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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.

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## What Is a Team Action?

A **Team Action** is any action a player takes on **another player’s turn** to directly help them.

::: wrap notice

📘 **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.

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## Taking a Team Action

Team Actions follow the **normal action rules**:

1. Subtract your **Action Load** from the relevant **Aspect**  
2. If the result is **≥ the action's Action Cost**, you may act (the one "can I act?" rule)  
3. Perform the action and **increase Action Load** by its cost

::: wrap tip

🧠 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.

**Help and the Load gate:** Helping grants Advantage on an ally's roll only when that ally can already act. It does not by itself let them take an action they fail the Load gate for (unless a Feature says otherwise—e.g. one that reduces their Load or the action's cost).

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## Team Action Examples

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**Examples from Domains** (with the archetype [recipe](/rules/recipes/) they fit):

  * **Skald** *Inspiring Verse* (1 AL): an ally who hears you rolls with **Advantage** (a *Bard* = Skald + Trickster).
  * **Incantor** *Elemental Resurgence*: lend your element to an ally's attack (a *Sorcerer* = Incantor + Warding).
  * **Aegis** *Shield Wall* (1 AL, Reactive): add your Aegis Aspect to an ally's Evasion against one attack (a *Paladin* = Aegis + Theurgy).
  * **Seafarer** *Crew Call* (1 AL): up to your Aspect in allies move 10 feet without provoking reaction attacks (a *Pirate Captain* = Seafarer + Skirmish).
  * **Maker** *Clockwork Companion* (1 AL): your device Helps an ally (an *Artificer* = Maker + Thaumaturge).

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Feature cards will define the **cost**, **trigger**, and **effect** of each Team Action.

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## 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.

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## Coordination Bonuses

When players work together creatively, the GM may reward them:

::: wrap tip

🎁 **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!

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## 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

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