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Team Actions

This system encourages collaboration and tactical play. A Team Action lets you act outside your own 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 someone else's turn to directly support them.

Common examples:

  • Boost another player’s attack roll
  • Reduce damage they would take
  • Add elemental energy to their spell
  • Assist in a skill check
  • Interrupt an enemy’s action

Every Domain is encouraged to provide at least one feature that enables a Team Action.

Taking a Team Action

Team Actions follow the same rules as any other action:

  • Subtract your Action Load from the relevant Aspect
  • If the result is greater than 0, you may take the action
  • After acting, increase your Action Load by the cost of the action

Even when it’s not your turn, your Action Load still limits how often you can act.

You may take multiple Team Actions per round if your Aspect values allow it.

Examples of Team Actions

  • Bard Domain – Spend 1 point to give +1d4 to an ally’s roll
  • Sorcerer Domain – Spend a point to add extra elemental damage to an ally's spell
  • Guardian Domain – Impose disadvantage on an enemy attacking your ally
  • Tactician Domain – Spend 2 points to let an ally move without provoking attacks

Feature cards define the specifics—cost, timing, and results.

Timing and Declaration

  • Most Team Actions happen as a reaction to another's action or an enemy's move
  • Declare your intent quickly to maintain pace and flow
  • The GM has final say on whether the timing is valid

Coordination Bonuses

Two or more players working together may unlock narrative or mechanical bonuses.

If players describe a creative combo and coordinate Team Actions, the GM may grant:

  • Advantage on rolls
  • Bonus damage or extra effects
  • Reduced Action Load cost
  • Story-driven perks or inspiration

Summary

  • Team Actions are a core tool for tactical cooperation
  • Each Domain should offer ways to use or enhance them
  • The Action Load system still applies
  • Use them to build momentum, combos, and party synergy