CH 07 Playtest DISCIPLINES CLASSES V 0.86b
CH 07 Playtest DISCIPLINES CLASSES V 0.86b
86 )
DISCIPLINES AND CLASSES
Learn the difference between Disciplines and Classes
CHAPTER CONTENT and how to gain rank in classes in this chapter.
You can fast track this chapter by prioritizing the
CLASS RANK AND ADVANCEMENT summaries and text in the yellow highlight panels.
BASIC DISCIPLINES & CLASSES
ADVANCED DISCIPLINES & CLASSES
CLASS RANK AND ADVANCEMENT their unique class features, they share many of the
SUMMARY features related to the discipline. For example, a rank
1 Templar gains Templar’s protection while Samurai
Disciplines and Classes gains Samurai’s protection. At rank 2, they both gain the
• Gain a rank in your chosen class at level up shared discipline feature, Arcane Attunement.
• You gain all discipline & class features of the A discipline’s main role in combat is defined by its
corresponding rank Spirit Burst, a powerful feature that requires expending
• Classes of same discipline gain the same discipline spirit tokens to activate. When the Templar or Samurai
feature reached rank 4, they gain the same discipline feature,
Spirit Burst: Aegis Shroud, which provides support
• You need to fulfill class requirements to gain a rank feature to their allies. But depending on your class and
in Advanced Classes equipment choice, your character may be customised
• At level 13 and above class requirements no longer to fulfil another role. Spirit bursts can only be used in
apply critical situations such as Combat Situation.
Primary & Secondary Classes As gameplay etiquette, it is your duty to remember the
• You can use a secondary class starting at level 5 functions of your features. Always keep the following
motto in mind.
• Primary Class: You use the turn speed, movement,
masteries and features of this class “YOUR FEATURE, YOU REMEMBER: If it’s your feature,
• Secondary Class: You only use the features of this it’s your responsibility to remember its functions and
class remind others that they are benefiting from the bonus.”
• You can swap your primary & secondary classes with Primary & Secondary Classes
any classes you’re ranked in
Your Primary Class is your main active class. Your
• You can use two classes from the same discipline character’s various statistics are derived from the Class
Classes are the main source of combat related features. Discipline’s stats block.
Each time Player Characters (PC) level up, they gain This is an example of the Champion Discipline’s stats
one rank in their chosen class and gain the unique block.
class features or shared discipline features of the
corresponding rank. (Note the difference, they gain rank Turn Speed: 6
in their class, not discipline) Movement: 10m (1 zone / minor action)
PCs are unable to gain rank in Advanced Classes until Max Movement: 20m (2 zone / turn)
they fulfil the ranking requirement for that discipline. Defense: 6 + Mastery
Physical Fortitude: 4 + Mastery
Disciplines and Classes Mental Fortitude: 6 + Mastery
Classes are subsets of disciplines. The Champion Weapon Mastery: Light, Medium & Heavy
discipline for example, has the Templar and Samurai Armor Mastery: Light, Medium & Heavy
classes. While these two classes are set apart by Manuever Mastery: Scuffle
This is a Cloudbreaker Alliance playtest material, all contents are subject to change. 1
Your turn speed, movement range, defense, physical but you can swap in those other classes to become
and mental fortitudes, weapon mastery, armor mastery your active Primary and Secondary classes when you
and manuever mastery are derived from your Primary have the chance.
Class’ discipline. Obviously, you also get the features
that corresponds to your rank in that class. You can swap your classes around whenever your
character is taking a Long Break or Full rest.
At level 5, PCs can use the features of a second class
they have ranks in, making it their Secondary Class. You Ranking Advanced Disciplines & Classes
can only use your secondary class’ features and none Advanced disciplines and classes are often more
of its masteries unless the mastery is part of the feature. powerful than basic disciplines and classes, however,
But of course, you can swap your classes around to find they may be more complicated to use and you need
a configuration that works best for you. to fulfil certain conditions to be ablet to gain ranks in
Here is an example of a level 6 character with +3 them.
mastery bonus with 4 ranks in Templar and 2 Ranks in When you reach level 13, there’re no longer any
Spartan. restriction for you to gain rank in any classes.
MASTERIES & FEATURES
PRIMARY CLASS SECONDARY CLASS
TEMPLAR RANK 4 SPARTAN RANK 2
Turn Speed: 6 Features:
Movement: 10m (1 zone) Spirit Burst: Endure (Rank 1)
Max Movement: 20m (2 zone) Adrenaline Rush (Rank 1)
Defense: 9 Defensive Interpose (Rank 1)
Physical Fortitude: 7 No Pain No Gain (Rank 2)
Mental Fortitude: 9
Weapon Mastery:
Light, Medium & Heavy
Armor Mastery:
Light, Medium & Heavy
Manuever Mastery:
Scuffle
Features:
People’s Shepherd (Rank 1)
Templar’s Protection (Rank 1)
Arcane Attunement (Rank 2)
Attunement Slot +1 (Rank 2)
Warcasting (Rank 2)
Mark of Challenge (Rank 3)
Spirit Burst: Aegis Shroud (Rank 4)
2 This is a Cloudbreaker Alliance playtest material, all contents are subject to change.
BASIC DISCIPLINES ADVANCED DISCIPLINES
SOLDIER COMPLEXITY: 1 WEAPON MASTER COMPLEXITY: 3
CLASS CLASS
PEACEKEEPER 4 3 0 2 DUELIST 5 4 0 2
CLASS CLASS
RANGER 4 3 0 2 DEADSHOT 5 3 0 3
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BASIC DISCIPLINE RANK 1
Discipline Feature:
SOLDIER Weapon Drill
CLASS PEACEKEEPER RANGER Your familiarity with your favoured weapons allows you
to bring out their destructive potential.
Advanced path: Weapon Master Discipline or Commander
Discipline when you reach rank 4 in either of the classes above While taking a long break or full rest, you can train
and familiarise yourself with one or multiple weapons
Turn Speed: 5 that fit into 1 item slot. Those weapons becomes your
Movement: 10m (1 zone / minor action) favoured weaponry. When you wield them, add +2
Max Movement: 20m (2 zone / turn) to their base weapon damage; if it’s a heavy class
Defense: 6 + Mastery weapon or greater, add +4 instead.
Physical Fortitude: 5 + Mastery You lose your familiarity with your previous weaponry if
Mental Fortitude: 5 + Mastery you drill on a different sets of weapons.
Weapon Mastery: Light, Medium & Heavy (For example, if you store a longsword and battleaxe
Armor Mastery: Light, Medium in one of your item slots, then both of those weapons
Maneuver Mastery: Scuffle & Cheap Shot gain the damage bonus.)
Peacekeeper Class Feature:
FEATURES SUMMARY
Identify Threat (Adventuring)
RANK PEACEKEEPER RANGER You know the weapon damage of any piece of
RANK 1 Weapon Drill weaponry you see, including natural weapons such
Identify Threat Scout Operative as claws (Ask your GM). You also immediately know
if a creature you see within 50m (5 zones) of you is
RANK 2 SB: Multistrike
concealing any weaponry and the weapon type.
RANK 3 Emergency Medication Adaptable Shot (You can ask the GM one free weapon related
RANK 4 Weapon Drill + question during your turn in combat)
RANK 5 Weapon Drill ++ Ranger Class Feature:
Identify Threat + Scout Operative +
Scout Operative (Adventuring)
RANK 6 Emergency Medication + Adaptable Shot +
You can make all your detect skill rolls and navigation
RANK 7 Weapon Drill +++ kit rolls with edge in your present environment type
RANK 8 SB: Multistrike +
(urban, jungle, desert, etc), after spending 5 minutes in
it. This bonus no longer applies after you have left the
environment for 5 minutes.
GEAR TO LOOK OUT FOR
Weapon: Any, Machinarms RANK 2
Armor: Medium Armor Discipline Feature:
Special Items: Machinarms, Soularms, Spiritarms, Medium Spirit Burst: Multistrike (3 Spirit Tokens)
Armor Launch a barrage of attacks to devastate your enemy.
Starting Items Suggestion After making a major attack, you can spend 3 spirit
Peacekeeper Ranger tokens to make additional major attacks as free action.
You can make as many additional major attacks as you
Item Slot Used: 4.5 Item Slot Used: 5 want, as long as you fulfil the spirit cost.
Cred: 15 Cred: 0
• Camping Gear (1) • Camping Gear (1) (Tips: Your allies can transfer their spirit tokens to you,
• Mechanics Kit (1) • Mechanics Kit (1) allowing you to make more attacks)
• Healing Powder (0.5) • Healing Powder (0.5)
• Thick Hide Armor (1) • Thick Hide Armor (1) RANK 3
• Greatsword (1) • Crossbow (1)
• Short Sword (0.5)
4 This is a Cloudbreaker Alliance playtest material, all contents are subject to change.
Peacekeeper Class Feature: Ranger Class Feature:
Emergency Medication (Instant) Scout Operative + (Adventuring)
Your survival training is drilled into your muscle You only need the bare essentials to survive and have
memory, allowing you to reflexively use recovery items learned to pack light. You gain an additional item slot
in an emergency. as long as you have this feature.
When you are downed and not knocked out, you can
instantly use a recovery item of any grade in your RANK 6
inventory as free action (healing powder, refresh dust Peacekeeper Class Feature:
etc.). Alternatively, you can use a recovery item as
free action when you start your turn downed but not Emergency Medication + (Instant)
knocked out.
(This feature augments the Emergency Medication
When using recovery items with this feature, you do feature with new functions)
not gain the “medicated” condition, and you can ignore
your “medicated” condition to benefit from the effect. When receiving the effects of medicines, such as
healing powder or refresh dust of any grade, your HP or
This feature can be used once and is reusable after
MP recovery is increased by +10.
taking a full rest.
Ranger Class Feature: Ranger Class Feature:
Adaptable Shot Adaptable Shot +
(This feature augments the Adaptable Shot feature with
Your mastery of ranged weaponry allows you to
new functions)
overcome their limitations.
Using your major action, you can perform the run &
You can attack targets in melee range with long ranged
gun action, allowing you to make a ranged attack and
weapons without setback. Additionally, all your ranged
move, in whichever order you prefer. A target hit by this
attacks can curve, ignoring attack roll setbacks when
ranged attack cannot make an opportunity strike until
attacking targets inside zones with covers.
the end of the turn.
RANK 4 RANK 7
Discipline Feature:
Discipline Feature:
Weapon Drill + Weapon Drill +++
(This feature augments the Weapon Drill feature with
(This feature augments the Weapon Drill++ feature with
new functions)
new functions)
You can now have 2 item slots worth of favoured
If your favoured weapon has either the Machinarm A
weaponry at a time (increased from 1).
or Machinarm B tag, add additional +2 to the weapon’s
base damage. This bonus stacks with the original
RANK 5 Weapon Drill feature.
Discipline Feature:
Weapon Drill ++ (Instant)
(This feature augments the Weapon Drill+ feature with
new functions)
You can switch between your favoured weapons at any
instance as free action even out of your turn.
Peacekeeper Class Feature:
Identify Threat + (Adventuring)
(This feature augments the Identify Threat feature with
new functions)
When you’re examining a wound, you can immediately
know if it’s caused by a weapon and its type. You
immediately recognise the weapon when you see it.
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RANK 8
Discipline Feature:
Spirit Burst: Multistrike + (3 Spirit Tokens)
(This feature overwrites the Multistrike feature and
doesn’t stack with it.)
When you make your major attack, you can spend 3
spirit tokens to make additional major attacks. After
spending the initial 3 spirit tokens, the cost of each
subsequent Major Attack is reduced to 2 spirit tokens
until the end of the turn. You can make as many
additional major attacks as you want, as long as you
fulfil the spirit cost.
You also get a temporary minor action for each
multistrike you make, which you can use before or
after the attack. An unused temporary minor action is
forfeited if you make another multistrike or your turn
ends.
6 This is a Cloudbreaker Alliance playtest material, all contents are subject to change.
BASIC DISCIPLINE RANK 1
Templar Class Feature:
CHAMPION Classical Education (Adventuring)
CLASS TEMPLAR SAMURAI You are educated in the history of various nations &
arts and had to be a member of the choir.
Advanced path: Commander Discipline or Paragon Discipline
when you reach rank 4 in either of the classes above You can make Information skill rolls with edge to figure
out the history of relics and ruins. You can also make
Turn Speed: 6 artistry skill rolls with edge to sing or mimic sounds.
Movement: 10m (1 zone / minor action)
Max Movement: 20m (2 zone / turn) Templar’s Protection
Defense: 6 + Mastery Defend and invigorate your ward.
Physical Fortitude: 4 + Mastery
Using your minor action, you can provide protection
Mental Fortitude: 6 + Mastery
bonuses to a target creature other than yourself within
30m (3 zones) from you. The target gain +1 defense
Weapon Mastery: Light, Medium & Heavy
and +2 damage bonus for every instance of damage
Armor Mastery: Light, Medium & Heavy
dealt. A target cannot benefit from the effects of
Maneuver Mastery: Scuffle
multiple Templar’s Protection even when it comes from
multiple sources.
FEATURES SUMMARY
You can provide cover to only 1 target at a time. If you
RANK TEMPLAR SAMURAI protect a new target, remove your protection on the
RANK 1 Classical Education Graceful Envoy
previous.
Templar’s Protection Samurai’s Protection Your protection lasts for 5 minutes (25 turns) or until
RANK 2 Arcane Attunement the target moves out of your feature’s 30m (3 zone)
Attunement Slot +1 range.
Warcasting
Samurai Class Feature:
RANK 3 Relentless Challenger
Graceful Envoy (Adventuring)
RANK 4 SB: Aegis Shroud
You are highly trained in the arts of diplomacy.
RANK 5 Classical Education + Graceful Envoy +
Templar’s Protection + Samurai’s Protection +
You are always able to identify the leader or highest
ranked persons or monsters within 50m (5 zones) from
RANK 6 Attunement Slot +1 you (Ask your GM). You can know the rank of monsters
Warcasting + you can see (Normal, Captain or Boss) without needing
RANK 7 Relentless Challenger + to analyse them.
RANK 8 SB: Aegis Shroud + Samurai’s Protection
Defend and guide your allies.
GEAR TO LOOK OUT FOR Using your minor action, you can provide protection
Weapon: Shield and other defensive weapons bonuses to a target creature other than yourself within
Armor: Heavy Armor 30m (3 zones) from you. The target gain +1 defense
and +1 combat roll bonus. A target cannot benefit from
Special Items: Soularms, Spiritarms and Heavy armors the effects of multiple Samurai’s Protection even when
Starting Items Suggestion it comes from multiple sources.
You can provide cover to only 1 target at a time. If you
Templar Samurai protect a new target, remove your protection on the
previous.
Item Slot Used: 4.5 Item Slot Used: 4.5
Cred: 0 Cred: 0 Your protection lasts for 5 minutes (25 turns) or until
• Camping Gear (1) • Camping Gear (1) the target moves out of your feature’s 30m (3 zone)
• Climbing Kit (1) • Climbing Kit (1) range.
• Healing Powder (0.5) • Healing Powder (0.5)
• Platemail (1) • Platemail (1)
• Shield (0.5) • Shield (0.5)
• Longsword (0.5) • Longsword (0.5)
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RANK 2 RANK 4
Discipline Feature: Discipline Feature: (Instant)
Arcane Attunement Spirit Burst: Aegis Shroud (2 Spirit Tokens)
You have received training in the manipulation of Protect your ward with a magical shroud and transfer
arcane elements. the damage to yourself.
You can attune to arcane elements, such as Fire, You can spend 2 spirit tokens at any time and use your
Water, Wood, Wind, Earth, Metal and other elements free action to place an Aegis Shroud on your target.
derived from their combination. Additionally, you may also move you class’ (Templar/
Using your minor action, you can create a spellglyph Samurai) protection feature to the target.
token. You may choose to enter combat or other critical The next time the target affected by Aegis Shroud
situations, with 3 spellglyph tokens. take any HP, MP or Resolve damage, the damage is
absorbed by the shroud and allocated to you as HP
Attunement Slot +1 damage. This allocated damage cannot be reduced.
You gain +1 additional elemental attunement slots. Each The Aegis Shroud loses its effect after it has
Attunement Slot increases your maximum MP by 10. absorbed damage once or after 5 minutes (25 turns).
(Stacks with other elemental attunement slots) Alternatively, you can dismiss this effect any any time
Warcasting with your free action.
When you cast spells that enchant only yourself or RANK 5
your equipment, that spell cannot be disrupted by
taking damage. Templar Class Feature:
Classical Education + (Adventuring)
RANK 3 (This feature augments the Classical Education feature
Discipline Feature: with new functions)
Relentless Challenger You gain +1 to both your Information & Artistry skills.
Challenge your target to a duel and punish it for turning Templar’s Protection +
its attention away from you. (This feature augments the Templar’s Protection feature
When you attack with your melee weapon, you can with new functions)
place a Mark of Challenge on your target even if the The target now gain +1 defense and +4 damage bonus
attack misses. for every instance of damage dealt. (Does not stack
When your marked target uses its action to attack or with previous version)
effect any target besides yourself, you can use your
free action to make a major melee weapon attack on Samurai Class Feature:
it after it completes its action. The marked target need Graceful Envoy + (Adventuring)
to solely target you to evade the free attack. (This feature augments the Graceful Envoy feature with
You can only make one such attack per action your new functions)
marked target uses, even if the marked target’s attack You gain +1 to both your Psychology & Appeal skills.
or effect is directed at multiple targets.
You can only mark one target at a time. When a Samurai’s Protection +
mark is placed on a new creature, the previous mark (This feature augments the Samurai’s Protection feature
disappears. with new functions)
The target now gain +1 defense and +2 combat roll
bonus. (Does not stack with previous version)
RANK 6
Discipline Feature:
Attunement Slot +1
You gain +1 additional elemental attunement slots. Each
Attunement Slot increases your maximum MP by 10.
(Stacks with other elemental attunement slots)
8 This is a Cloudbreaker Alliance playtest material, all contents are subject to change.
Warcasting +
(This feature augments the Warcasting feature with
new functions)
You can use your minor action to enchant your weapon
to make it deal the damage type of an element
you’re attuned to and change the damage method
to Spell instead of Weapon. This feature overrides
the weapon’s damage type even if it was already
enhanced by spells, but it retains the spell’s bonuses.
This feature lasts for 1 hour, you can dismiss this effect
with your minor action.
RANK 7
Discipline Feature:
Relentless Challenger +
(This feature augments the Relentless Challenger
feature with new functions)
If any unit’s target is hit by your opportunity strike while
moving, you can choose to cancel its movement and
stop it in your zone. The action it used to move is
expended and it cannot use its actions to move until
the start of its next turn.
RANK 8 (Instant)
Discipline Feature:
Spirit Burst: Aegis Shroud + (2 Spirit Tokens)
(This feature augments the Aegis Shroud feature with
new functions)
When a target affected by your Aegis Shroud takes
any HP, MP or Resolve damage, the damage is
absorbed by the shroud and you can allocate the
damage to your HP and MP at any ratio. This allocated
damage cannot be reduced.
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BASIC DISCIPLINE RANK 1
Discipline Feature:
THAUMATURGIST Cosmic Attunement
CLASS HEALER CULTIST You have received training in the manipulation of
cosmic elements.
Advanced path: Paragon Discipline or Sage Discipline when you
reach rank 4 in either of the classes above You can attune to cosmic elements, such as Order,
Chaos and Astral.
Turn Speed: 2 Using your minor action, you can create a spellglyph
Movement: 10m (1 zone / minor action) token. You may choose to enter combat or other critical
Max Movement: 20m (2 zone / turn) situations, with 3 spellglyph tokens.
Defense: 6 + Mastery
Physical Fortitude: 4 + Mastery Attunement Slot +2
Mental Fortitude: 6 + Mastery
You gain +2 additional elemental attunement slots. Each
Attunement Slot increases your maximum MP by 10.
Weapon Mastery: Spell Catalyst, Light & Medium
(Stacks with other elemental attunement slots)
Armor Mastery: Spell Garb
Maneuver Mastery: None Healer Class Feature:
FEATURES SUMMARY Physician (Adventuring)
You have edge on Chemist Kit rolls. You can
RANK HEALER CULTIST immediately know if a creature you see is sick or
RANK 1 Cosmic Attunement affected by any substance, ailment or spell, you know
Attunement Slot +2 what caused it.
Physician Seance (Tip: Ask the GM whether any of the above is taking
Potent Healing Dogmatism
place)
RANK 2 SB: War Chant
Potent Healing
RANK 3 Cosmic Profiling
Improve the potency of your healing.
RANK 4 Cosmic Shift
You can use a recovery item (such as healing powder)
RANK 5 Attunement Slot +2 on a target without giving it the medicated conditon or
Physician + Seance + you can use a recovery item on an already medicated
Potent Healing + Dogmatism +
target. This feature can be used once and is reusable
RANK 6 Cosmic Profiling + after taking a full rest.
RANK 7 Cosmic Shift + Cultist Class Feature:
RANK 8 SB: War Chant + Seance (Adventuring)
When you touch the corpse or remains of a creature
GEAR TO LOOK OUT FOR that is not an undead, you can use your minor action,
Weapon: Shield and one handed Spell Catalysts and raise its lingering spirit to talk to it. The spirit is not
necessarily cooperative and may be hostile towards
Armor: None you if it was already hostile towards you while the body
Special Items: Special Spell catalysts was alive. This effect lasts for 10 minutes. This feature
can be used once and is reusable after taking a long
Starting Items Suggestion break.
Healer Cultist Dogmatism (Instant)
Item Slot Used: 3.5 Item Slot Used: 3.5
Whenever your focus on a spell is disrupted, you can
Cred: 0 Cred: 0
use your free action to instantly repay the MP cost of
• Camping Gear (1) • Camping Gear (1)
the spell & renew your focus. The duration of the spell
• Thaumaturgist Kit (1) • Thaumaturgist Kit (1)
is also renewed.
• 2 x Healing Powder (1) • 2 x Healing Powder (1)
• Totem (0.5) • Totem (0.5)
10 This is a Cloudbreaker Alliance playtest material, all contents are subject to change.
RANK 2 Potent Healing +
Discipline Feature: (This feature overwrites the Potent Healing feature and
Spirit Burst: War Chant (2 Spirit Tokens) (Instant) doesn’t stack with it.)
Manipulate fate and turn crisis into opportunity. Whenever you recover the HP or MP of a target
through spells, features or items, increase the result by
This feature is only usable in critical situations. +5.
When you see a friendly or willing target within 30m (3
zones) of you making a task or a combat roll, you can
instantly spend 2 spirit tokens to ignore the result and Cultist Class Feature:
let the target reroll its dice. The new roll ignores edge Seance + (Adventuring)
and setback, but the new result must be used. This
burst can be used in succession if you have the Spirit (This feature augments the Seance feature with new
Tokens to spend. functions)
When you touch the corpse or remains of a creature
RANK 3 that is not undead, you can use your minor action, and
experience the last 5 minutes of its life. While you’re
Discipline Feature: experiencing this, you share all the dead creature’s
Cosmic Profiling senses. This experience is so unsettling, you lose 2d6
Your deep knowledge of the cosmic elements allows + 8 MP whenever you use this feature.
you to enhance their prowess. Dogmatism + (Instant)
You ignore a target’s resistance in your cosmic spell’s (This feature augments the Dogmatism feature with
damage, dealing full damage instead of half. (This new functions)
feature does not override immunity)
You can focus on two ongoing spells at once. When
your focus is disrupted, both spells lose their effects.
RANK 4 You can repay the MP costs of the spells to renew your
Discipline Feature: focus on one or both.
Cosmic Shift For example, you can have both Rigid Mind and
Dissipate Force active at the same time.
Your familiarity in the pillars of cosmic elements
allows you to swap your cosmic attunements in an
emergency. RANK 6
You can use your minor action to swap a cosmic Discipline Feature:
element you’re attuned with for another cosmic Cosmic Profiling +
element. This feature can be used twice and is
reusable after taking a full rest. (This feature augments the Cosmic Profiling with new
functions.)
RANK 5 When a creature is weak to any of your cosmic
elements spells, you deal it three times the damage
Discipline Feature: instead of twice.
Attunement Slot +2
You gain +2 additional elemental attunement slots. Each
Attunement Slot increases your maximum MP by 10.
(Stacks with other elemental attunement slots)
Healer Class Feature:
Physician + (Adventuring)
(This feature augments the Physician feature with new
functions)
While taking a break, you can provide therapeutic care
to other targets. Using the short/long break rule, you
can spend your own resolve points to recover other
characters’ HP & MP.
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RANK 7
Discipline Feature:
Cosmic Shift +
(This feature augments the Cosmic Shift with new
functions.)
You now have the option to use your minor action and
spend 15MP to swap a cosmic element you’re attuned
with for another cosmic element.
RANK 8
Discipline Feature:
Spirit Burst: War Chant + (2 Spirit Tokens) (Instant)
(This feature augments the War Chant with new
functions.)
This feature can now be used on enemies and other
unwilling targets in combat and other critical situations.
12 This is a Cloudbreaker Alliance playtest material, all contents are subject to change.
BASIC DISCIPLINE RANK 1
Discipline Feature:
ARCANIST Arcane Attunement
CLASS SPELLWEAVER GLAMOUR GUARD You have received training in the manipulation of
arcane elements.
Advanced path: Sage Discipline or Martial Arcanist Discipline
when you reach rank 4 in either of the classes above You can attune to arcane elements, such as Fire,
Water, Wood, Wind, Earth, Metal and other elements
Turn Speed: 3 derived from their combination.
Movement: 10m (1 zone / minor action) Using your minor action, you can create a spellglyph
Max Movement: 20m (2 zone / turn) token. You may choose to enter combat or other critical
Defense: 6 + Mastery situations, with 3 spellglyph tokens.
Physical Fortitude: 4 + Mastery
Mental Fortitude: 6 + Mastery Attunement Slot +2
You gain +2 additional elemental attunement slots. Each
Weapon Mastery: Spell Catalyst & Light
Attunement Slot increases your maximum MP by 10.
Armor Mastery: Spell Garb
(Stacks with other elemental attunement slots)
Maneuver Mastery: None
Spellweaver Class Feature:
FEATURES SUMMARY Spell Sensitivity (Adventuring)
RANK SPELLWEAVER GLAMOUR GUARD You become highly sensitive to the flow of magical
RANK 1 Arcane Attunement currents. You can sense any spells cast within 100m
Attunement Slot +2 and the lingering effects of spells on any creatures or
Spell Sensitivity Glamour objects up to 30m away from you.
Arcane Reflow Glamour Gear
(Tip: Just ask the GM whether any of the above is
RANK 2 SB: Quick Casting taking place)
RANK 3 Arcane Profiling Arcane Reflow
RANK 4 Arcane Shift You can redirect the flow of your own spells to prevent
RANK 5 Attunement Slot +2 harming your allies.
Spell Sensitivity + Glamour + None of the spells you cast can affect or deal damage
Arcane Reflow + Glamour Gear +
to your allies unless you allow them to. This includes
RANK 6 Arcane Profiling + spells you are actively focusing on. They can even walk
RANK 7 Arcane Shift +
through stone walls and vegetation you created.
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While you are wearing your glamour gear, if you start Spell Sensitivity + (Adventuring)
your turn without any barrier tokens, then you gain one.
(This feature augments the Spell Sensitivity feature with
Glamor gear sheds dim light and tinkles as you move. new functions)
All thievery skill and infiltration kit rolls are made with
setback while you’re wearing it. Your arcane sensitivity allows you to know whether a
creature is a spellcaster at sight. You can also see any
Glamour gear is an illusion and does not replace the area that’s being affected or monitored by magic even
armor and clothing you are currently wearing. You if the magic is invisible to the naked eye.
revert to your original clothing at the end of this effect.
Arcane Reflow +
RANK 2 (This feature augments the Arcane Reflow feature with
Discipline Feature: new functions)
Extend the range of your spells by 20m (2 zones).
Spirit Burst: Quick Casting (3 Spirit Tokens) This only works with spells that originally have a range
Break the limits of spellcasting. above 10m (1 zone).
By spending 3 spirit tokens as free action, you can
use your minor action to cast spells that require Major
Glamour Guard Class Feature:
Action to cast. The restriction on only casting two spells Glamour + (Adventuring)
per turn still apply. (This feature augments the Glamour feature with new
functions)
RANK 3 When you use your minor action to dress yourself in a
Discipline Feature: costume, you can also adjust your physical appearance
to resemble a person you’re imagining. Alternatively,
Arcane Profiling you can transform into a person you are looking at
Your deep knowledge in the arcane elements allows within 30m (3 zones) of you. By doing so, you replicate
you to enhance their prowess. the person’s biometrics perfectly, including fingerprint
You ignore a target’s resistance in your arcane spell’s and iris patterns. This transformation lasts for 1 hour or
damage, dealing full damage instead of half. (This until you use your minor action to dismiss it.
feature does not override immunity) Glamour Gear + (Instant)
(This feature augments the Glamour Gear feature with
RANK 4 new functions.)
Discipline Feature: While you are wearing your glamour gear, you also
Arcane Shift get +1 bonus to your defence.
Your familiarity in the cycles of arcane elements allows Using your minor action, you can instantly swap the
you to swap your arcane attunement in an emergency. Spell Garb or Attire you’re wearing with another one
Using your minor action, you can swap an arcane in your inventory. This feature can be used three times
element you’re attuned with for another arcane and is reusable after taking a full rest.
element. This feature can be used twice and is
reusable after taking a full rest. RANK 6
Discipline Feature:
RANK 5 Arcane Profiling +
Discipline Feature: (This feature augments the Arcane Profiling with new
Attunement Slot +2 functions.)
You gain +2 additional elemental attunement slots. Each When a creature is weak to any of your arcane
Attunement Slot increases your maximum MP by 10. elements spells, you deal it three times the damage
(Stacks with other elemental attunement slots) instead of twice.
14 This is a Cloudbreaker Alliance playtest material, all contents are subject to change.
RANK 7
Discipline Feature:
Arcane Shift +
(This feature augments the Arcane Shift feature with
new functions)
You now have the option to use your minor action and
spend 15MP to swap a arcane element you’re attuned
with for another arcane element.
RANK 8
Discipline Feature:
Spirit Burst: Quick Casting + (3 Spirit Tokens)
(This feature overwrites the Quick Casting feature and
doesn’t stack with it.)
By spending 3 spirit tokens as free action, you can
use your minor action to cast spells that require Major
Action to cast. Instead of being limited to casting 2
spells per turn, you can now cast 3 until the end of the
turn.
This is a Cloudbreaker Alliance playtest material, all contents are subject to change. 15
BASIC DISCIPLINE RANK 1
Discipline Feature:
MARTIAL ARTIST Martial Arts
CLASS DRAGON SOUL TANGLING ROSE Your training in the martial arts enhances the
destructive power of your unarmed combat.
Advanced path: Weapon Master or Martial Arcanist when you
reach rank 4 in either of the classes above Your unarmed combat rolls are considered as martial
arts combat rolls and you have mastery in them. (You
Turn Speed: 7 can use your mastery bonus).
Movement: 20m (2 zone / minor action) Your base martial arts damage is 4 HP. When you deal
Max Movement: 40m (4 zone / turn) damage with your unarmed combat attacks, you can
Defense: 7 + Mastery choose to deal the attack’s original damage (1 blunt
Physical Fortitude: 7 + Mastery HP damage) or your martial arts damage. The damage
Mental Fortitude: 7 + Mastery type is the same as your unarmed combat attack
(blunt).
Weapon Mastery: None
Armor Mastery: Unarmored Toughness (Tip: All disciplines have mastery in unarmed combat.)
Maneuver Mastery: Scuffle & Cheap Shot
Martial Arts Combo
FEATURES SUMMARY After making a martial arts attack with your major
action, you can use your minor action to make a follow
RANK DRAGON SOUL TANGLING ROSE up unarmed combat attack. This feature also applies
RANK 1 Martial Arts
to other discipline’s martial arts attacks. You can make
Martial Arts Combo only 1 follow up attack. You can make more follow up
Sense Aura Winding Ways attacks when you get the Improved Martial Arts Combo
Ki Blast Tangling Hands feature.
RANK 2 SB: Clear Mind Dragon Soul Class Feature:
RANK 3 Wind Step Sense Aura (Adventuring)
RANK 4 Martial Arts + Using your minor action, you can sense the aura of
RANK 5 Martial Arts Combo + all living creatures within 30m (3 zones) of you, even
Sense Aura + Winding Ways + if they’re hidden behind objects. This feature lasts for
Ki Blast + Tangling Hands + 12 seconds (1 round). You roughly know the number of
RANK 6 Martial Arts ++
creatures, their sizes and general location (The zones
they’re in), but invisible creatures remain invisible to
RANK 7 Wind Step + you. Construct creature types are undetectable by this
RANK 8 SB: Clear Mind + feature.
Ki Blast
GEAR TO LOOK OUT FOR Your exceptional control over your ki allows you to
Weapon: None, use the free slots to carry more toolkits throw devastating energy blasts.
or consumables While you have a free hand, you can make medium
Armor: Unarmored Toughness ranged ki blast attacks to replace your unarmed
combat attacks. This attack is a martial arts attack and
Special Items: Martial Manuals you deal your martial arts damage. The damage type
Starting Items Suggestion is order and has 10m (1 zone) range.
16 This is a Cloudbreaker Alliance playtest material, all contents are subject to change.
Tangling Hands RANK 4
Your study of joint locks and geometry allows you to Discipline Feature:
bind your enemy as you attack them. Martial Arts +
Whenever you successfully hit a target in the same (This feature augments the Martial Arts feature with
zone as you with a martial arts attack, you can choose new functions)
to reduce the damage you deal by half (rounded
down) and grapple or latch onto the target unit Your base martial arts damage is now 6 HP (Blunt).
immediately, as long as it’s eligible unit. (Replaces the 4 damage of your Martial Arts feature).
Your damage is increased by +2 when attacking a RANK 5
target you’re grappling or latching onto.
Discipline Feature:
Additionally, when an opponent’s attack misses you,
you can choose to make the attack to hit one of Martial Arts Combo +
the targets you’re grappling or latching onto. The (This feature augments the Martial Arts Combo feature
target takes the base damage of the attack and any with new functions)
associated bonus damages, but the excess damage is
The maximum number of follow up attacks you can
ignored. This redirection also work with attacks made
make with your martial arts combo is now 2. You need
by targets you are currently grappling or latching onto,
to expend a minor action for each combo attack. This
making it hit itself with its missed attack.
feature also increases the number of Martial Arcanist’s
combo to 2. (Does not stack with previous features)
RANK 2
Dragon Soul Class Feature:
Discipline Feature:
Spirit Burst: Clear Mind (2 Spirit Tokens) Sense Aura + (Adventuring)
(This feature augments the Aura Sense feature with
By cleansing your mind from worldly distractions, you new functions)
gain heightened reflexes and combat insights.
Using your minor action, you gain astral sight for 12
On your turn, you can spend 2 spirit tokens as a free seconds (1 round). Astral sight grants you the ability
action to gain +1 to your martial arts combat rolls, to see through material objects up to 30m (3 zones)
defence, physical fortitude and mental fortitude. This away and see any invisible objects and creatures.
effect lasts for 5 minutes (25 rounds).
Additionally, while this feature is active, any damage Ki Blast +
you deal that results from your martial arts combat rolls (This feature augments the Ki Blast feature with new
can’t be reduced by barriers. functions)
Using your minor action, you can build up your internal
RANK 3 ki reserve and increase the damage of your single
Discipline Feature: next martial arts attack. For each minor action you
expend, increase your base martial arts damage by
Wind Step +6 and the range of your ki blast is increased by +10m
Your mastery over the cosmic forces allows you to (1 zone). This build up can be stacked up to three
manipulate your mass and challenge the laws of times, to a maximum of +18 base damage and +30m
physics around you. (3 zones). This effect disappears after you make your
You can run up steep slopes and vertical walls with martial arts attack regardless of whether it hits, or after
ease, allowing you to ignore such obstacles. You start 1 minute (5 rounds).
falling at the end of the turn or after you have moved Tangling Rose Class Feature:
as far as your maximum movement speed allows.
Winding Ways + (Adventuring)
(This feature augments the Winding Ways feature with
new functions)
You can latch onto any solid surface and move on them
as easily as a spider. You can even stand upside down
on a ceiling.
This is a Cloudbreaker Alliance playtest material, all contents are subject to change. 17
Tangling Hands + RANK 8
(This feature augments the Tangling Hands feature with Discipline Feature: (Instant)
new functions) Spirit Burst: Clear Mind + (1 Spirit Token)
Targets 2 size categories larger than you are no longer (This feature overwrites the Clear Mind feature and
immune to the negative effects of your grapple. (If doesn’t stack with it.)
your size is medium, you can now grapple Xtra large
targets). You can now instantly activate this spirit burst before
you take your first turn using your free action. The cost
Manuevers made against you are made with setback. of this has also been reduced to 1 spirit token. You can
Whenever you attack a target you are grappling or also do this even if you’re surprised.
latching onto, you can choose to make a simultaneous You gain +1 to your martial arts combat rolls, defence,
attack against all targets you are grappling or latching physical fortitude and mental fortitude. This effect lasts
onto. for 5 minutes (25 rounds).
Additionally, while this feature is active, any damage
RANK 6 you deal that results from your martial arts combat rolls
Discipline Feature: can’t be reduced by barriers.
Martial Arts ++
(This feature augments the Martial Arts + feature with
new functions.)
Your base martial arts damage is now 8 HP (Blunt).
(Replaces the damage of your Martial Arts and
Superior Martial Arts feature)
RANK 7
Discipline Feature:
Wind Step +
(This feature augments the Wind Step feature with new
functions.)
When you use your minor action to move, you
temporarily gain “flight” by stepping on air. You lose
your “flight” and fall at the end of the turn or after you
have moved as far as your maximum movement range
allows. All fall damage you receive is halved.
You can also use your minor action to reduce your
body weight to the weight of a feather until the start of
your next turn. When your body weight is reduced by
this feature, you don’t take fall damage and can stand
on the surface or water or a leaf on a branch.
18 This is a Cloudbreaker Alliance playtest material, all contents are subject to change.
BASIC DISCIPLINE RANK 1
Discipline Feature:
BRUTE Spirit Burst: Endure (1 Spirit Token)
CLASS BERSERKER SPARTAN Whenever you receive an instance of HP damage, you
can spend 1 spirit to reduce the damage you receive
Advanced path: Assassin Discipline or Dominion Discipline when by half, rounded down. You can’t reduce the damage to
you reach rank 4 in either of the classes above below 1.
Turn Speed: 5 Berserker Class Feature:
Movement: 10m (1 zone / minor action)
Max Movement: 20m (2 zone / turn) Bear Power (Adventuring)
Defense: 6 + Mastery or 7 + Mastery (U. Toughness) Hone your brute strength to greater heights. You have
Physical Fortitude: 5 + Mastery edge on all your brute skill rolls.
Mental Fortitude: 3 + Mastery
Violent Interpose (Instant)
Weapon Mastery: Light, Medium & Heavy Jump in front of an assailant and take the attack.
Armor Mastery: Light, Medium & Unarmored Toughness*
Maneuver Mastery: Scuffle When a target within 10m (1 zone) of you attacks you
or your allies, you can instantly use your minor action
*When your primary class is a brute discipline class. to leap into the attacker’s zone and redirect the attack
You can choose to not wear any armor and gain the to yourself. The attacker has to target you now, if
defense & HP benefits of unarmored toughness.
you’re not the original target. This traversal method
FEATURES SUMMARY neither count towards your maximum movement range
nor provoke opportunity strike.
RANK BERSERKER SPARTAN After the attack is made, regardless whether it hits
RANK 1 SB: Endure you, the attacker takes half of your wielded melee
Bear Power Adrenaline Rush weapon’s damage.
Violent Interpose Defensive Interpose
This feature can be used out of your own turn and
RANK 2 No Pain No Gain you can also use it on yourself when you’re attacked.
RANK 3 Scuffle Expert
It does not work against effect rolls or simultaneous
attack rolls.
RANK 4 SB: Brutal Rage
You also immediately gain 1 spirit point when you use
RANK 5 Monstrous Strength this feature.
Bear Power + Adrenaline Rush +
RANK 6 Violent Interpose + Defensive Interpose +
Spartan Class Feature:
20 This is a Cloudbreaker Alliance playtest material, all contents are subject to change.
RANK 8
Discipline Feature:
Spirit Burst: Brutal Rage + (3+ Spirit Tokens)
(This feature overwrites the Brutal Rage feature and
doesn’t stack with it.)
When you damage a target, you can spend spirit
tokens to increase the damage you deal. For every
spirit token you spend, you increase the damage you
deal by 5 points. The minimum amount of spirit you
need to spend to use this spirit burst feature is 3 spirits.
tokens
This is a Cloudbreaker Alliance playtest material, all contents are subject to change. 21
BASIC DISCIPLINE RANK 1
Rogue Class Feature:
TRICKSTER Thief’s Instinct (Adventuring)
CLASS ROGUE BARD Your art of thievery is honed to greater heights.
Advanced path: Assassin Discipline or Mirage Discipline when By spending a minor action, you find all the traps,
you reach rank 4 in either of the classes above hidden doors or other secret contraptions within 30m
(3 zones) radius around you.
Turn Speed: 8 This feature can be used once and it’s reusable after
Movement: 10m (1 zone / minor action) taking a full rest.
Max Movement: 40m (4 zone / turn)
Defense: 6 + Mastery Dual Wielding Mastery
Physical Fortitude: 4 + Mastery
Your skill in dual wielded weaponry is unparalleled.
Mental Fortitude: 7 + Mastery
When dual wielding, you can choose to calculate your
Weapon Mastery: Spell Catalyst, Light & Medium base defense as 7 + Mastery. Additionally, you do not
Armor Mastery: Light need to use your minor action to make a follow up
Maneuver Mastery: Cheap Shot attack with your secondary weapon.
22 This is a Cloudbreaker Alliance playtest material, all contents are subject to change.
Warcasting RANK 5
When you cast spells that enchant only yourself or Rogue Class Feature:
your equipment, your focus cannot be disrupted by Thief’s Instinct + (Adventuring)
taking damage.
(This feature augments the Master Thievery feature
Rogue Class Feature: with new functions)
Dual Wielding Mastery + You gain +2 bonus to your Thievery skill rolls.
(This feature augments the Dual Wielding Mastery Mirror Weapon
feature with new functions)
You can create a spectral duplicate of a weapon you
While you’re dual-wielding and applying an are holding in one hand and dual wield them.
enchantment spell on your primary weapon, you can
choose to apply the same effect to your secondary Using a minor action, you can instantly create a
weapon at no cost. duplicate of a weapon you hold in one hand in your
other hand. This also means that you can dual wield
Bard Class Feature: any weapon that doesn’t require two hands to wield.
Rally + The copy appears mirror-flipped and it will disappear
the moment it leaves your hand. A copied magical
(This feature augments the Rally feature with new weapon only retains the original’s combat roll bonus,
functions) base damage, damage type and nothing else.
Every time you use your Rally feature, you also gain a
spellglyph. Bard Class Feature:
Sharp Remark + (Adventuring)
RANK 3 (This feature augments the Sharp Remark feature with
Discipline Feature: new functions)
Break Focus Instead of using your sharp remark to encourage, you
can use it to instantly distract a creature within 30m (3
Apply disruptive tricks into your combat style. zones) of you. That creature has setback on its task
When you deal any amount of HP or MP damage to a roll.
creature that is focusing on a spell or other effects, you
can choose to end the focus. Elemental Muse
Employ elemental muses’ service to temporarily attune
to an additional element.
RANK 4
Using a minor action, you can temporarily attune to a
Discipline Feature: single basic arcane or cosmic element for 1 hour for
Spirit Burst: Cancel Action (3 Spirit Tokens) the purpose of spellcasting. This temporary attunement
Disrupt and stop an enemy’s action by tactically does not increase your Max MP. This feature can be
throwing an object at it. used once and is reusable after taking a long break or
(Instant) full rest.
You can spend 3 spirit tokens at any instant as a
free action to throw a throwable weapon or object
small enough to hold in one hand to try to cancel the RANK 6
action of a target within 30m (3 zones) of you. Make Discipline Feature:
a medium ranged attack roll on the target with your
thrown weapon or any throwable object. You have Attunement Slot +1
mastery on the attack. You gain +1 additional elemental attunement slots. Each
If your attack hits, the target takes no damage but Attunement Slot increases your maximum MP by 10.
its action is cancelled and expended. The target’s (Stacks with other elemental attunement slots)
resources for the action such as MP, Danger Token or
items are refunded since the action is cancelled. The
target can’t make the same type of action, (such as
attacking, spellcasting or moving) again for the rest of
the turn.
This is a Cloudbreaker Alliance playtest material, all contents are subject to change. 23
Warcasting +
(This feature augments the Warcasting feature with
new functions)
You can use your minor action to enchant your weapon
to make it deal the damage type of an element
you’re attuned to and change the damage method
to Spell instead of Weapon. This feature overrides
the weapon’s damage type even if it was already
enhanced by spells, but it retains the spell’s bonuses.
This feature lasts for 1 hour, you can dismiss this effect
with your minor action.
RANK 7
Discipline Feature:
Break Focus +
(This feature augments the Break Focus feature with
new functions)
Attacks you make on a target that’s focusing on a spell
are made with edge.
RANK 8
(Instant)
Discipline Feature:
Spirit Burst: Cancel Action + (3 Spirit Tokens)
(This feature augments the Cancel Action feature with
new functions)
The Cancel Action attack roll you make with this
feature is made with edge.
24 This is a Cloudbreaker Alliance playtest material, all contents are subject to change.
BASIC DISCIPLINE RANK 1
Discipline Feature:
CHANNELER Command Eidolon
CLASS PHANTASMANCER TALISMANCER Channelers fight by commanding spiritual
manifestations called eidolons. Your eidolon’s form and
Advanced path: Dominion Discipline or Mirage Discipline when abilities are tied to the Channeler class you choose.
you reach rank 4 in either of the classes above
While you’re in contact with its vessel, you can use
Turn Speed: 4 your action to telepathically order it to follow any of
Movement: 10m (1 zone / minor action) these basic commands:
Max Movement: 20m (2 zone / turn) Minor action
Defense: 6 + Mastery
Physical Fortitude: 5 + Mastery • Summon your eidolon out of its vessel to appear
Mental Fortitude: 6 + Mastery in any zones within its summoning range without
attacking. You can also teleport any eidolon on field
Weapon Mastery: None back into into any zones within its summoning range.
Armor Mastery: Light • Dismiss your eidolon, returning it to its vessel.
Maneuver Mastery: Cheap Shot
• Move your eidolon according to its movement
FEATURES SUMMARY distance.
Major action
RANK PHANTASMANCER TALISMANCER
• Summon your eidolon into a zone within its
RANK 1 Command Eidolon summoning range and attack a target within its
Phantasm Mastery Talisman Spirit Mastery
attack range. Your eidolon’s attack roll is (2d6 + Your
Phantasm Combat Spirit Combat
Mastery + any relevant combat bonuses you have).
RANK 2 SB: Quick Command
• Attack with your eidolon.
RANK 3 Flurry Attack Spirit Combat + • When attacking incorporeal enemies without HP, your
RANK 4 Defender Eidolon eidolon’s HP damage is converted to MP damage.
(See class feature for damage)
RANK 5 Phantasm Mastery + Talisman Spirit Mastery +
Flurry Attack + Spirit Combat ++ You have mastery in eidolon combat rolls. Eidolons can
make opportunity strikes at opponents leaving the zone
RANK 6 Defender Eidolon +
they occupy.
RANK 7 Flurry Attack ++ Spirit Guardian
Eidolons can’t move out of their operating range, which
RANK 8 SB: Quick Command + is centred on their vessel. It will automatically return to
its vessel instantly if either you or the eidolon leaves its
operating range or the vessel is no longer in contact
GEAR TO LOOK OUT FOR with your body.
Weapon: None, use the free slots to carry more toolkits When your eidolon is not on the field, it resides within
or consumables an eidolon vessel. Any metallic object can be turned
Armor: Light Armor into an Eidolon vessel, as long as you spend ten
Special Items: Eidolon Vessels minutes during your long break or full rest holding and
focusing on it. Many eidolon users turn mundane items
Starting Items Suggestion such as bracelets, necklaces or spectacles into eidolon
Phantasmancer Talismancer vessels. Some even choose highly impractical objects
such as motor vehicles.
Item Slot Used: 4.5 Item Slot Used: 4.5
Cred: 10 Cred: 10 You can only have one eidolon vessel at a time and
• Camping Gear (1) • Camping Gear (1) it needs to stay in constant contact with your body
• Chemist Kit (1) • Chemist Kit (1) to allow you to command your eidolon. Multiple
• Climbing Kit (1) • Climbing Kit (1) eidolons can reside within the vessel. You can also buy
• Healing Powder (0.5) • Healing Powder (0.5) secondary eidolon vessels to enhance your eidolons’
• Padded Silk (1) • Padded Silk (1) functions.
• Eidolon Band (0) • Eidolon Band (0)
This is a Cloudbreaker Alliance playtest material, all contents are subject to change. 25
Phantasmancer Class Feature: It’s immune to HP & MP damage of the same
Phantasm Mastery (Adventuring) element type.
Your eidolon’s class is called phantasm and you • When your talisman spirit’s HP is reduced to 0, it
can only have 1 phantasm at a time. A phantasm is vanishes back into its vessel.
an invisible and incorporeal medium sized hovering • When you summon a talisman spirit, you can choose
spirit that can pass through walls and solid objects. its element from the following choices: fire, water &
Consequently, it can’t carry or touch objects. You may wood. The damage type it deals is the same as its
also turn it semi-transparent at any instant using free element and it is immune to damage of the same
action. elemental.
Using your minor action, you can see and hear through • When you deal damage to a target with your
its senses for 12 seconds (1 round). It has the same talisman spirit, it latches onto the target and will move
sense of vision and hearing as you. along with it, until you order it to attack another
target. At the end of your turn, roll 1d6. Targets take
Phantasm Combat that much HP Eidolon damage for each spirit latched
• Summoning range: 10m (1 zone) from eidolon vessel on to it. The damage type is the same as your
talisman spirit’s element.
• Operating range: 10m (1 zone) from eidolon vessel
• You can use your minor action to change the element
• Movement: 10m (1 zone)
of a summoned talisman spirit.
• Attack range: 0 (melee)
• Damage: 4 HP Astral Eidolon RANK 2
• HP: 0, Defence & fortitudes: same as the channeler. Discipline Feature:
It’s immune to HP & MP damage.
Spirit Burst: Quick Command (3 Spirit Tokens)
• You have edge with your phantasm’s eidolon combat
rolls unless the target has astral vision or other Your mind turns at double speed, allowing you to make
means of detecting invisible creatures. an extra command to your eidolon.
• Phantasms are incorporeal and immune to damage By spending 3 spirit tokens as free action on your turn,
and effects. you have a temporary Major Action that you use to
command your eidolon with.
• Whenever you move voluntarilly, your phantasm can
also move the same distance as you as free action.
RANK 3
Talismancer Class Feature: Phantasmancer Class Feature:
Talisman Spirit Mastery (Adventuring) Flurry Attack
Your eidolon’s class is called talisman spirits, you can Your lightning fast phantasm utilises the opening in your
create as many copies of them as you can summon. target’s defense to overwhelm it with a flurry of attacks.
Talisman spirits are small corporeal landbound
elemental creatures. Their intelligence is equivalent to • When your phantasm deals excess damage, the
trained dogs or monkeys. You can order them to do excess damage is multiplied by 2.
small tasks such as pushing buttons or carrying half an Talismancer Class Feature:
item slots’ worth of objects or up to 1kg in weight. They
have 3 Agility and 0 on all other statistics. Spirit Combat +
(This feature augments the Spirit Combat + feature with
Spirit Combat new functions)
• Summoning Limit: 2 talisman spirit summoned at a You have mastered the art of summoning talisman
time. spirits of all basic arcane elements types.
• Summoning range: 10m (1 zone) from eidolon vessel • You can now summon talisman spirits of wind, earth
• Operating range: 100m (10 zones) from eidolon and metal elements.
vessel
• Movement: 10m (1 zone) RANK 4
• Attack range: 0 (melee) Discipline Feature:
• Damage: 4 HP (chosen element) Eidolon Defender Eidolon
• HP: 1, Defence & fortitudes: same as the channeler. Your eidolons have learned to be reactive, even
26 This is a Cloudbreaker Alliance playtest material, all contents are subject to change.
defending you from attacks. even outside of your turn, to instantly command your
When any of your eidolons is in the same zone as eidolon. This feature suspends all other actions and
you, you receive +1 bonus to your defense. This feature events until you finish commanding your eidolon.
does not stack even if you have multiple eidolons in (This feature also works with eidolons you acquired
the same zone. from other class & disciplines)
(This feature also works with eidolons you acquired
from other class & disciplines) RANK 7
RANK 5 Phantasmancer Class Feature:
Phantasmancer Class Feature: Flurry Attack ++
Phantasm Mastery (Adventuring) (This feature overwrites the Flurry Attack + feature and
doesn’t stack with it.)
(This feature augments the Phantasm Mastery feature
with new functions) • When your phantasm deals excess damage, the
excess damage is multiplied by 4
When you see through your phantasm, you gain astral
sight. • You gain +1 bonus to eidolon combat roll when
attacking with your phantasm. (Does not stack with
Flurry Attack + previous version)
This feature overwrites the Flurry Attack feature and • When your phantasm deals damage, you can
doesn’t stack with it.) choose to deal order or chaos damage types instead
• When your phantasm deals excess damage, the of astral.
excess damage is multiplied by 3 Talismancer Class Feature:
• You gain +1 bonus to eidolon combat roll when Spirit Guardian
attacking with your phantasm.
• You can use all your summoning power to summon a
Talismancer Class Feature: single powerful medium sized spirit guardian of any
Talisman Spirit Mastery (Adventuring) arcane element. The moment you summon a spirit
guardian, your talisman spirits will disappear and vice
(This feature augments the Talisman Spirit Mastery versa.
feature with new functions)
• Summoning Limit: 3 talisman spirit summoned at a
Your talisman spirits can now fly and carry up to one time or just 1 spirit guardian.
item slot worth of objects or up to 5kg in weight.
Spirit guardian operate in the same was as talisman
Spirit Combat ++ spirits do except for the following changes:
(This feature augments the Spirit Combat + feature with • Spirit guardians, can hold up to one itme slot worth of
new functions) items or carry 100kg worth of load. It has 5 strength
• You can now have up to a maximum of 3 talisman and 0 on all other attributes.
spirits summoned at a time. • Attack range: 0 (melee)
• You can now summon talisman spirits of lightning, • Damage: 8 HP (chosen element)
toxic and ice elements. • A target latched on by your spirit guardian takes 2d6
• A target latched on by a talisman spirit now takes 1d6 +4 damage at the end of your turn. The damage type
+4 damage at the end of your turn. is the same as your guardian’s element.
• You can use your minor action to change the element
RANK 6 of a spirit guardian.
Discipline Feature: • HP: 20, Defence & fortitudes: same as the channeler.
It’s immune to HP damage of same element and MP
Defender Eidolon + (Instant) damage.
(This feature augments the Defender Eidolon feature
• When your Spirit Guardian’s HP is reduced to 0, it
with new functions)
vanishes.
At the start of a critical situation, while establishing your
position, you can summon one of your eidolons into a
zone within its summoning range using your free action.
Additionally, you can use your minor action at any time,
This is a Cloudbreaker Alliance playtest material, all contents are subject to change. 27
RANK 8
Discipline Feature: (Instant)
Spirit Burst: Quick Command + (3 Spirit Tokens)
(This feature overwrites the Quick Command feature
and doesn’t stack with it.)
You can spend 3 spirit tokens as free action at any
instant, even out of your turn to gain a temporary
Major Action that you can instantly use to command
your eidolon with. This feature suspends all other
actions and events until you finish commanding your
eidolon. Using this feature to impact or attack a target
does not automatically cancel out or expend the
target’s action, unless that target is knocked out or
made unable to execute its action one way or another.
28 This is a Cloudbreaker Alliance playtest material, all contents are subject to change.
ADVANCED DISCIPLINE RANK 1
Discipline Feature:
WEAPON MASTER Martial Weaponry
CLASS DUELIST DEADSHOT Weapons you have mastery in become part of your
martial arts repertoire.
Basic origin: You can gain rank in this Discipline’s classes when
you have attained rank 4 in any Soldier Discipline or Martial Your weapon combat rolls are considered as martial
Artist Discipline classes arts combat rolls and you have mastery in them. (You
can use your mastery bonus).
Turn Speed: 5 Your base martial arts damage is 4 HP. When you deal
Movement: 10m (1 zone / minor action) damage with your weapon, you can choose to deal the
Max Movement: 20m (2 zone / turn) weapon’s damage or your martial arts damage. The
Defense: 6 + Mastery damage type is the same as your weapon.
Physical Fortitude: 4 + Mastery
Mental Fortitude: 6 + Mastery (This feature can be enhanced by martial arts features
from other disciplines.)
Weapon Mastery: Light, Medium & Heavy
Duelist Class Feature:
Armor Mastery: Light, Medium
Maneuver Mastery: Scuffle & Cheap Shot Battle Instinct (Adventuring)
Gauge other creature’s willingness to fight.
FEATURES SUMMARY By looking into the eyes of a creature within 10m (1
zone) of you for 12 seconds (1 round), you will know if
RANK DUELIST DEADSHOT
that creature will fight you or flee if you ready yourself
RANK 1 Martial Weaponry to fight it.
Battle Instinct Clear Vision
Dueling Stance Trick Shot Dueling Stance
RANK 2 Eagle Eyes Assume a dueling stance to optimize your melee
RANK 3 Seen It All
attack’s lethality.
RANK 4 SB: Skill Over Luck
When you make a melee attack at a target, but before
your roll your dice, you can use your minor action to
RANK 5 Battle Instinct + Clear Vision + swiftly assume a duelling stance. Double the damage
Counter Stance Trick Shot + of the first instance of damage you deal with that
RANK 6 Eagle Eyes + attack.
RANK 7 Seen It All + This effect wears off after you make your attack
regardless whether you hit or miss. You can only use
RANK 8 SB: Skill Over Luck + this feature once per turn.
This is a Cloudbreaker Alliance playtest material, all contents are subject to change. 29
Make a simultaneous ranged attack roll against all the RANK 5
marked targets.
Duelist Class Feature:
You can mark a horde unit target up to two times,
counting each mark as separate targets.
Battle Instinct + (Adventuring)
(This feature augments the Battle Instinct feature with
The marks disappear after you make an attack. You
new functions)
can also use your free action to unmark your targets at
any time. You can only use this feature once per turn. When there are hostile creatures within 20m (2 zones)
of you, even if they’re invisible and inaudible, you
(To make a simultaneous ranged attack roll, make one
will be alerted of their presence by your instinct. If
attack roll and compare it against the defences of the
you’re asleep, you will be awakened immediately. You
marked targets individually. (see multi-target attack
know the rough position (zone) of the nearest hostile
rules for more)
creature.
30 This is a Cloudbreaker Alliance playtest material, all contents are subject to change.
RANK 7
Discipline Feature:
Seen It All +
(This feature augments the Seen It All feature with new
functions)
When entering critical situations, or at the end of your
turn, you can spend any amount of spirit tokens as
free action to increase your turn speed. You increase
your turn order by 1 for every spirit token spent and the
maximum turn order you can attain with this feature is
10.
RANK 8
Discipline Feature:
Spirit Burst: Skill Over Luck + (3 Spirit Tokens)
(This feature augments the Skill Over Luck feature with
new functions)
After making an attack roll, you can spend 3 spirit
tokens to increase or decrease the result on the face
of both dice by one point.
(Tip: Use this to increase your result or try to activate
your Eagle Eyes feature.)
This is a Cloudbreaker Alliance playtest material, all contents are subject to change. 31
ADVANCED DISCIPLINE RANK 1
Discipline Feature:
COMMANDER Vanguard Commander
CLASS GENERAL WARLORD Your expertise in melee combat is key to your survival
in the frontlines.
Basic origin: You can gain rank in this Discipline’s classes when
you have attained rank 4 in any Soldier Discipline or Champion All melee weapons that you use receive +2 bonus to
Discipline classes their base weapon damage.
(Also applies to your rides)
Turn Speed: 6
Movement: 10m (1 zone / minor action) General Class Feature:
Max Movement: 20m (2 zone / turn)
Defense: 6 + Mastery
Leadership Aura (Adventuring)
Physical Fortitude: 7 + Mastery Instill awe and confidence with your inspiring presence.
Mental Fortitude: 3 + Mastery Using your minor action, you can emanate your
leadership aura 30m (3 zones) out of you. Any appeal
Weapon Mastery: Light, Medium & Heavy rolls made by you or your allies while inside the aura,
Armor Mastery: Light, Medium, Heavy are made with edge.
Maneuver Mastery: Scuffle
Your aura lasts for 12 seconds (1 round), ending at
the start of your next turn if used during combat. This
FEATURES SUMMARY feature can be used once and reusable after taking a
long break.
RANK GENERAL WARLORD
RANK 1 Vanguard Commander General’s Pressure (Instant)
Leadership Aura Dread Aura Suppress your enemy’s combat effectiveness.
General’s Pressure Warlord’s Pressure
When a target in the same zone as you deals an
RANK 2 Whirlwind Strike
instance of HP or MP damage to your allies, whether it
RANK 3 Battle Rider affects a single or multiple other targets through zone
RANK 4 SB: Full Pressure
effect or simultaneous attack, you can use your minor
action to reduce the damage by 4. This feature can be
RANK 5 Leadership Aura + Dread Aura + used out of your own turn.
General’s Pressure + Warlord’s Pressure +
Warlord Class Feature:
RANK 6 Whirlwind Strike +
32 This is a Cloudbreaker Alliance playtest material, all contents are subject to change.
RANK 2 Your aura lasts for 12 seconds (1 round), ending at
the start of your next turn if used during combat. This
Discipline Feature: feature is now reusable after taking a long break.
Whirlwind Strike
Mercilessly sweep through enemies like a whirlwind.
General’s Pressure + (Instant)
(This feature augments the General’s Pressure feature
After making your major attack, you can use your with new functions)
minor action to make a follow-up melee attack called
whirlwind strike at a target you have not already This feature now reduces 5 damage. It does not stack
damaged in the same turn. You can make as many with the previous version.
follow up attacks as you want, as long as each targets
Warlord Class Feature:
are spearate and you have the minor action to perform
them. Dread Aura + (Adventuring)
You can target enemy horde units as many times (This feature augments the Dread Aura feature with
as you want with this feature since they provide an new functions)
endless amount of new targets. When you activate your aura out of critical situations,
you can also select any number of commoners and
RANK 3 small sized animals or smaller within your aura’s range
to flee. This feature is now reusable after taking a long
Discipline Feature: break.
Battle Rider
While you’re riding a mount or vehicle, you and your
Warlord’s Pressure + (Instant)
ride form a singular unit with one target, centered on (This feature augments the Warlord’s Protection feature
you. with new functions)
You become the sole target of the unit and your This feature now deals 5 HP damage. It does not stack
vehicle cannot be targeted by attacks or effects unless with the previous version.
you allow it. You can now use both hands to wield your
weapons even when riding. RANK 6
You receive additional +2 weapon damage bonus on Discipline Feature:
all damage done using your rides. (Stacks with the
Vanguard Commander feature) Whirlwind Strike +
(This feature augments the Whirlwind Strike feature
with new functions)
RANK 4
In addition to using your minor actions, you can also
Discipline Feature: spend your spirit tokens to make whirlwind strikes. Each
Spirit Burst: Full Pressure (1 Spirit Token) token spent allows you to make an additional whirlwind
Double the effect of your pressure. strike at a target you haven’t already hit or a horde.
You can use a combination of minor actions and spirit
When you use your class’ respective pressure feature, tokens to make these whirlwind strikes.
you can spend 1 spirit token as free action to double
the effect. (For example, if your General’s pressure
reduces your enemy’s damage by 4, it becomes 8 until RANK 7
the start of your next turn. If your Warlord’s pressure Discipline Feature:
deals 5 damage, it becomes 10 damage.)
Battle Rider +
(This feature overwrites the Battle Rider feature and
RANK 5 doesn’t stack with it.)
General Class Feature: While riding, you can use your free action to reduce
Leadership Aura + (Adventuring) the HP damage you would have received by your ride’s
(This feature augments the Leadership Aura feature current HP. If the enemy attack’s damage is higher than
with new functions) your ride’s HP, then you take the excess damage. If
your ride is wrecked while using this feature, you land
When you activate your aura out of critical situations, on your feet and do not fall prone. This feature can be
you can also select any number of commoners and used once and it’s reusable after taking a full rest.
non-hostile persons connected to the military, within
your aura’s range, to notice and approach you.
This is a Cloudbreaker Alliance playtest material, all contents are subject to change. 33
RANK 8
Discipline Feature:
Spirit Burst: Full Pressure + (1 Spirit Token)
(This feature augments the Full Pressure feature with
new functions.)
Once per round, you can activate this spirit burst
feature for free, without having to pay any spirit tokens.
34 This is a Cloudbreaker Alliance playtest material, all contents are subject to change.
ADVANCED DISCIPLINE RANK 1
Discipline Feature:
PARAGON Paragon’s Watch
CLASS PALADIN AVENGER The cosmic forces help you watch over your allies and
alert you with glyphs.
Basic origin: You can gain rank in this Discipline’s classes
when you have attained rank 4 in any Champion Discipline or Whenever you or an allied creature within 30m (3
Thaumaturgist Discipline classes zones) of you receive any damage from hostile
creatures, you gain a spellglyph token.
Turn Speed: 6
Movement: 10m (1 zone / minor action) Paladin Class Feature:
Max Movement: 20m (2 zone / turn) Sense Corruption (Adventuring)
Defense: 6 + Mastery
Your sensitivity to the foul forces of chaos easily reveal
Physical Fortitude: 4 + Mastery
their presence to you.
Mental Fortitude: 6 + Mastery
Using your minor action, you can sense if there are
Weapon Mastery: Light, Medium & Heavy any undead, fiend, arcanoid or cinderblighted creatures
Armor Mastery: Light, Medium, Heavy within 100m (10 zones) of you. You don’t know how
Maneuver Mastery: Scuffle many of these creatures there are, but you know the
direction of the nearest one.
FEATURES SUMMARY Symbol of Vigor
RANK PALADIN AVENGER Convert your spell glyphs into symbols of vigor and
raise your allies’s spirit.
RANK 1 Paragon’s Watch
Sense Corruption Hunt Perpetrator You can only use this feature on your turn and once
Symbol of Vigor Symbol of Vengeance per round. When you are making a melee weapon
RANK 2 Arcane & Cosmic Attunement attack at a target, but before you roll your dice, you
Attunement Slot +1 can convert any number of your spell glyphs to spirit
Warcasting tokens and distribute them to your allies. Each ally can
only gain one spirit token from this feature and you
RANK 3 Paragon’s Voice
can’t give any spirit tokens to yourself.
RANK 4 SB: Joint Action
Avenger Class Feature:
RANK 5 Sense Corruption + Hunt Perpetrator +
Symbol of Vigor + Symbol of Vengeance + Hunt Perpetrator (Adventuring)
RANK 6 Attunement Slot +1 The line between justice and vengeance is thin.
Warcasting + When you see a creature that has been harmed or
RANK 7 Paragon’s Voice + killed within the last 24 hours, you can use your minor
action to know if the perpetrator is within 100m (10
RANK 8 SB: Joint Action +
zones) of you. If it is, then you also know its location.
Otherwise, you can make detect skill rolls or navigation
GEAR TO LOOK OUT FOR kit rolls with edge to track the perpetrator.
Weapon: Shield and a one handed weapon or other
defensive weapons
Symbol of Vengeance
Convert your spell glyphs into the symbol of vengeance
Armor: Heavy Armor
and empower your weapon.
Special Items: Soularms, Spiritarms and Heavy Armors
You can only use this feature on your turn and once
per round. When you are making a melee weapon
attack at a target, but before you roll your dice, you
can spend three spell glyphs to create a symbol of
vengeance on that weapon. That weapon gains +6
damage bonus until the start of your next turn.
This is a Cloudbreaker Alliance playtest material, all contents are subject to change. 35
RANK 2 RANK 5
Discipline Feature: Paladin Class Feature:
Arcane & Cosmic Attunement Sense Corruption + (Adventuring)
You have received training in the manipulation of (This feature augments the Sense Corruption feature
arcane and cosmic elements. with new functions)
You can attune to arcane elements, such as Fire, When you use this feature, besides knowing the
Water, Wood, Wind, Earth, Metal and other elements direction of the nearest undead, fiend, arcanoid or
derived from their combination; plus cosmic elements, cinderblighted creatures, you also know the exact
such as Order, Chaos and Astral. location of the most powerful one within 100m (10
Using your minor action, you can create a spellglyph zones) range.
token. You may choose to enter combat or other critical Symbol of Vigor +
situations, with 3 spellglyph tokens.
(This feature augments the Symbol of Vigor feature
Attunement Slot +1 with new functions)
You gain +1 additional elemental attunement slots. Each When you use the symbol of vigor feature to distribute
Attunement Slot increases your maximum MP by 10. any amount of spirit tokens to your allies, you gain 1
(Stacks with other elemental attunement slots) spirit token yourself, for free. You can’t use this feature
to gain more than 1 spirit token per round.
Warcasting
When you cast spells that enchant only yourself or Avenger Class Feature:
your equipment, that spell cannot be disrupted by Hunt Perpetrator + (Adventuring)
taking damage. (This feature augments the Hunt Perpetrator feature
with new functions)
RANK 3 You can use your minor action to sense whether any
Discipline Feature: creature within 100m (10 zones) of you is planning
Paragon’s Voice to perpetrate a crime or do harm in the next 24
hours. You know the location of the nearest potential
Send telepathic message to your allies. perpetrator.
Using your minor action, your voice can travel through
the astral realm and reach up to 10 creatures you’re Symbol of Vengeance +
thinking of within 100m radius of you. This is a one way (This feature augments the Symbol of Vengeance
communication and they can only hear you in their feature with new functions)
mind. The message you send can be up to 1 minutes The damage bonus of your symbol of vengeance is
long. increased to +10.
This feature can be used once and reusable after When you use your Joint Action spirit burst on an ally
taking a full rest. while you have a symbol of vengeance active, that
ally receives +10 damage bonus for one instance of
RANK 4 damage it deals. This effect disappears after it’s used
or by the end of the Joint Action if unused.
Discipline Feature:
Spirit Burst: Joint Action (3 Spirit Tokens) RANK 6
Rouse your allies to action.
Discipline Feature:
Any time during your turn, you can spend 3 spirit
tokens as free action to grant an ally within 100m (10 Attunement Slot +1
zones) of you a temporary major action, which has You gain +1 additional elemental attunement slots. Each
to be used immediately. This action can be used to Attunement Slot increases your maximum MP by 10.
attack, cast spells and perform other actions as usual, (Stacks with other elemental attunement slots)
but moving using the actions granted by this feature
does not provoke opportunity strikes. If the action is
unused, then it’s forfeited. Each ally can benefit from
this feature only once per turn.
(Tip: Use the Spirit Transfer rule to get more characters
to join.)
36 This is a Cloudbreaker Alliance playtest material, all contents are subject to change.
Warcasting +
(This feature augments the Warcasting feature with
new functions)
You can use your minor action to enchant your weapon
to make it deal the damage type of an element
you’re attuned to and change the damage method
to Spell instead of Weapon. This feature overrides
the weapon’s damage type even if it was already
enhanced by spells, but it retains the spell’s bonuses.
This feature lasts for 1 hour, you can dismiss this effect
with your minor action.
RANK 7
Discipline Feature:
Paragon’s Voice +
(This feature augments the Paragon’s Voice feature
with new functions)
If you are holding onto the belonging of someone
you have met before, you can send your voice to
that person regardless of distance. This is a one way
communication and that person can only hear you
in their mind. The message you send can be up to 1
minutes long.
This feature can be used once and reusable after
taking a full rest.
RANK 8
Discipline Feature:
Spirit Burst: Joint Action + (3 Spirit Tokens)
(This feature augments the Joint Action feature with
new functions)
Joint action now gives your ally a minor action too, in
addition to the original a major action.
(Tip: Use the Spirit Transfer rule to get more characters
to join.)
This is a Cloudbreaker Alliance playtest material, all contents are subject to change. 37
ADVANCED DISCIPLINE RANK 1
Discipline Feature:
SAGE Arcane & Cosmic Attunement
CLASS ESPER NECROMANCER You have received training in the manipulation of
arcane and cosmic elements.
Basic origin: You can gain rank in this Discipline’s classes
when you have attained rank 4 in any Arcanist Discipline or You can attune to arcane elements, such as Fire,
Thaumaturgist Discipline classes Water, Wood, Wind, Earth, Metal and other elements
derived from their combination; plus cosmic elements,
Turn Speed: 3 such as Order, Chaos and Astral.
Movement: 10m (1 zone / minor action) Using your minor action, you can create a spellglyph
Max Movement: 20m (2 zone / turn) token. You may choose to enter combat or other critical
Defense: 6 + Mastery situations, with 3 spellglyph tokens.
Physical Fortitude: 4 + Mastery
Mental Fortitude: 7 + Mastery Attunement Slot +2
You gain +2 additional elemental attunement slots. Each
Weapon Mastery: Spell Catalyst, Light Attunement Slot increases your maximum MP by 10.
Armor Mastery: Spell Garb (Stacks with other elemental attunement slots)
Maneuver Mastery: None
Esper Class Feature:
FEATURES SUMMARY Telepathy (Adventuring)
RANK ESPER NECROMANCER You have developed telepathic ability.
RANK 1 Arcane & Cosmic Attunement Using your minor action, you can sense the presence
Attunement Slot +2 of creatures’ thoughts within 30m (3 zones) of you. You
Telepathy Undead Minion don’t know the shape & size of these creatures, but
Mindsync Minion Combat you can communicate with the creatures individually
RANK 2 SB: Font of Glyph
through telepathy even if you don’t speak the same
language.
RANK 3 Mind Share
Mindsync
RANK 4 Spell Wishing
Read your enemy’s thoughts to gain an edge over
RANK 5 Attunement Slot +2 them.
Telepathy + Undead Minion +
Mindsync + Minion Combat + Using your minor action, you can mindsync with a unit
of creature or creatures you can see within 30m (3
RANK 6 Mind Share +
zones) of you. As you read their surface thoughts,
RANK 7 Spell Wishing + attack rolls you make against that unit’s targets are
RANK 8 SB: Font of Glyph +
made with edge. Attacks made by that mindsynced unit
against you are made with setback. Mindsync lasts until
GEAR TO LOOK OUT FOR the start of your next turn.
Weapon: Spell Catalysts You can only mindsync with one creature at a time. If
you use mindsync on another creature your mindsync
Armor: Elemental Cape & other Spell Garbs with the previous creature is lost.
Special Items: Spell Catalysts
Necromancer Class Feature:
Undead Minion (Adventuring)
Summon undead minions to do your bidding.
You can summon a unit of undead minions within 10m (1
zone) of you or order them to move using your minor
action. You can only have 1 unit of undead minions
at a time. Alternatively, you can replace an already
summoned undead minion unit with a new one. You
can also dismiss them with your minor action.
38 This is a Cloudbreaker Alliance playtest material, all contents are subject to change.
Your undead minions follow your command perfectly, RANK 2
if they move over 50m (5 zones) away from you, they
will collapse and disappear. Discipline Feature:
The types of undead minions you can summon are: Spirit Burst: Font of Glyph (2 Spirit Tokens)
Conjure spell glyphs into existence with the power of
Skeleton Unit (Single-Target Multi-Creature) your mind.
(A group of 8 skeletons armed with great swords) By spending 2 spirit tokens on your turn as free action,
• HP: 1, Movement: 20m/40m (2/4 zone) you gain three spellglyph tokens.
• STR: 2, AGI: 2, AWR: 0, EMP: 0
• Damage: Great Sword 8 HP Sharp Weapon RANK 3
damage Discipline Feature:
• Special feature: You can enchant their weapons Mind Share
collectively as 1 target. When you touch a creature, you can use your minor
• Utility Feature: moves faster than other minions action to sacrifice as much of your own MP as you
(see movement) want. You can then allocate this pool of sacrificed MP
to the creature’s MP. You can reuse this feature After a
Zombie Unit (Single-Target Multi-Creature) full rest.
(A group of 10 zombies with gnashing teeth)
• HP: 1, Movement: 10m/20m (1/2 zone) RANK 4
• STR: 4, AGI: 0, AWR: 0, EMP: 0 Discipline Feature:
• Damage: Bite 6 HP Sharp Unarmed Combat Spell Wishing
damage Use your mental prowess to assist your spellcasting.
• Special feature: When a target in the same zone You no longer need to fulfil the movement requirement
as your zombie unit is being attacked, you can use to cast spells.
your minor action to order your zombies to throw
themselves at the attack, redirecting the attack to
them. Additionally, your zombies provide cover RANK 5
for you and your allies when occupying the same Discipline Feature:
zone. Ranged attacks against creatures in cover
are made with setback. Attunement Slot +2
• Utility Feature: Can carry up to 100 kg of load You gain +2 additional elemental attunement slots. Each
Attunement Slot increases your maximum MP by 10.
• Your undead minions have the same defence &
(Stacks with other elemental attunement slots)
physical fortitudes as you. They don’t have any MP or
Mental Fortitudes. Esper Class Feature:
• When it takes damage and is reduced to 0 HP, they Telepathy + (Adventuring)
will collapse into dust and any excess damage is
dealt to your MP. Alternatively, you can absorb all (This feature augments the Telepathy feature with new
the HP damage your minion suffers as MP damage to functions)
yourself to keep it on the field. You have edge when rolling your psychology skill and
• You can order them to attack with your Major action. add extra 2 points to the result.
Use your spell attack roll for their attack. Mindsync +
Minion Combat (This feature augments the Mindsync feature with new
Turn your undead minions into your lethal assistants in functions)
combat. While mindsynced with a unit of creature or creatures,
• You can use your Major Action to order your once on your turn, you can use your free action to ask
summoned undead to attack. They use your the Game Master what the unit and its targets will do
mastery bonus. on its next turn (next 12 seconds).
• Your undead minion can make an opportunity strike The GM will reveal to you all the actions it plans to
at targets leaving the zone it occupies. do on its next turn, such as the target of its attack,
where it will move to, whether it will use an item, etc.
This is a Cloudbreaker Alliance playtest material, all contents are subject to change. 39
The information is only accurate up to the moment it is RANK 6
asked. If something drastic happens after the question
is asked, such as the target taking too much damage, Discipline Feature:
etc, it may change its course of action. Mind Share +
Necromancer Class Feature: (This feature overwrites the Mind Share feature and
doesn’t stack with it.)
Undead Minion + (Adventuring) When you touch a creature, you can use your minor
(This feature augments the Undead Minion feature with action to sacrifice as much of your own MP as you
new functions) want. You can then use this pool of sacrificed MP and
You can now summon the following undead minions: allocate it to the creature’s HP or MP. Alternatively, you
can use this pool of sacrificed MP to heal your own
Jiangshi Unit (Single-Target Multi-Creature) HP. This feature can be used once and reusable after
(A group of 3 hopping corpses empowered by taking a full rest.
command seals draped over their faces)
• HP: 1, Movement: 10m/20m (1/2 zone) RANK 7
• STR: 2, AGI: 4, AWR: 0, EMP: 0 Discipline Feature:
• Damage: Claws 8 HP Sharp Unarmed Combat Spell Wishing +
damage (This feature augments the Spell Wishing feature with
• Special feature: When a target in the same zone new functions)
as your jiangshi unit takes HP/MP damage, you You no longer need to fulfil the verbal requirement
can use your minor action to make your jiangshi to cast spells. You can cast spells without needing to
minions deal an instance of 8 HP Unarmed Combat move or say anything.
damage with its claws. This includes the damage
you deal yourself.
RANK 8
• Utility Feature: Can jump over 10m distance and
high. Discipline Feature:
Spirit Burst: Font of Glyph + (2 Spirit Tokens)
Mummy Unit (Single-Target Multi-Creature)
(This feature overwrites the Font of Glyph feature and
(A group of 5 lurching mummies empowered by doesn’t stack with it.)
ancient ritual bandages)
By spending 2 spirit tokens on your turn, you gain three
• HP 1, Movement: 10m/20m (1/2 zone) spellglyph tokens and all spells with casting costs that
• STR: 5, AGI: 1, AWR: 0, EMP: 0 can be reduced with spellglyphs can be cast for free.
• Damage: Bash 8 HP Blunt Unarmed Combat This effect lasts until the start of your next turn.
damage
• Special feature: Whenever the mummy unit’s attack
hits a target, you can choose to have the target
grappled by the mummy. You can have a total of 5
targets grappled by your mummies.
• Utility Feature: Your mummies can form a ladder or
bridge structure that’s over 20m (2 zones) long that
you can use.
Minion Combat +
(This feature augments the Minion Combat feature with
new functions)
• When you use your Major action to order your
undead minions to attack, double the damage they
deal.
40 This is a Cloudbreaker Alliance playtest material, all contents are subject to change.
ADVANCED DISCIPLINE RANK 1
Discipline Feature:
MARTIAL ARCANIST Martial Arcanist
CLASS GLYPH HAND ARCANE BODY You have learned to unify arcane spellcasting and
martial arts into a single discipline.
Basic origin: You can gain rank in this Discipline’s classes when
you have attained rank 4 in any Martial Artist Discipline or While unarmed, you can use your body as a spell
Arcanist Discipline classes catalyst to fulfil the spellcasting requirement.
Your unarmed combat rolls and spellcasting combat
Turn Speed: 7 rolls can be considered as martial arts combat rolls and
Movement: 20m (2 zone / minor action) you have mastery in them. (You can use your mastery
Max Movement: 40m (4 zone / turn) bonus).
Defense: 7 + Mastery
Physical Fortitude: 7 + Mastery Your base martial arts damage is 4 HP. When you
Mental Fortitude: 7 + Mastery deal damage with your spell attack or unarmed attack,
you can choose to deal your martial arts damage
Weapon Mastery: None instead. When casting effect spells, you may also use
Armor Mastery: Unarmored Toughness your martial arts damage in place of the spell’s bonus
Maneuver Mastery: Scuffle & Cheap Shot damage. The damage type is the same as your spell
or unarmed attack.
FEATURES SUMMARY (This feature can be enhanced by other features from
the Martial Artist discipline)
RANK GLYPH HAND ARCANE BODY
RANK 1 Martial Arcanist
Martial Arcanist Combo
Martial Arcanist Combo After making a martial arts attack or casting a spell
Arcane Attunement with your major action, you can use your minor action
Attunement Slot +1 to make a follow up unarmed attack. This feature also
Utility Glyph Body Warp applies to other discipline’s martial arts attacks. You can
Combat Glyph One Body One Mind
make a maximum of 1 follow up attack until you get the
RANK 2 SB: Beat Casting Martial Artist discipline’s Improved Martial Arts Combo
feature.
RANK 3 Glyph Disc
RANK 4 Elemental Form Arcane Attunement
RANK 5 Attunement Slot +1
You have received training in the manipulation of
Utility Glyph + Body Warp + arcane elements.
Combat Glyph + One Body One Mind + You can attune to arcane elements, such as Fire,
RANK 6 Elemental Form + Water, Wood, Wind, Earth, Metal and other elements
derived from their combination.
RANK 7 Glyph Disc +
Using your minor action, you can create a spellglyph
RANK 8 SB: Beat Casting + token. You may choose to enter combat or other critical
situations, with 3 spellglyph tokens.
GEAR TO LOOK OUT FOR
Weapon: None, use the free slots to carry more toolkits Attunement Slot +1
or consumables You gain +1 additional elemental attunement slots. Each
Armor: Unarmored Toughness Attunement Slot increases your maximum MP by 10.
(Stacks with other elemental attunement slots)
Special Items: Martial Manuals
This is a Cloudbreaker Alliance playtest material, all contents are subject to change. 41
Glyph Hand Class Feature: • When you receive damage to your HP or MP, you
Utility Glyph (Adventuring) can reallocate all or any portion of the damage to
your HP & MP. (For example, when you receive 10
Manipulate your glyphs to find new uses for them. HP damage, you can allocate 2 damage or even
Using your minor action, you can draw a floating all 10 damage to your MP instead and vice versa)
invisible alarm glyph or an invisible message glyph in • Reallocated damage cannot be reduced by
the air. barriers or spellglyphs tokens.
• Alarm glyph will telepathically notify you if a This form lasts for 5 minutes (25 turns). You can choose
creature enters an area within 5m radius of the to enter combat or other critical situations in this form.
glyph (in the same zone). When creating the alarm
glyph, you can exempt creatures you’re thinking
of from activating the alarm. The glyph disappears RANK 2
after it’s activated or when you use your minor Discipline Feature:
action to dismiss it or create another alarm/ Spirit Burst: Beat Casting (3 Spirit Tokens)
message glyph. It will also disappear after 24
hours if not activated. Weave spellcasting into the same action of your martial
arts attack.
• Message glyph lets you write a note that’s up to
20 words long. The note is invisible to everyone When your unarmed martial arts attack hits a target,
except for the intended recipients, who will see you can spend 3 spirit tokens to cast a spell on the
glowing words floating mid-air. The message lasts same target as free action. The spell is cast as per
24 hours, but it will end earlier if you use your normal, and if the spell allows you to choose multiple
minor action to dismiss it or create another alarm/ zones or targets, then the zones or targets must
message glyph. include the target you’ve just hit. Casting spells with this
feature does not count towards the restriction on the
Combat Glyph number of spells castable per turn.
Draw spell glyph in a single flowing motion as you
attack. RANK 3
Whenever you use an action to cast spells or make Discipline Feature:
martial arts attacks, you gain a spellglyph token. You
can gain only one spell glyph per action used even if it
Glyph Disc
affects multiple targets multiple times. Create a shining floating disc with your glyph.
(Tip: Remember that your spells can be considered as Using your minor action you can create up to a 5m
martial arts attack now.) radius wide floating magical disc in the zone you’re
in. It can bear the load of up to 10 medium-sized
Arcane Body Class Feature: creatures or objects. You can orient it in any direction,
Body Warp (Adventuring) for example, vertically to use as wall, horizontally as
platform or diagonally for slide.
Using your minor action, you can contort your body to
fold yourself into a form small enough to fit a single The disc has the same defence and physical fortitude
item slot. Your size can be reduced down to the size as you and has 10 HP. If its HP reaches 0 or the load
of a thick tome or a tablet and your thickness cannot exceeds the maximum capacity, the platform shatters
be less than 10cm on any dimensions. You can reduce and disappears.
your weight down to 1kg. This platform disappears after 1 minute and this feature
While you are in this form, you can’t move or perform can be used again 5 minutes after it disappears.
any action besides using your minor action to unfold
yourself back to your regular size. RANK 4
One Body One Mind Discipline Feature:
Bulk up your body and steel your mind. Elemental Form
Using your minor action, you can assume the One You can use your minor action to imbue your limbs with
Body One Mind form and you gain the following the essence of an element you’re attuned to. While
features: you’re imbued with that element, your unarmed attacks
• You receive +2 bonus to your base martial arts
damage.
42 This is a Cloudbreaker Alliance playtest material, all contents are subject to change.
deal that element’s damage type. are repelled back to your original position. This feature
You can only have one element imbued at a time. This can be used once and you regain its use after taking a
effect lasts for 5 minutes (25 rounds) and you can full rest.
change the element or end it early using your minor One Body One Mind +
action.
(This feature augments the One Body One Mind
feature with new functions)
RANK 5 Your various One Body One Mind feature is improved:
Discipline Feature:
• Your martial arts base damage is now increased by
Attunement Slot +1 + 4. (Does not stack with previous version of this
You gain +1 additional elemental attunement slots. Each feature)
Attunement Slot increases your maximum MP by 10. • You gain a spellglyph token when you use your
(Stacks with other elemental attunement slots) minor action to enter the One Body One Mind
state.
Glyph Hand Class Feature:
Utility Glyph + (Adventuring) RANK 6
(This feature augments the Utility Glyph feature with Discipline Feature:
new functions)
Elemental Form +
Using your minor action, you can draw up to a 10m
long glyph line in the air that you can materialise as a (This feature augments the Elemental Form feature with
rope/whip. One end of the glyph is attached to your new functions)
finger or other body parts you used to draw this line You can use your minor action to imbue your body with
with. If you touch an object and start drawing from the essence of an element you’re attuned to. While
there, the other end of your glyph line will also be you’re imbued with that element, you have resistance
attached to it. You can only have one glyph line active to the associated damage type (Resistance halves
at a time. The previous glyph line will disappear if you damage of that type rounded down.)
dismiss it with your minor action or when you create You can imbue your limbs and body with separate
another thread. The glyph line is as tough as a normal elements.
rope.
Combat Glyph + RANK 7
(This feature augments the Combat Glyph feature with Discipline Feature:
new functions) Glyph Disc +
You can create a whip-like glyph string that extends up (This feature augments the Glyph Disc feature with
to 10m out of your finger or other body parts at will. It new functions)
is considered as an extension of your body, extending
the range of your unarmed attacks, manuevers and When you create your glyph disc, you can now choose
your spell’s point of origin by 10m (1 zone). to make it invisible. Only you and creatures with the
ability to see invisible objects can see the disc.
For example, when you cast Boulder Beat, it can be
cast at the tip of your string which you can extend 10m
(1 zone) away from you. RANK 8
The combat glyph lasts for 5 minutes (25 rounds). Discipline Feature:
Arcane Body Class Feature: Spirit Burst: Beat Casting + (3 Spirit Tokens)
(This feature augments the Beat Casting feature with
Body Warp + (Adventuring) new functions)
(This feature augments the Body Warp feature with
When you spend your spirit tokens to use this feature,
new functions)
you also gain 3 spellglyph tokens which you may use
This feature lets you become incorporeal momentarily immediately.
and pass through walls or objects. To do so, use your
major action and touch the surface of a solid wall or
object. Your body will become incorporeal momentarily,
and you can pass through solid objects not thicker than
30cm. If the wall or object is thicker than 30cm, you
This is a Cloudbreaker Alliance playtest material, all contents are subject to change. 43
ADVANCED DISCIPLINE RANK 1
Discipline Feature:
DOMINION Command Eidolon
CLASS TEMPEST MOON LIVEBLADE Domineers can command spiritual manifestations called
eidolons to do their bidding. Your eidolon’s form and
Basic origin: You can gain rank in this Discipline’s classes when abilities are tied to the Dominion class you choose.
you have attained rank 4 in any Brute Discipline or Channeler
Discipline classes While you’re in contact with its vessel, you can use
your action to telepathically order it to follow any of
Turn Speed: 4 these basic commands:
Movement: 10m (1 zone / minor action) Minor action
Max Movement: 20m (2 zone / turn)
Defense: 6 + Mastery • Summon your eidolon out of its vessel to appear
Physical Fortitude: 5 + Mastery in any zones within its summoning range without
Mental Fortitude: 6 + Mastery attacking. You can also teleport any eidolon on field
back into into any zones within its summoning range.
Weapon Mastery: Light, Medium & Heavy • Dismiss your eidolon, returning it to its vessel.
Armor Mastery: Light • Move your eidolon according to its movement
Maneuver Mastery: Scuffle & Cheap Shot distance.
FEATURES SUMMARY Major action
• Summon your eidolon into a zone within its
RANK TEMPEST MOON LIVEBLADE summoning range and attack a target within its
RANK 1 Command Eidolon attack range. Your eidolon’s attack roll is (2d6 + Your
Dominion Eidolon Mastery + any relevant combat bonuses you have).
Moon Watcher Dominate Object
• Attack with your eidolon.
Lunar Pulse Infuse Weapon
• When attacking incorporeal enemies without HP, your
RANK 2 Fortification Eidolon eidolon’s HP damage is converted to MP damage.
RANK 3 Dominion shift (See class feature for damage)
RANK 4 SB: Safe Domain
You have mastery in eidolon combat rolls. Eidolons can
make opportunity strikes at opponents leaving the zone
RANK 5 Moon Watcher + Dominate Object + they occupy.
Lunar Pulse + Infuse Weapon +
Eidolons can’t move out of their operating range, which
RANK 6 Fortification Eidolon + is centred on their vessel. It will automatically return to
RANK 7 Lunar Pulse ++ Infuse Weapon ++ its vessel instantly if either you or the eidolon leaves its
operating range or the vessel is no longer in contact
RANK 8 SB: Safe Domain + with your body.
When your eidolon is not on the field, it resides within
GEAR TO LOOK OUT FOR an eidolon vessel. Any metallic object can be turned
Weapon: Any setup may work into an Eidolon vessel, as long as you spend ten
Armor: Light Armor minutes during your long break or full rest holding and
focusing on it. Many eidolon users turn mundane items
Special Items: Machinarms (Liveblade works with such as bracelets, necklaces or spectacles into eidolon
machinarms), Soularms, Spiritarms vessels. Some even choose highly impractical objects
such as motor vehicles.
You can only have one eidolon vessel at a time and
it needs to stay in constant contact with your body
to allow you to command your eidolon. Multiple
eidolons can reside within the vessel. You can also buy
secondary eidolon vessels to enhance your eidolons’
functions.
44 This is a Cloudbreaker Alliance playtest material, all contents are subject to change.
Dominion Eidolon Liveblade Class Feature:
Your discipline’s eidolon is called dominion and you Dominate Object (Adventuring)
can only have 1 dominion at a time. A Dominion is a Possess objects with your dominion and command
shining incorporeal small-sized flying creature that can them to move.
pass through solid objects. Consequently, it can’t carry
Using your minor action, you can order your dominion
or touch objects. The dominion class you choose grant
eidolon to possess a large or smaller sized object in
your eidolons additional abilities.
the zone it occupies. While the object is within 10m
• Summoning range: 10m (1 zone) from eidolon vessel (1 zone) of you, and not fastened to anything, you
• Operating range: 30m (3 zones) from eidolon vessel can use your minor action to order it to “walk” 10m
(1 zone) towards any direction within your dominion’s
• Movement: 10m (1 zone) operating range or follow you. The object has the
• Attack range: 0 (melee) same movement range as you.
• Damage: 4 HP Order Eidolon Infuse Weapon
• HP: 0, Defence & fortitudes: same as the channeler. Combine an eidolon you have gained from this or
It’s immune to HP & MP damage. other classes with your weapon to power them up.
• Dominions are incorporeal and immune to damage • You can use your minor action to infuse a weapon
and effects. you have mastery in with any type of eidolon you
Tempest Moon Class Feature: can summon, including those from other disciplines
& classes. You can infuse your weapon with only 1
Moon Watcher (Adventuring) eidolon at a time. The infusion ends at the start of
Use your dominion as a floating eye to monitor your your next turn or when you make another infusion.
surrounding. The eidolon will return to its vessel when the infusion
Using your minor action, you can summon your ends.
dominion in its alternate form, Moon Watcher. Moon • When your weapon is infused by an eidolon, that
Watcher is a physical floating object the size of your eidolon is considered to be in the same zone as
fist. It has the same defense and fortitudes as you and you and hitting your enemy with a weapon is the
1HP. When its HP is reduced to 0, it instantly returns to same as hitting it with your eidolon. When, attacking
its vessel. incorporeal enemies without HP, the HP damage you
While your dominion is in this form, it becomes your deal is converted to MP damage.
floating eyes, retaining all your visual senses. Using • Your weapon becomes eidolon/weapon hybrid.
your minor action, you can move the Moon Watcher Add the combat roll bonuses and damage of your
10m (1 zone) towards any direction to a maximum eidolon to your weapon’s damage and vice versa.
range of 100m (10 zones) away from you. You are You can attack with your infused weapon by making
unable to see from your original eyes while the Moon either weapon or eidolon combat rolls. The damage
Watcher is active. You can dismiss your Moon Watcher method can be considered as Weapon or Eidolon,
with your minor action. whichever you prefer.
Lunar Pulse • Commanding your infused eidolon to do anything
else, will end the infusion early.
Your eidolon resonates with you and releases a
destructive pulse periodically. • Your infused weapon inherits the infused eidolon’s
respective features:
• All of your eidolon, even those you acquired from
other disciplines benefit from this feature. Dominion Infusion
• When you end your turn, chosen enemy targets in • Your infused weapon gains +4 damage to its base
the same zone as you or your eidolon will receive damage and it deals order damage type.
1d6 order HP damage. This damage is converted to
MP damage for incorporeal enemies without HP. Phantasm Infusion
• Creatures cannot take more than 1 instance of pulse • Your weapon becomes invisible while infused by
damage. (When an enemy is in the same zone as your phantasm. Attacks with that invisible weapon
both you and your eidolon, it only receives 1 instance are made with edge, unless the creature you’re
of pulse damage.) attacking has astral vision or other means to see
invisible objects.
• Your infused weapon gain +4 damage to its base
This is a Cloudbreaker Alliance playtest material, all contents are subject to change. 45
damage and it deals astral type damage or other RANK 3
damage types your phantasm can do.
Discipline Feature:
• Your attack benefits from your phantasm’s current
Flurry Attack features, such as excess damage Dominion Shift
multiplication, attack bonus and damage type Inverse the rule of the eidolon vessel and use it to take
change, if you have it. you to your eidolon instead.
Spirit Talisman / Guardian Infusion While your eidolon is in your line of sight and your
vision isn’t obscured, you can use your major action to
• When you infuse your weapon with your talisman teleport yourself to its position (zone). This feature can
spirit or spirit guardian, its damage type because be used once and reusable after taking a long break or
the elemental type of the spirit. full rest.
• Weapons infused by your talisman spirit gain +4
damage to its primary damage method and +8 RANK 4 (Instant)
when infused by your spirit guardian. The damage
type of your weapon is the same as the spirit. Discipline Feature:
• When an enemy is hit by your spirit infused Spirit Burst: Safe Domain (3 Spirit Tokens)
weapon, you can choose to have the spirit latch Radiate protective pulse that mitigates harm.
on to your target to deal its continuous damage. By spending 3 spirit tokens as free action, you can
When you do so, your weapon loses its infusion. instantly reduce all HP & MP damage received by your
Mirage Puppeteer Infusion selected creatures occupying the same zone as you or
your eidolon by half. This effect lasts for a turn & you
• Your infused weapon gain +4 damage to its primary can activate it at any time, even out of your own turn.
damage method. This feature does not stack when you and your eidolons
• When you use your major action to attack, you can are in a zone.
use your minor action to make a follow up attack
with your infused weapon. RANK 5
• You can use the Puppet Form + feature with your
infused weapon if you have it. Tempest Moon Class Feature:
46 This is a Cloudbreaker Alliance playtest material, all contents are subject to change.
Infuse Weapon +
(This feature augments the Infuse Weapon feature with
new functions)
The harmony between your weapon and eidolon
further heightens the power of your liveblade.
• Weapons infused by your eidolon gain additional +2
damage bonus.
RANK 6
Discipline Feature:
Fortification Eidolon +
(This feature augments the Fortification Eidolon feature
with new functions)
The fortification bonus effect is now extended by 10m
(1 zone away) from your position and your eidolon’s
position.
(The bonus does not stack when the zones overlap)
RANK 7
Tempest Moon Class Feature:
Lunar Pulse ++
(This feature augments the Lunar Pulse + feature with
new functions)
• The range of your lunar pulse is increased. It now
also affects chosen targets up to 1 zone away from
you and your eidolons.
Liveblade Class Feature:
Infuse Weapon ++
(This feature augments the Infuse Weapon + feature
with new functions)
• Weapons infused by your eidolon now gain +4
additional damage bonus. (Does not stack with
previous version of this feature)
RANK 8
Discipline Feature:
(Instant)
Spirit Burst: Safe Domain + (3 Spirit Tokens)
(This feature overwrites the Safe Domain feature and
doesn’t stack with it.)
By spending 3 spirit tokens as free action, you can
instantly reduce all HP & MP damage received by your
selected creatures within 30m (3 zones) of you or your
eidolon by half. This effect lasts for a turn & you can
activate it at any time, even out of your own turn. This
feature does not stack when you and your eidolons’
zone of effect overlap.
This is a Cloudbreaker Alliance playtest material, all contents are subject to change. 47
ADVANCED DISCIPLINE RANK 1
Discipline Feature:
ASSASSIN Spirit Burst: Assassination (2 + Spirit Tokens)
CLASS HASSASSIN NINJA Teleport behind your enemy and attack their blind spot.
Basic origin: You can gain rank in this Discipline’s classes when On your turn, as part of you Major Action, you can
you have attained rank 4 in any Brute Discipline or Trickster spend 2 spirit tokens or more to teleport up to 20m
Discipline classes (2 zones) away into a target’s zone and attack it.
That Major Action must be used to attack the target,
Turn Speed: 8 whether it be with Weapon, Spell, Eidolon etc). The
Movement: 10m (1 zone / minor action) target’s defence will be reduced by the same number
Max Movement: 40m (4 zone / turn) of spirit tokens you have spent until the end of your
Defense: 6 + Mastery turn.
Physical Fortitude: 4 + Mastery If you spend 5 spirit tokens or more to use this feature,
Mental Fortitude: 7 + Mastery all the damage you deal until the end of your turn is
doubled.
Weapon Mastery: Light, Medium, Heavy
Armor Mastery: Light (Teleportation neither provoke opportunity strike nor
Maneuver Mastery: Scuffle & Cheap Shot count towards maximum movement range.)
Hassassin Class Feature:
FEATURES SUMMARY
Hassassin Techniques (Adventuring)
RANK HASSASSIN NINJA Whenever there is a group of 2 or more people within
RANK 1 SB: Assassination 5m (1 zone) radius of you, excluding yourself, you can
Hassassin Techniques Ninjutsu use your minor action to assume an inconspicuous
appearance and hide among them. Attempts to detect
RANK 2 Arcane Attunement
Attunement Slot +1
you while you’re concealed in this manner are made
Warcasting with setback.
RANK 3 Shadow Walk Ninja Class Feature:
RANK 4 Final Charge Ninja Body Swap Ninjutsu (Adventuring)
RANK 5 Deadly Precision You have a camouflage screen prepared for every
Hassassin Techniques + Ninja Body Swap + occasion. Whenever there is a tree, wall or vertical
RANK 6 Attunement Slot +1
surface taller than 1m and half as wide, you can hide by
Warcasting + flattening yourself against the tree or wall and pull up
a camouflage screen over yourself. Attempts to detect
RANK 7 Shadow Walk + you will be made with setback.
RANK 8 SB: Assassination +
RANK 2
GEAR TO LOOK OUT FOR Discipline Feature:
Weapon: Any setup may work Arcane Attunement
Armor: Light Armor You have received training in the manipulation of
arcane elements.
Special Items: Machinarms, Soularms, Spiritarms, Light
Armors You can attune to arcane elements, such as Fire,
Water, Wood, Wind, Earth, Metal and other elements
derived from their combination.
Using your minor action, you can create a spellglyph
token. You may choose to enter combat or other critical
situations, with 3 spellglyph tokens.
48 This is a Cloudbreaker Alliance playtest material, all contents are subject to change.
Attunement Slot +1 Hassassin Class Feature:
You gain +1 additional elemental attunement slots. Each Hassassin Techniques + (Adventuring)
Attunement Slot increases your maximum MP by 10. (This feature augments the Hassassin Techniques
(Stacks with other elemental attunement slots) feature with new functions)
Warcasting By whispering hypnotic words into the ears of a
creature that understands your language for 5 minutes,
When you cast spells that enchant only yourself or you can program a command into the mind of the
your equipment, your focus cannot be disrupted by creature. This hypnosis also works on unconscious
taking damage. creatures. The command can be up to two sentences
long and it is activated when the creature sees or
RANK 3 hears the signal you have set, such as seeing a red
Discipline Feature: ball, or hearing the snap of your finger.
Shadow Walk When the command is activated, the creature will
attempt to fulfil your command to the best of its ability
Nobody needs to know that you exist. for 12 seconds (1 round), after which, the hypnosis ends.
While out of combat and standing in shadow, you can The program in the creature’s mind lasts for 48 hours,
use your minor action to turn invisible for 1 minute (5 and it won’t remember any details surrounding the
rounds). This effect ends early when you use your hypnosis unless the command is activated.
action for any other purpose besides moving. This
feature can be used once and it’s reusable after taking You can only have 1 creature hypnotized at a time. If
a full rest. you hypnotize another creature with this feature, the
previous hypnosis ends. This hypnosis can be removed
by the purify and dispel spells, but it is not magical in
RANK 4 nature.
Hassassin Class Feature:
Ninja Class Feature:
Final Charge Ninjutsu + (Adventuring)
Risk it all to bring down your quarry.
(This feature augments the Ninjutsu feature with new
When you make your attack roll, you can choose to functions)
attack with edge until the start of your next turn. In
Using your minor action, you can leave an illusion of
return, all attacks made against you are also made with
yourself standing in your current position (zone) or
edge.
running from your present position to a direction of
Ninja Class Feature: your choosing up to 40m (4 zones away). The image
lasts up to 12 seconds (1 round).
Ninja Body Swap (Instant)
Reflexively use a smoke bomb to move out of danger.
RANK 6
When you are damaged by an enemy, you can use
your minor action to detonate a small smoke bomb
Discipline Feature:
and teleport one zone away. (Teleportation neither Attunement Slot +1
provoke opportunity strike nor count towards maximum You gain +1 additional elemental attunement slots. Each
movement range.) Attunement Slot increases your maximum MP by 10.
(Stacks with other elemental attunement slots)
RANK 5 Warcasting +
Discipline Feature: (This feature augments the Warcasting feature with
Deadly Precision new functions)
Improve your lethality through your heightened You can use your minor action to enchant your weapon
precision. to make it deal the damage type of an element
The excess damage you deal with weapons you you’re attuned to and change the damage method
mastered is multiplied by 2. to Spell instead of Weapon. This feature overrides
the weapon’s damage type even if it was already
enhanced by spells, but it retains the spell’s bonuses.
This feature lasts for 1 hour, you can dismiss this effect
with your minor action.
This is a Cloudbreaker Alliance playtest material, all contents are subject to change. 49
RANK 7
Discipline Feature:
Shadow Walk +
(This feature augments the Shadow Walk feature with
new functions)
Your movements no longer trigger opportunity strikes.
RANK 8
Discipline Feature:
Spirit Burst: Assassination (2 + Spirit Tokens)
(This feature augments the Assassination feature with
new functions)
The teleporation range is now increased to 30m (3
zones).
You only need to spend 4 spirit tokens or more to
double the damage against your target until the end of
your turn.
50 This is a Cloudbreaker Alliance playtest material, all contents are subject to change.
ADVANCED DISCIPLINE RANK 1
Discipline Feature:
MIRAGE Cosmic Attunement
CLASS PUPPETEER ILLUSIONIST You have received training in the manipulation of
cosmic elements.
Basic origin: You can gain rank in this Discipline’s classes when
you have attained rank 4 in any Trickster Discipline or Channeler You can attune to cosmic elements, such as Order,
Discipline classes Chaos and Astral.
Using your minor action, you can create a spellglyph
Turn Speed: 4 token. You may choose to enter combat or other critical
Movement: 10m (1 zone / minor action) situations, with 3 spellglyph tokens.
Max Movement: 20m (2 zone / turn)
Defense: 6 + Mastery Attunement Slot +2
Physical Fortitude: 4 + Mastery
You gain +2 additional elemental attunement slots. Each
Mental Fortitude: 7 + Mastery
Attunement Slot increases your maximum MP by 10.
(Stacks with other elemental attunement slots)
Weapon Mastery: Spell Catalyst, Light & Medium
Armor Mastery: Spell Garb, Light Warcasting
Maneuver Mastery: Cheap Shot
When you cast spells that enchant only yourself or
your equipment, your focus cannot be disrupted by
FEATURES SUMMARY taking damage.
RANK PUPPETEER ILLUSIONIST Command Eidolon
RANK 1 Cosmic Attunement Miragers can command spiritual manifestations called
Attunement Slot +2 eidolons to do their bidding. Your eidolon’s form and
Warcasting
Command Eidolon
abilities are tied to the Mirage class you choose.
Mirage Eidolon While you’re in contact with its vessel, you can use
Puppet Master Illusory Mind your action to telepathically order it to follow any of
Puppet Form Waking Nightmare
these basic commands:
RANK 2 Mirage Cheap Shots Minor action
RANK 3 Eidolon Spellcasting • Summon your eidolon out of its vessel to appear
RANK 4 SB: Misdirect in any zones within its summoning range without
attacking. You can also teleport any eidolon on field
RANK 5 Attunement Slot +2 back into into any zones within its summoning range.
Warcasting +
Puppet Master + Illusory Mind + • Dismiss your eidolon, returning it to its vessel.
Puppet Form + Waking Nightmare + • Move your eidolon according to its movement
RANK 6 Mirage Cheap Shots + distance.
RANK 7 Eidolon Spellcasting + Major action
RANK 8 SB: Misdirect + • Summon your eidolon into a zone within its
summoning range and attack a target within its
GEAR TO LOOK OUT FOR attack range. Your eidolon’s attack roll is (2d6 + Your
Mastery + any relevant combat bonuses you have).
Weapon: Any weapons for Puppeteer, Spell Catalysts
for Illusionist • Attack with your eidolon.
Armor: Light Armor, Elemental Cape & other Spell Garbs • When attacking incorporeal enemies without HP, your
eidolon’s HP damage is converted to MP damage.
Special Items: Soularms, Spiritarms, Light Armors, (See class feature for damage)
Puppeteer Tools, Spell Catalysts, Spell Garb, Eidolon
Vessels You have mastery in eidolon combat rolls. Eidolons can
make opportunity strikes at opponents leaving the zone
they occupy.
Eidolons can’t move out of their operating range, which
is centred on their vessel. It will automatically return to
its vessel instantly if either you or the eidolon leaves its
This is a Cloudbreaker Alliance playtest material, all contents are subject to change. 51
operating range or the vessel is no longer in contact stead, as you make it say what you want.
with your body. Alternatively, you can use your minor action to
When your eidolon is not on the field, it resides within command your mirage eidolon to possess a marionette
an eidolon vessel. Any metallic object can be turned or an empty suit of armor. The marionette or armor
into an Eidolon vessel, as long as you spend ten can move under your control as if it’s a person with 0
minutes during your long break or full rest holding and point in all its attributes. Marionettes cannot talk.
focusing on it. Many eidolon users turn mundane items This feature loses its effects when your puppet is over
such as bracelets, necklaces or spectacles into eidolon 30m (3 zones) away from you.
vessels. Some even choose highly impractical objects
such as motor vehicles. Puppet Form
You can only have one eidolon vessel at a time and Command your mirage eidolon to assume your visage
it needs to stay in constant contact with your body and assist you in combat.
to allow you to command your eidolon. Multiple • When you use your minor action to summon your
eidolons can reside within the vessel. You can also buy mirage eidolon out of your vessel, you can have it
secondary eidolon vessels to enhance your eidolons’ take on a physical puppet form that looks completely
functions. identical to you at the moment of summoning,
Mirage Eidolon wearing the same armor and wielding the same
weapons.
Your discipline’s eidolon is called Mirage and you can
only have 1 Mirage at a time. A Mirage is an invisible • You can use your minor action to command your
and incorporeal small-sized flying creature that can puppet to move. It has the same movement range as
pass through solid objects. Consequently, it can’t carry you.
or touch objects. The Mirage class you choose grants • After using your Major Action to attack with weapon,
your eidolons additional abilities. other eidolons, or cast a spell, you can use a minor
• Summoning range: 10m (1 zone) from eidolon vessel action to command the puppet to make one follow
up attack on any target in the range of the weapon
• Operating range: 30m (3 zones) from eidolon vessel it’s wielding. Your puppet’s follow up attack is counted
• Movement: 10m (1 zone) separately from your own follow-up attack.
• Attack range: 0 (melee) • Alternatively, you can use your Major Action to
• Damage: 4 HP & MP Chaos Eidolon command the puppet to make a major attack using
the weapon it’s wielding.
• HP: 0, Defence & fortitudes: same as the channeler.
It’s immune to HP & MP damage. • HP: 1; The puppet’s defence, physical fortitude and
mental fortitude are the same as yours.
• You have edge with your Mirage’s eidolon combat
rolls unless the target has astral vision or other • When your puppet’s HP is reduced to 0, it vanishes.
means of detecting invisible creatures. Alternatively, you can absorb all the HP damage your
puppet receives as MP damage to yourself to keep it
• Mirages are incorporeal and immune to damage on the field.
and effects.
• Your puppet and the weapon its carrying can be
• You can only have one mirage summoned at a enchanted with spells.
time.
• You can only have one puppet summoned at a time.
Puppeteer Class Feature:
Illusionist Class Feature:
Puppet Master (Adventuring) Illusory Mind (Adventuring)
You can use your minor action to command your
mirage eidolon to possess a willing creature in the Create an illusory scene with your imagination.
same zone as your eidolon. The creature has to be Using your minor action, you can create an illusory
large to small sized. While the creature allows you scene within 5m radius (1 zone) occupied by your
to control it, it becomes your “puppet” and you can mirage eidolon. The scene can contain anything from
control it at will. Using your minor action, you can a fully furnished home to 10m tall monster group. The
command the creature to say or do whatever you want sight, sound and smell will feel real to all observers,
until it resists doing so. Its Strength and Agility based except that they’re incorporeal and can’t be touched.
task rolls can be rolled with edge as you guide the Anyone trying to discern the illusion need to win a
creature’s movements and you can roll your social contested psychology roll against your spell attack roll.
skills (Intimidation, Deception, Reason, Appeal) in its The illusion’s effects end after 30 minutes or when you
52 This is a Cloudbreaker Alliance playtest material, all contents are subject to change.
use your minor action to create another illusory scene RANK 4
or to dismiss it.
Discipline Feature:
Waking Nightmare (Instant) Spirit Burst: Misdirect (5 Spirit Tokens) (Instant)
Assault your enemy’s mind with deadly illusions. Manipulate your enemy’s senses and misdirect their
You have the following options when you attack attacks or spells.
enemies occupying the same zone as your mirage When a target within 30m (3 zones) of you uses its
eidolon. action to attack, cast spells etc., you can instantly
• Whenever you deal HP damage to any target, you spend 5 spirit tokens as free action to redirect its
can choose to deal an equal amount of damage to action to a non-existent target, causing no harm to
the creature’s MP and vice versa. anyone and wasting its action and resources.
(Tip: For spells that deal damage to both HP & MP
such as Wither and Curse, just double the damage RANK 5
of both. This is due to the double conversion of HP to
MP & MP to HP.) Attunement Slot +2
• Alternatively, you can choose to assault your You gain +2 additional elemental attunement slots. Each
enemies only in their mind. Declare that you’re Attunement Slot increases your maximum MP by 10.
attacking your targets in their mind, then perform (Stacks with other elemental attunement slots)
your attacks or spells as usual. All the damage Warcasting +
which would have been dealt to HP in this manner is
converted into MP damage. Only your targets can (This feature augments the Warcasting feature with
see and experience your actions in their mind, other new functions)
creatures can’t see what’s happening and don’t even You can use your minor action to enchant your weapon
see you move. to make it deal the damage type of an element
you’re attuned to and change the damage method
RANK 2 to Spell instead of Weapon. This feature overrides
the weapon’s damage type even if it was already
Discipline Feature: enhanced by spells, but it retains the spell’s bonuses.
Mirage Cheap Shots This feature lasts for 1 hour, you can dismiss this effect
Pull off pranks and tricks with your mirage eidolon with your minor action.
without anyone noticing. Puppeteer Class Feature:
Using your Major action, you can telepathically order Puppet Master + (Adventuring)
your mirage eidolon to perform cheap shot maneuvers
at creatures occupying the same zone as it. You can (This feature augments the Puppet Master feature with
add your mastery bonus to the maneuver roll. new functions)
You can now also control a large to small sized
RANK 3 unconscious or knocked out creature. This feature
loses its effects when your puppet is over 30m (3
Discipline Feature: zones) away from you, regains consciousness or dies.
Eidolon Spellcasting (A creature usually regains consciousness after 30
minutes)
Incorporate your eidolon as part of your spellcasting
repertoire. While you are controlling the knocked out creature,
you can keep its eyes open and make it say whatever
You can use your eidolon vessel as a spell catalyst.
you want with its own voice.
When you cast a spell, you can choose to have
your eidolon be the point of origin of your spell. For Puppet Form +
example, if you cast flame arrow, it can be shot out of (This feature augments the Puppet Form feature with
your eidolon instead of you. If the spell requires to be new functions)
delivered through touch, you can use your eidolon’s
touch to affect the target. • When a creature in the same zone as your puppet
receives damage, you can instantly use your
(This feature also works with eidolons you acquired minor action to command your puppet to absorb
from other class & disciplines) the damage. All the damage absorbed is then
(Tips: Try pulling pranks with the muddle spell.) transferred to you as MP damage.
This is a Cloudbreaker Alliance playtest material, all contents are subject to change. 53
Illusionist Class Feature: RANK 8
Illusory Mind + (Adventuring) Discipline Feature:
(This feature augments the Illusory Mind feature with Spirit Burst: Misdirect + (5 Spirit Tokens) (Instant)
new functions)
(This feature overwrites the Misdirect feature and
• Instead of summoning your mirage eidolon into a doesn’t stack with it.)
zone, you can use your minor action to summon When a target within 30m (3 zones) of you uses its
it into the mind of a creature you can see within action to attack, cast spells etc., you can instantly
10m (1 zone) of you. You need to maintain your spend 5 spirit tokens as free action to redirect its
focus, as if focusing on a spell, to keep the eidolon action against another target or zone of your choice.
residing in the creature’s mind. The 30m (3 zones) You can choose empty zones as the new target or
operating range limit no longer applies while the even the target you’re misdirecting itself, causing it to
eidolon is in the creature’s mind. commit self-harm. The action will then be performed as
• For the purpose of this class’ other features, the normal at the new target. You can use this feature at
eidolon is in the same zone as the creature it’s any time, even out of your own turn.
occupying.
• While a creature’s mind is occupied by your
eidolon, you can use your minor action to see what
the creature sees and experience all its senses.
While you’re using the creature’s senses, you are
unable to use your own. You can use your minor
action to return to your senses.
• Mirage eidolon automatically teleports back to its
vessel after 24 hours or you can use minor action
to recall it early.
Waking Nightmare + (Instant)
• When an enemy in the same zone as your mirage
eidolon receives HP damage from your ally or
another creature, you can use your minor action to
deal an equal amount of damage to the creature’s
MP for that one damage instance. (Tip: Most
enemies have less MP than HP.)
RANK 6
Discipline Feature:
Mirage Cheap Shots +
(This feature augments the Cheap Shot feature with
new functions)
You have edge when making Cheap Shot manuevers
using your mirage eidolon.
RANK 7
Discipline Feature:
Eidolon Spellcasting +
(This feature augments the Channel Casting feature
with new functions)
Whenever you use an action to command your
eidolon, you gain 1 spellglyph token.
54 This is a Cloudbreaker Alliance playtest material, all contents are subject to change.