, as usual. The Archery and Thrown tags are used solely to determine the weapon’s traits.

One Wire Among Many

Cost: 3m; Mins: Martial Arts 2, Essence 1
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: None

Compressing her anima into a refracted sheen around her, the stylist dives for cover with light trailing behind her. 

The stylist adds (higher of Essence or 3) dice on a Stealth roll to establish concealment in combat. Opposing rolls suffer a −1 visual penalty if the stylist’s anima is at glowing or higher, or if she stunts with the use of blinding powder, firecrackers, or the like. This penalty increases to −2 if the stylist is behind cover. 


In Creation, this Charm is known as Just-Another-Branch Deceit. 


Light-Treading Technique

Cost: 3m; Mins: Martial Arts 3, Essence 1
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: One Wire Among Many

With a flux of her body’s Essence, the stylist bends light around herself to become swifter and step lighter. 

The stylist rerolls up to (Anima + 1) dice that roll non-1 failures on a movement action. If she moves while in concealment, this increases to (Anima + 3) dice.


Sudden Radiance Onslaught

Cost: 4m, 1a; Mins: Martial Arts 3, Essence 1
Type: Supplemental
Keywords: Dual
Duration: Instant
Prerequisite Charms: One Wire Among Many

The stylist strikes quickly and brutally in an overawing display, her anima strobing through the spectrum as she attacks. 

The stylist adds two dice to an attack’s post-soak withering damage or decisive damage. This increases to (higher of Essence or 3) dice on unexpected attacks, or if the stylist’s anima was at bonfire when she used this Charm. If the attack hits, the enemy’s onslaught penalty doesn’t refresh at the end of his next turn, instead doing so at the end of that round. 


Mastery: This Charm’s damage bonus is increased by one die.


Crystal Chameleon Form

Cost: 8m; Mins: Martial Arts 4, Essence 1
Type: Simple
Keywords: Form, Uniform
Duration: One scene
Prerequisite Charms: Light-Trading Technique, Sudden Radiance Onslaught

The stylist strikes the light around her, fracturing it into a shifting prism as she assumes a stance hidden within the grandeur. 

The stylist gains the following benefits:
  • Attacks against her suffer a −(Anima, minimum 1) visual penalty.
  • She ignores Stealth penalties from her anima, and can attempt to enter concealment even when it’s at burning or higher.
  • When she makes a surprise attack from behind cover, the Defense penalty increases to −3.
  • She adds (Anima, minimum 1) dice to movement actions in combat.

Special activation rules: Whenever the stylist rises two levels of anima in a single instant while in combat, she may reflexively enter this Form.


Flashing Fatal Strike

Cost: 3m, 1wp; Mins: Martial Arts 5, Essence 3
Type: Simple
Keywords: Decisive-only, Mastery
Duration: Instant
Prerequisite Charms: Razor-Edged Prism Assault

The blinding radiance of the stylist is the last thing her victims ever see.

The stylist makes a decisive attack against an enemy within short range, immediately crossing the distance between them in a flash step. She adds (higher of Essence or Anima) dice of damage, plus an additional die of damage for each of the following conditions she satisfies:
  • The target is currently suffering visual penalties. (This includes the penalty inflicted by this style’s Form.)
  • The stylist’s anima is at burning or higher.
  • The attack is unexpected.
  • The stylist is attacking from behind cover.

Mastery: The stylist adds two dice of damage for each condition she meets.




Live Wire Style

Live Wire style uses flowing movements and whips to entrap enemies, then delivers painful and debilitating strikes with brutal speed. Most Autochthonians know it as the style of the Flashing Wire Collective, an international fraternity of regulators. Its members wield braided steel cables as whips, fighting in underground tournaments that pit each nation’s regulators against each other in fierce competition.


Kamak’s Wickedness-Threshing Bureau was originally a regulator task force — and part of the Flashing Whip Collective — devoted to rooting out antisocial conspiracies, but it went renegade during the Communal Revolution, siding against the Tripartite Assembly. Centuries later, its legend has been revived by a cell of the One Tier Movement, whose members keep lengths of precious alloy wire hidden until it is time to strike. 


Among the tunnel folk, this style is practiced by the Maker’s Flails, who traverse labyrinthine snarls of giant, electrified cables in the Reaches. Their warriors wield filament-thin whips to combat gremlins drawn to these vital conduits of the Maker’s electric Essence. They freely share their techniques with outsiders, building a distributed network of gremlin hunters.


In Creation, Strangling Lightning style is a close cousin of Live Wire, though its masters are more likely to wield whips of tanned hide than woven wire. The South’s Thunder Children are mercenaries and outlaws, currently in the employ of Rankar VII, despot of the volcano city of Gem. The Sweet Executioners wield glass-studded whips in raids on traders leaving Chiaroscuro, when they aren’t protecting them as hired caravan guards. Across the waters of the Dreaming Sea, half a dozen pirates claim to be undisputed masters of the style, denying any association with the others. 


Live Wire Weapons: Live Wire style’s unarmed attacks utilize flowing movements that suddenly explode into lashing strikes. It’s most often used with whips, typically wielded in pairs. Some of its Charms work better with whips, or require the stylist to wield them. 


Armor: Live Wire Style is compatible with all armor. 


Whistling Analog Signal 

Cost: 1m, 1wp; Mins: Martial Arts 2, Essence 1
Type: Simple
Keywords: Decisive-only, Mastery
Duration: Instant
Prerequisite Charms: None

The stylist is never outnumbered, her blows singing outward in all directions as they crash against her enemies. 

The martial artist makes two decisive attacks. If she uses paired whips to attack, she adds an automatic success on both attack rolls. She divides her Initiative evenly between these attacks to determine their damage, rounding up. If the stylist makes both attacks against the same enemy and hits with at least one of them, that character’s attacks don’t inflict onslaught penalties on the stylist until the end of that character’s next turn.


In Creation, this Charm is called Howling Levin Note.


Mastery: This Charm prevents hit enemies from inflicting onslaught penalties even if the stylist attacks two different characters.


Lightning Supremacy Reversal 

Cost: 4m; Mins: Martial Arts 3, Essence 1
Type: Supplemental
Keywords: Decisive-only, Terrestrial
Duration: Instant
Prerequisite Charms: Whistling Analog Signal 

The stylist strikes in a flickering, formless movement, trapping her enemy’s weapon within coils of crackling Essence.

The stylist adds one die on the attack roll and Initiative roll for a disarm gambit. or two dice against metal weapons. If she uses a whip and rolls 3+ extra successes on the Initiative roll, she can throw a disarmed weapon an additional range band away. 


Terrestrial: The stylist only gains the increased disarm range if her Initiative is at least ten higher than her target’s.


Tangled Weaver’s Trap

Cost: 5m; Mins: Martial Arts 3, Essence 1
Type: Simple
Keywords: Decisive-only
Duration: Instant
Prerequisite Charms: Whistling Analog Signal

The martial artist’s whips lashing out in a sizzling helix, ensuring no fugitive can flee beyond her reach. 

The stylist uses a whip to make a disarm or grapple gambit against an enemy within short range, adding one die on the attack roll. If she’s dual wielding whips, she adds two dice instead. With grapples, her enemy remains in place, entangled by her whip, which works as a normal grapple. Enemies can attempt a difficulty 3 gambit to free him, rolling against the stylist’s Parry. 


The stylist can use this Charm at medium range while in Live Wire Form, entangling arcs of lightning branching outward from her whip.


Mastery: This Charm’s range is enhanced even when the stylist isn’t in Live Wire Form.


Live Wire Form

Cost: 8m; Mins: Martial Arts 4, Essence 1
Type: Simple
Keywords: Form, Uniform
Duration: One scene
Prerequisite Charms: Lightning Supremacy Reversal, Tangled Weaver’s Trap

The stylist lashes her whips in jagged zigzag patterns that contrast her fluid movements. Her sudden, vicious strikes crackle and pulse with electrical charge.

The martial artist gains the following benefits: 
  • When the stylist successfully lands an attack — withering or decisive — her target suffers two dice of unsoakable withering damage from crawling electrical energy after the attack’s damage roll. He suffers three dice instead if he’s wearing metal armor. The stylist doesn’t gain Initiative from this.
  • She can reflexively summon whips of lighting into her empty hands, with the traits of a mundane whips. 
  • She increases the bonus on clash attacks for dual wielding whips by one die.
  • She reduces the Defense penalty for grappling by one. 

In Creation, this Charm is known as Strangling Lighting Form.


Special activation rules: When the martial artist succeeds on a grapple or disarm gambit and rolls 3+ extra successes on the Initiative roll, she may reflexively enter Live Wire Form.


Crackling Arc of Retribution

Cost: 8m, 2i, 1wp; Mins: Martial Arts 5, Essence 2
Type: Reflexive
Keywords: Clash, Decisive-only, Perilous, Terrestrial
Duration: Instant
Prerequisite Charms: Charged Coil Surge

The stylist unleashes electric vengeance on those who refuse to heed her authority, hands and whips moving with impossible speed and crackling with Essence. 

When an enemy with Initiative lower than the martial artist’s makes a non-ranged attack against her, she  reflexively clashes with a decisive attack. While wielding a whip, she can clash ranged attacks, but only deals damage if the opposing attack used a projectile that she can redirect. 


If the stylist is dual wielding whips, she converts the attack roll dice bonus from dual wielding to non-Charm successes.


Terrestrial: The clash counts as the stylist’s attack for the round — or the next round, if she’s already attacked.