<< rules:unarmed_combat ^ rules:start ^ rules:domains:start >> # 🤝 Team Actions This system encourages **collaboration** and **tactical play**. A **Team Action** lets you act **outside your turn** to support an ally—boosting attacks, defending, or combining effects. --- ## 💡 What Is a Team Action? A **Team Action** is any action a player takes on **another player’s turn** to directly help them. 📘 **Examples include:** - Boosting an ally’s **attack roll** - Reducing **damage** they would take - Adding **elemental energy** to their spell - Helping with a **skill check** - Interrupting or distracting an **enemy** Every Domain is encouraged to include **at least one feature** that enables a Team Action. --- ## 🌀 Taking a Team Action Team Actions follow the **normal action rules**: 1. Subtract your **Action Load** from the relevant **Aspect** 2. If the result > 0, you may act 3. Perform the action and **increase Action Load** by its cost 🧠 You can take **multiple Team Actions per round** — as long as your Aspect values support them. Even though it’s not your turn, **Action Load still limits** how often you can help. --- ## 🔁 Team Action Examples 🧪 **Examples from Domains:** - 🎵 **Bard** – Spend 1 point to grant **Advantage** to an ally’s roll - 🔥 **Sorcerer** – Infuse an ally’s spell with **elemental energy** - 🛡️ **Guardian** – Impose **Disadvantage** on an enemy’s attack - 🧭 **Tactician** – Spend 2 points to let an ally move without provoking Rewrite these to refer to Domains, using actual Features Feature cards will define the **cost**, **trigger**, and **effect** of each Team Action. --- ## 🕓 Timing and Declaration Team Actions are usually **reactions** to: - An ally declaring an action - An enemy triggering a threat - A specific condition on a feature card Declare your intent **quickly and clearly**—pacing is important! The **GM has final say** on whether the timing is valid. --- ## 🧬 Coordination Bonuses When players work together creatively, the GM may reward them: 🎁 **Possible Coordination Rewards:** - Advantage on key rolls - Extra damage or bonus effects - Reduced Action Load cost - Story-based inspiration or momentum Describing a cool combo in-character can bring big payoff—encourage synergy! --- ## ✅ Summary - **Team Actions** are a key tool for tactical teamwork - Each Domain should support them - **Action Load rules still apply**, even outside your turn - Creative combos and group tactics are rewarded