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CH 02 Playtest Basic Rules V 0.86

The document summarizes the basic rules of the Cloudbreaker Alliance roleplaying game, including the four main types of dice rolls: task rolls, contested task rolls, attack rolls, and effect rolls. It explains how to resolve challenges through dice rolls, use of skills, toolkits, weapons, and the edge/setback mechanics. It also covers tasks and missions, critical successes and failures, and how mastery bonuses improve rolls.
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0% found this document useful (0 votes)
883 views10 pages

CH 02 Playtest Basic Rules V 0.86

The document summarizes the basic rules of the Cloudbreaker Alliance roleplaying game, including the four main types of dice rolls: task rolls, contested task rolls, attack rolls, and effect rolls. It explains how to resolve challenges through dice rolls, use of skills, toolkits, weapons, and the edge/setback mechanics. It also covers tasks and missions, critical successes and failures, and how mastery bonuses improve rolls.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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CHAPTER 2 ( PLAYTEST V0.

86 )
BASIC RULES
Learn the Basic rules of Cloudbreaker Alliance in this
CHAPTER CONTENT chapter. Once you’ve learned the four basic dice roll
types, the rest of the rules would make much more
ROLLING DICE sense. You will also learn what missions are and how to
complete or fail them.
TASK ROLLS
You can fast track this chapter by prioritizing the
COMBAT ROLLS summaries and text in the yellow highlight panels.
MISSIONS AND CAMPAIGNS
FAILURES ROLLING DICE
PLAY DURATION TERMS While undertaking missions, you will meet various ​
challenges that you need to overcome. They may come
in the form of tasks that you will need to complete, or
enemies that you will have to defeat in combat. To do
both, your game master will need you to resolve those
challenges by rolling your two six sided dice (2d6) and
add the relevant bonuses.
In general, only the acting character is required to roll.
There are two main categories of dice rolls, Task Roll
& Combat Roll. They’re commonly used in non-combat
and combat situations respectively. However, there are
Two six-sided dice, a.k.a. 2d6. overlaps such as when you’re neutralizing enemies in
This is the main gameplay tool of Cloudbreker Alliance. combat using task rolls.

ROLLING DICE SUMMARY

TASK ROLL COMBAT ROLL


TASK ROLL CONTESTED TASK ROLL ATTACK ROLL EFFECT ROLL
Also known as Standard Task This is opposing Task Rolls, Attacks Rolls are made against Effect Rolls are made against
Roll, this 2d6 dice roll is made made against each other by the enemy’s defense. the enemy’s Physical Fortitude
to resolve various non-combat two sides, usually between a ot Mental Fortitude.
Subsets of Attack Rolls are:
challenges. player character (PC) and an Subsets of Effect Rolls are:
important NPC. The highest • Major Attack
Subsets of Task Rolls are:
result wins. • Physical Effect Roll
• Follow-Up Attack
• Skill Roll
In case of a tie, reroll until • Mental Effect Roll
• Simultaneus Attack
• Toolkit Roll there’s a winner.

Edge & Setback Mastery Bonus


Edge: Roll 2d6 twice, you may pick your preferred result. • Adds Mastery bonus to Skills, Toolkits, and Weapons
Setback: Roll 2d6 twice, you must pick lowest result. roll your mastered
• Armor Mastery lets you benefit from Max HP bonus
• Mastery increases when you reach certain levels.

This is a Cloudbreaker Alliance playtest material, all contents are subject to change. 1
Edge & Setback
TASK ROLLS
Certain conditions, traits, quirks and features may
require you to reroll your 2d6 dice. When the condition During your adventures, you may need to complete
is favourable to you, such as when you are trying to various non-combat tasks to achieve your mission
sneak into a castle but the guards are distracted, you objectives. To successfully complete a task, you need to
have an edge. When the condition is unfavourable, such make a Task Roll (TR) against the difficulty rating of the
as when you are tyring to climb up a rope but the rope task (Task Difficulty) and achieve a result that’s equal to
is oily, you have a setback. or higher than it. If your result is below the Task Difficulty,
then you failed that roll.
Edge - When you have an edge, it means that when
you roll your 2d6 dice for a task roll or to attack, you TASK ROLLS SUMMARY
MAY reroll the dice again and pick the best result
between the previous or the new roll. For example, if Task Roll
you roll a 7 on your first dice roll and 4 on your reroll, • Skill Roll: 2d6 + Relevant Attribute + Mastery (if you
you MAY choose the 7. (If for some reason you want to mastered the Skill)
choose the 4, you may do so as well)
• Toolkit Roll: 2d6 + Toolkit Quality + Mastery (if you
Setback - When you have setback, you are forced to mastered the Toolkit)
reroll the dice and MUST use the lowest result of the • You need to bring the toolkit or have mastery in it to
two rolls. For example, if you rolled a 10 on your first be able to make the roll
dice roll and 3 on your reroll, you MUST use the 3.
• Task Difficulty: The target amount you need to match
You cannot gain edge or setback from more than one with your Task Roll
source. When you have both edge and setback on your • Success when your Task Roll matches or is higher
roll, they cancel out each other and you roll normally than Task Difficulty
without any rerolls. (It doesn’t matter even if you have 10
• Critical Success: When you rolled two sixes on the
edges and only 1 setback, they cancel out each other)
die, you automatically succeeds.
Effect Rolls are not affected by edge nor setback. • Fumble: When you rolled two ones on the die, you
automatically fail.
Contested Roll
Mastery Bonus
• Two sides make Task Roll, only one side can win.
Your training and life experiences are represented by Reroll when tied
your mastery bonus. When you have mastery in certain • Rolled against Important NPC or other players
skills, toolkits and weapons, you can add your mastery
bonus to the related rolls. Mastery also allows you to
reap the benefit of armor of the weight categories you
have mastery in. Making A Task Roll
For example, when you have mastery in heavy When a character attempts something with an element
weapons, you can add +2 mastery to your attack roll of risk, danger, or uncertainty, they make a Task Roll
with a heavy weapon such as a greatsword (2d6 + 2). (TR) by rolling 2d6 and adding the bonus of either their
When you have mastery in light armor, you can benefit most relevant skill or toolkit to the result. Then, compare
from the maximum hit points bonus from your light armor the Task Roll (TR) result to the Task’s Difficulty (TD). If
(15 Max HP + 7 Max HP). your TR is equal to or higher than the TD, then you have
completed the task successfully. You need to have the
Your mastery bonus grows according to your character’s toolkit with you or mastery in it to be able to make the
level. At level 1 it is +2, at level 4 it becomes +3, at level roll.
8 it is +4, and finally at level 12 it is +5, from there on,
your mastery no longer increases. See the level up Skill bonus is derived from the attribute associated to
table for more details. the skill plus the mastery bonus if you have mastery in
that skill. As for toolkit bonus, is derived from the quality
of the toolkit you own plus the mastery bonus if you
have mastery in that skill

2 This is a Cloudbreaker Alliance playtest material, all contents are subject to change.
Task Roll = 2d6 + (A Skill Bonus or A Toolkit Bonus) Task Difficulty (TD)
Skill Bonus = Attribute + Mastery (if you have mastery in
the skill) The difficulty of tasks are represented by its task
difficulty rating.
Toolkit Kit Bonus = Toolkit Quality + Mastery (if you have
mastery in the toolkit) Task Difficulty:
4 - Very Easy
Example:
6 - Easy
• James (role playing as Pelton): I want to sneak into
that bandit’s camp. 8 - Normal
• GM: Sure. Just to let you know, that camp is being 10 - Hard
watched by a very vigilant guard. You can sneak in 12 - Very Hard
by making a Thievery skill roll or an Infiltration Kit roll. 14+ - Nearly Impossible
The task difficulty rating for both is 11.
• James: Gotcha! I got 3 Agility, but no mastery in Common Task Difficulties encountered by grade:
Thievery, so my Thievery Skill bonus is only 3. That’s • Copper Grade (Level 1 - 4): TD 8
not good enough eh? Luckily, I brought a Basic
Infiltration kit (3) with me, and I also have mastery
• Silver Grade (Level 5 - 8): TD 9
(+2) in it. So my Infiltration Kit bonus is 5. • Gold Grade (Level 9+): TD 10.
Pelton’s Thievery Skill Bonus: 3 (Agility) + 0 (Mastery)
=3
Pelton’s Infiltration Kit Bonus: 3 (Basic Infiltration Kit) +
Contested Task Rolls
2 (Mastery) = 5 When you are making a task roll against important
• James rolled his 2d6 (2 six-sided dice) and his dice NPCs, or when the mission scenario calls for it, the GM
roll result is 6. By adding Pelton’s Infiltration Kit Bonus may make a competing roll (Contested Task Roll) using
(5) to the result, his Infiltration Kit Roll becomes 11. the NPC’s skills or toolkit instead of setting a TD. This
is called contested task roll. It adds more drama and
• James: All right! I rolled an 11! I thought I would’ve
uncertainty but takes longer to resolve, so it might not
gotten higher though…
be optimal to use all the time. The side that rolled a
• GM: That’s good enough. Since your Infiltration Kit higher result wins and completes the task it sets out to
Roll (11) matches the Task Difficulty (11), you slipped do. In case of a tie, roll again until a side wins.
on your stealth suit, which is part of your Infiltration Kit
and succeeded in sneaking in undetected.
Obviously, he would also succeed if the Task Roll result Skills
is higher than the task difficulty.
A character’s skills represent their individual ability to
overcome different types of challenges. When making a
task roll, you may add the bonus of your most relevant
Critical Success & Fumble skill to your dice roll. Your skill bonus is derived from the
skill’s associated attribute, such as Agility for Sports, and
If you rolled two sixes on the face of your dice, your mastery bonus if you have mastery in that skill.
then your character achieved Critical Success, and
automatically succeeds at the task, regardless of the roll The following is a list and brief description of all the
total after bonuses. Likewise, if you rolled two ones on skills. (See CH 8 - ADVENTURING, SKILLS & TOOLKITS
the face of your dice (snake eyes), then your character for a more detailed description)
Fumbled and automatically fails the task, regardless of
the roll total after bonuses. (When you achieved critical STRENGTH
success or the result of your task roll result is 4 points Brute - Use your raw strength to push, pull or
above the TR, Game Master may reward you with manipulate objects
bonuses such as additional clues or edge on the next
roll) Endure - Withstand rough weathers, intoxicants or
other punishments
Intimidation - Shout or frighten a creature

This is a Cloudbreaker Alliance playtest material, all contents are subject to change. 3
AGILITY forgery tools.
Sports - Run, jump, drive a vehicle, be an action hero Infiltration Kit - Contains lockpicks, trap deactivation
Thievery - Sneak, pickpocket, disarm traps and related tools, hacker deck and sneaking suit.
actions
Deception - Lie, come up with excuses, cover tracks
AWARENESS COMBAT ROLLS
Detect - Find hidden things or use your senses to see Combat is part of a Cloudbreaker’s repertoire. Unless
or hear better you want to be a monster fodder, it will do you well to
Information - Find information with your booksmarts & know the basics of fighting. A Combat Roll is a type of
hacking skills dice roll you make when you attempt to deal damage
to your enemy’s Hit Points (HP) or Mind Points (MP).
Reason - Argue with logic or just think logically
When either of those are reduced to 0, your enemy is
EMPATHY defeated.
Psychology - Discern another creature’s intentions and
see through illusions
COMBAT ROLLS SUMMARY
Artistry - Sing, impersonate, and appreciate the value Combat Attack Rolls (Attack Roll)
of art • Rolled against target’s defense
Appeal - Ask, plead, request and seduce your way to • Hits target if Attack Roll result matches or beats
get what you want defense
• Major Attack: 2d6 + Mastery (if you have mastery) +
Bonus
Toolkits • Major Attack Damage: Excess + Damage + Bonus
Instead of relying on your personal abilities, why not Damage
just bring the right tools to the tasks? When making a • Follow-Up Attack: 2d6 + Mastery (if you have
task roll, you may instead add the bonus of your most mastery) + Bonus
relevant tookit to your dice roll. Your toolkit bonus
• Follow-Up Attack Damage: Damage + Bonus Damage
comes from the quality of the toolkit you have in your
inventory and your mastery bonus if you have mastery • Simultaneous Attack: 2d6 + Mastery (if you have
in that skill. mastery) + Bonus (one roll against all selected
targets)
The following is a list and brief description of currenly
• Simultaneous Attack Damage: Excess + Damage +
available toolkits and their functions. (See CH 8 -
Bonus Damage (Calculate the single roll against all
ADVENTURING, SKILLS & TOOLKITS for more details)
selected targets)
TOOLKITS • Critical Hit: When you rolled two sixes on the die,
Climbing Kit - Contains grappling hooks for climbing, you automatically hits and the damage you deal is
pulley system to lift & pull heavy objects and others. doubled.
Navigator’s Kit - Contains mapping, tracking tools and • Fumble: When you rolled two ones on the die, you
devices that assist in vehicle operation. automatically miss.
Arcanist Kit - Contains manuals and tools to deal with • Opportunity Strike: When an enemy leaves your
problems related to nature, cinder and arcane magic. zone, you can make a single Major Melee Attack at
it as Free Action.
Thaumaturgist Kit - Contains manuals and tools to deal
with the supernatural, fiends and cosmic magic. Damage
Chemist Kit - Contains tools to perform forensic • Additions bonus first before multiplication bonus
examinations, chemical and medical examinations and
• If attack or effect deals no damage, you can choose
various usable chemicals such as acids.
to take 1 damage
Mechanics Kit - Contains various tools to examine and
• Three components: Stats, Type, Method
fix mechanical objects & devices.
Impersonation Kit - Contains make up sets and
costume making kit to impersonate or seduce and

4 This is a Cloudbreaker Alliance playtest material, all contents are subject to change.
Combat Effect Rolls (Effect Roll) Unarmed Combat Roll Mastery - All characters have this.
• Physical Effect: Rolled against target’s Physical and more.
Fortitude
• Mental Effect: Rolled against target’s Mental Fortitude Certain special weapons, spell catalysts or class
features may provide you with additional combat roll
• Effect Roll: 2d6 + Mastery (if you have mastery) + bonuses. Soularms, for example adds +1 to all combat
Bonus rolls made with it.
• Affliction: Enemy is afflicted when Effect Roll match or
beats the relevant Fortitude Some Disciplines have features that turn certain attack
method to another, such as the Weapon Master, which
• Damage: Effect Roll + Effect Damage - relevant can change Weapon Combat rolls into Martial Arts
Fortitude Combat rolls.
• Can’t Critical or Fumble

Making An Attack Roll


Combat Rolls are subdivided into two categories.
There are three types of attack rolls, Major Attack,
• Combat Attack Rolls (Attack Rolls for short), are Follow-Up Attack and Simultaneous Attack.
made against a target’s Defense. These are attacks
that can be reasonable parried or defended against Attack rolls are divided into two phases, hit phase and
by the target, such as a sword attack or an arrow. damage phase. To deal damage with your attack roll,
• Combat Effect Rolls (Effect Rolls for short), are made you must first hit them by making a roll equal to or
against a target’s Physical or Mental Fortitudes, higher than your target opponent’s defense. If you roll
depending on the effect. These are effects that below the enemy’s defense then you miss and do not
are near impossible to evade from and can only deal any damage.
be endured against, such as an explosion or being
caught in a blast of blizzard spell. Major Attack: Deals Excess Damage, made at single
target.
• Attack Roll = 2d6 + Combat Roll Mastery + Combat
Combat Roll Mastery and Bonuses Roll Bonus
• Excess Damage = Attack Roll - Target Defense
When making a combat roll, you can add your mastery
bonus to your attack or effect rolls as long as you have • Major Attack Damage = Excess Damage + Attack
mastery in the combat method. Damage + Damage Bonuses

Weapon Combat Roll Mastery - Comes from your This is the standard and most common form of attack,
Discipline’s weapon mastery. Weapon mastery is further usually made using your Major Action. When you are
subdivided into the weapon’s weight category, light, in a critical situation, such as combat situation, you have
medium, heavy and the rare Xtra heavy. one Major Action on your turn and one or more minor
actions depending on your character’s level.
Manuever Combat Roll Mastery - Comes from your
Discipline’s maneuver mastery. Maneuvers are When you’re making a Major Attack, for each point
subdivided into Scuffle and Cheapshot, but there your attack roll is above your enemy’s defense, you
are maneuvers such as Trip & Disarm which can be deal the difference as Excess Damage. Then, you add
executed by either maneuver types. the damage of your weapon, spell or other methods
of dealing damage and any related bonuses, followed
Spell Combat Roll Mastery - Comes from your weapon by the relevant reductions and multiplications if there
mastery. are any. (In general, follow this rule: Additions first,
multiplications last)
Martial Arts Combat Roll Mastery - Comes from your
Discipline’s relevant feature, such as the Martial Artist’s Follow-Up Attack: Deals no Excess Damage, made at
Martial Arts Feature. single target.
Eidolon Combat Roll Mastery - Comes from your • Attack Roll = 2d6 + Combat Roll Mastery + Combat
Discipline’s relevant feature, such as the Channeler’s Roll Bonus
Command Eidolon feature. • Follow-Up Attack Damage = Attack Damage +
Damage Bonuses

This is a Cloudbreaker Alliance playtest material, all contents are subject to change. 5
As the name suggests, these are swift attacks made Example 2: Major Attack and Follow-Up
after you make a Major Attack. They’re usually made • Kerry, roleplaying as level 1 Bard Imara: I’m using my
using your minor actions. You may make them if you Major Action to make a Major Attack with my dagger
have the relevant features such as Martial Arts Combo (+1 Combat Roll, 3 HP Sharp Weapon Damage) on
or two weapons with the “dual wield” tag. If an attack is the target bale wolf (8 defense).
not classified as a follow-up attack, then by default it is a
Major Attack. If you’re making a Follow-Up Attack, then • GM: Sure. Make your Weapon Attack roll.
you follow the same calculation method, except that you • So Kerry rolled his 2d6 (2 six-sided dice) and his
don’t deal excess damage. Dice Roll result is 9.
Imara has mastery in light weapons and since a
Simultaneous Attack: Deals Excess Damage, single roll dagger is a light weapon, he can apply his mastery
against multiple target. (worst roll condition) (2) to his attack roll. Additionally, the dagger weapon
• Attack Roll = 2d6 + Combat Roll Mastery + Combat type adds +1 bonus to the combat roll. (2 + 1 = 3) By
Roll Bonus adding Imara’s Attack Roll Bonus (3), to the Dice Roll
result (9), his Attack Roll becomes 12.
• Excess Damage = Attack Roll - Target Defense
• Kerry: I rolled 12!
• Simultaneous Attack Damage = Excess Damage
+ Attack Damage + Damage Bonuses (Make the • GM: Great! You’ve rolled 4 points above the
calculation above against all attacked targets) monster’s defense, so you deal 4 excess damage.
What’s the rest of your damage?
This is a single major attack roll made against multiple Major Attack Damage = excess damage (4) +
targets simultaneously. In terms of edge and setback weapon damage (3) + no damage bonus (0) = 7 total
rolls, it takes the worst roll condition among the targets. damage.
Even if you have edge on all other targets but normal • Kerry: Excess of 4, plus 3 dagger damage, no bonus,
or setback on one of them, you roll normally or with so 7 total! I also want to use my minor action to
setback. attack with my secondary dual-wielded weapon.
• Kerry rolls 2d6 and adds his Attack Roll Bonus (3).
Example 1: Major Attack only
• Kerry: I got 14 this time!
• Susan, roleplaying as level 8 spellweaver Kara:
I target the wind sprite (9 defense) and casts • GM: You hit! But no excess damage since this is a
the flame arrow spell at rank 2 (17 HP Fire Spell follow-up attack. How much do you deal this time?
Damage) with my spell catalyst. • Kerry: Just 3 dagger damage with no bonus, so 3!
• GM: Sure. Make your Spell Attack roll. Follow-Up Attack Damage = no excess damage (0)
+ weapon damage (3) + no damage bonus (0) = 3
• Susan rolled her 2d6 (2 six-sided dice) and her Dice total damage.
Roll result is 5.
Kara has mastery in spell catalysts, so she can apply
her mastery (4) to her spell attack roll. By adding
Kara’s Attack Roll Bonus (4), to the Dice Roll result Opportunity Strikes
(5), her Attack Roll becomes 9.
The main role of a melee combatant is to hold enemies
• Susan: I rolled 9!
in the zone they currently occupy. When an enemy
• GM: Good. But 9 just matches the wind sprite’s unit occupying the same zone as you move to another
defense, so you don’t deal excess damage. What’s zone voluntarily, you can make an Opportunity Strike at
the rest of your damage? one of its targets as free action before it leaves your
• Susan: No excess, but 2 bonus from Templar’s zone. This means that you can make a single Major
Protection… so I deal 19 Hit Points of Fire Spell Attack at it with a melee attack, without any follow-ups.
Damage. That enemy can continue its movement if it survives the
Damage = excess damage (0) + spell damage (17) + attack.
damage bonus (2) = 19 total damage.
You cannot make an opportunity attack at targets
you can’t see, or targets that are pushed away or
teleporting.

6 This is a Cloudbreaker Alliance playtest material, all contents are subject to change.
Example 3: Simultaneous Attack As General rule, all calculations in Cloudbreaker
• Tommy, roleplaying as level 12 Deadshot Wayne: Alliance are rounded down to the nearest whole
I’m using my two minor actions to mark the two number.
balewolves (8 defense) and one wind sprite (9
defense) with my Improved Trickshot feature. Next,
I’m using my Major Action to make a Simultaneous Misses & Choosing to Take Damage
Attacks on all the marked targets with my rifle (10 HP
Sharp Cinderblast Damage). When an attack or effect roll fails to do you any
damage, you have the option to take 1 damage instead
• GM: Sure. Make an Attack roll. to activate your relevant features. The damage stats,
• So Tommy rolled his 2d6 (2 six-sided dice) and his type and methods is the same as the attack or effect.
Dice Roll result is 10.
Wayne has mastery in medium weapons and since a
rifle is a medium weapon, he can apply his mastery
(5) to his attack roll. By adding Wayne’s mastery (5),
Damage Stats, Type and Method
to the Dice Roll result (10), his Attack Roll becomes
15. 18HP Wind Spell damage
• Tommy: I got 15! Stats Type Method
• GM: Great! You’ve rolled 7 points above each There are three components to every damage dealt
balewolves’ defense, so you deal each of them 7 or received, Stats, Type and Method. This distinction is
excess damage. As for the Wind Sprite, you rolled important because certain enemies, such as Razorshells,
6 points above its defense, so you deal it 6 excess are weak to the Spell damage Method, which can be of
damage. What’s the rest of your damage? any type.
• Tommy: My rifle deals 10 Cinderblast damage, no • Stats: This component represents the Stats the
bonus, so 17 for each balewolves and 16 for the wind damage is directed towards, which can be the
sprite. target’s HP, MP or Resolve.
• Type: This component represents the Type of the
Critical Hit & Fumbles damage dealt, which can be physical damage types
such as blunt or sharp or elemental damage such as
If you rolled two sixes on the face of your dice, fire, chaos and more.
then your character’s attack becomes a Critical Hit
and automatically hits your enemy regardless of the • Method: This component represents the Method how
attack roll total after bonuses. You may have caught the damage is dealt, corresponding to the combat
your enemy unbalanced and struck their weak spot roll made. Martial Arts Combat Rolls for example,
or experience other fortunate events in your favour. would deal Martial Arts damage. There are also
Regardless how you do it, you calculate your damage other damaging methods, such as Environment
and damage bonuses as usual and double the sum. damage and Eidolon damage.

If you roll a pair of ones on your dice, you fumbled your


attack and automatically misses regardless of the attack
roll total after bonuses. Effect rolls can’t crit or fumble.
Making An Effect Roll
Combat Effect Rolls are made for assaults that can’t be
easily defended against, such as target-seeking spells
Addition & Multiplication Bonus or bombs that affect all targets in an area. The affected
targets can only resist with their physical or mental
When dealing damage, you may benefit from additive fortitude. Physical Effect Rolls are compared against the
and multiplicative bonuses from various class features target’s Physical Fortitude while Mental Effect Rolls are
and spells or reductions and divisions. Unless clearly compared against the target’s Mental Fortitude.
specified, the general rule in calculating damage is
to do the additions and reductions first and do the Effect rolls are also divided into two phases, using the
multiplications and divisions last. For example, if you same single roll, affliction phase and damage phase. In
received Templar’s Protection’s +2 damage bonus to the affliction phase, compare your roll to your target’
your short sword 5HP Sharp Weapon damage, and relevant fortitude and afflict them with the special effect
your enemy is resistant to sharp damage, then you deal if you rolled equal to or higher than the fortitute. The
(5+2) ÷ 2 = 3.5 rounded down damage, which becomes relevant fortitude is specified by the spell or weapon.
3HP Sharp Weapon Damage. The “Terror” chaos spell for example, afflicts the Fear

This is a Cloudbreaker Alliance playtest material, all contents are subject to change. 7
condition at the target if you rolled equal to or above
the mental fortitude. MISSIONS AND CAMPAIGNS
In the damage calculation phase, just add the spell In Cloudbreaker Alliance, a mission is an assignment
damage to the result of the same single effect roll and received or initiated by a party of Cloudbreakers. It
reduce it by the relevant fortitude of each individual contextualizes the main goal the party tries to achieve
targets affected by the spell. While technically there are and the related objectives. For example, when a party
two phases in an effect roll, many spells and weapons of cloudbreakers have accepted a mission with the goal
only have the damage phase. Effect rolls have a much of saving a group of miners, their objectives may include
higher chance at dealing damage, but it cannot deal finding the miners, keep the miners alive and bring them
critical damage. out of the mine to safety. One of the miners however,
may offer the party of cloudbreakers a side mission
Effect Roll = 2d6 dice roll + Combat Roll Mastery + Bonus to retrieve a precious object that was dropped in a
Affliction = If the Effect Roll is equal to or higher than the location where a group of monster had made a nest.
fortitude Cloudbreakers can refuse side missions since it is not
part of the mission they had agreed to.
Effect Damage = (Effect Roll + Effect Damage) - target’s
fortitude
MISSIONS & CAMPAIGNS SUMMARY
Example: Missions & Campaigns
• John, roleplaying as level 1 cultist Dashan: I wave my • A campaign is made up of a series of missions
spell catalyst at the razor shell and cast Terror!
• You may face various Critical Situations in a mission
• GM: Go ahead, make your Mental Spell Effect roll.
• Complete missions to gain Experience Points, Cred
• So John rolled his 2d6 (2 six-sided dice) and his Dice and other rewards
Roll result is 7. Since Dashan has mastery in his spell
catalyst, he can apply his mastery (2) to his effect A mission usually has one hour in game time limit
roll. Which means that his spell effect roll is 9 (7 + 2). to complete. Players may take a session or two to
• John: My roll is 9! complete a mission or however long they may want to
take.
• GM: Your 9 is higher than the razor shell’s Mental
Fortitude (6), so the razorshell is afflicted by the
spell’s effect, Fear. Mission example
Mission: Operation Disaster Relief
• Susan, roleplaying as level 8 spellweaver Kara: I Mission Reward: 100 Experience Points, 200 Cred/
casts the Wind Shear spell with my spell catalyst at person, 1 healing powder
rank 2 (10 HP Wind Spell Damage), targeting that
zone occupied by 3 balewolves and one razorshell. Mission Goal: Save the miners
• Objective 1: Find the miners
• GM: Fine, make your Physical Spell Effect roll. • Objective 2: Keep the miners alive (Core)
• Susan rolled her 2d6 (2 six-sided dice) and her Dice • Objective 3: Bring the miners out of the mine safely
Roll result is 10. Since Kara has mastery in her spell (Core)
catalyst, she can apply her mastery (4) to her effect Side Mission: Retrieve Kevo’s engagement ring
roll. Which means that her spell effect roll is 14 (10 + Side Mission Reward: 100 Cred/person, 1 Giant
4). Maul, 10 Fond Memories
• Susan: I rolled 14. But this spell doesn’t afflict any • Side Objective 1: Retrieve the engagement ring
special effects, just plus 10 damage. So, the Effect from the monster nest
Damage is 24 against their Physical Fortitude.
• GM: OK. The balewolves’ Physical Fortitude is 7, so
they take 17 Hit Points of Wind Spell damage each Critical Situations
(24 - 7). As for the razor shell, since it has 6 Physical In the course of a mission, player characters may
Fortitude, it takes 18 damage (24 - 6). Oh, but wait! come across various Critical Situations that they need
Razors shells are actually weak to spell damage to resolve to progress. Some of the most common
method, so they take double damage, 36 damage. situations they may come across are, Combat Situation,
Escape Situation and Social Situation. Obviously, there
can be many other situation types that the game

8 This is a Cloudbreaker Alliance playtest material, all contents are subject to change.
master can come up with to challenge the players. • Mission Failure: When the party is wiped out, fails
(See Chapter 11 - Core Rules for details on how Critical or gives up on a mission, they don’t get any of the
Situations work. completion rewards. However, if the GM think that the
Players have completed a significant portion (50%
or more) of the mission, they may be rewarded the
Mission Rewards consolation reward of half the experience points.
• Rescue & Corpse Retrieval: If the party is wiped out,
You receive your mission rewards when you complete a or can’t leave the mission safely, they can request
mission by fulfilling its goal. the Cloudbreaker Alliance admin to send another
party of Cloudbreakers to rescue the PCs or collect
You may gain the following at the end of a successful
their comrade’s corpse. Each rescued PC will have
mission.
to pay the Cred reward they would have earned by
• Experience Points - Earn 100 to gain a level. completing the mission.
• Cred - Monetary currency used to buy things.
• Bond & Fond Memories - Gain fond memories to
power through tough missions. Defeat, Giving Up and Rescue
• Special Items - Sometimes, you may discover special When a player character’s HP or MP is reduced to 0,
items during your mission. they fall into the “downed” condition. Downed character
are conscious but too injured to act. They can still be
Side missions may offer credit, bond and special items,
brought back up by their allies if they recover their HP or
but not experience points.
MP above 0. If all the characters in a party are downed,
it means that they are “Wiped Out” and the party is
left to the mercy of their enemies or environment. In
Non-Mission Adventures (Down Time) this kind of situation, the GM may allow the party to
be rescued by the next group of Cloudbreakers. The
In long running campaigns, players may get to roleplay PCs will have to pay the individual Cred amount they
the moments between missions, called down time. They would have received for the mission’s completion to be
may get into trouble, befriend NPCs or attempt to earn rescued.
special items. GMs may set rewards for these Non-
Mission Adventures if they provide significant challenges
to the players.
Death
When a player character’s resolve is reduced to 0, that
FAILURES character dies. If their party members are unable to
bring their body to safety, then they will have to pay a
There are many ways of failing your missions, the corpse retrieval fee. The fee is the Cred amount they
simplest ways are to go over the mission time limit would have received for the mission. Dead characters
or failing to complete a core objective. Other, more may be resurrected at a cost. (See CH 10 - MAGIC &
violent ways of failing, is to have the whole party of SPELLCASTING for more details)
PCs be defeated or killed, a.k.a. wiped out. To prevent
such tragedy, it might be wise to know when to cut your
losses and request the Cloudbreaker Alliance admin to Half Finished Mission & Partial Rewards
send in higher grade cloudbreakers. PCs can give up on
a mission at any time and leave it to another party. If When the GM assesses that the players have
they can’t leave safely, they can even request admin to completed a reasonable portion of the mission, they
send rescue for a fee. may receive half the experience points offered by
the mission only. This applies to all party members,
The following are some considerations for the GM even those who need to be rescued or killed but later
on what to do when the PCs failed to complete their resurrected. A simple way to judge this, is to check
mission. how many core missions objectives the players have
completed. Above 50% is a good benchmark. However,
this decision is ultimately left to the GM’s discretion to
prevent players from abusing this option.

This is a Cloudbreaker Alliance playtest material, all contents are subject to change. 9
PLAY DURATION TERMS
All the time mentioned in this book refers to in-
game time. In-game time refers to the time taken in
the narrative context in a game, which may stretch
according to the player’s needs. A “long break”, which
takes half an hour in-game, may take place in just a
sentence said by the Game master in the real world,
“You have taken a long break.” A round of combat,
which lasts for 12 seconds in game, may last for fifteen
minutes in the real world with players taking toilet
breaks in between turns.
To help contextualise in-game and real world play
duration, here are some explanations on the terms used
in this book.

• Mission Time Limit: (In-game) This is the amount of


in-game time you have to complete your mission.
It does not have to be calculated in detail, you just
need to note the amount of rest time you have
taken. Most missions have a one hour in-game time
limit. So it means that you can take a half hour Long
Break for each mission.
• Long Break: (In-game) The player characters rests in-
game for half an hour. (See chapter 8’s - Adventuring
section to know what you can do during your long
break.)
• Short Break: (In-game) The player characters rests in-
game for five minutes. (See chapter 8’s - Adventuring
section to know what you can do during your short
break.)
• Game Session: (Real world) One game session is an
instance where the GM and players come together
to play Cloudbreaker Alliance. It could last from two
hours to as long as the participants wanted.
• Campaign: (Real world) A series of missions and
adventures played over a long period of time. If
a mission can be compared to an episode of a
TV series, then a campaign can be compared to
a season or the whole series itself. There is no
standard definition of a campaign.

10 This is a Cloudbreaker Alliance playtest material, all contents are subject to change.

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