Difference between revisions of "Unbound Team Features"

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This is playtest material.
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!!! We playtested this system. We're no longer using it.
  
A team of Unbound has unique capabilities, called Unbound Team Features.
 
  
== The Commander ==
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A team of Unbound has unique capabilities, called Unbound Team Features. These features leverage the combined power of the Unbound in extraordinary ways.
  
The team chooses their commander. This should be a long-term choice, but the team can revisit it (DM's choice).
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[[File:Yin Yang Hexes . Oct-9-2021.png|250px]]
  
== Choosing Features ==
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== Highlights ==
  
All teams start with two features: Team Chain and Share Inspiration. When your team levels up, you can choose one new feature. In addition, when your team levels up, you have the option of replacing a feature with another feature. You can discuss these choices as a team, but the commander has the final say.
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* Inspiration is gone.
 +
* The team shares a pool of Source Points (SP).
 +
* At the start of a session, choose one Alpha and one Beta. The Alpha and Beta can use their action to get and spend free SP in combat. When the Alpha or Beta orders a gambit, it often works better.
 +
* At the start of a session, every member chooses a Groove. This Groove determines the gambits you can use.
 +
* Spend SP on gambits.
  
Each feature is on a different branch of a tree, representing different ways a team can specialize. Many features have prerequisites. Whether you're choosing a new feature or replacing a feature, you must meet any prerequisites.
+
== Team Chain ==
  
You can discover or create the option of a new feature, via a Wheel. If you have an idea, work with the DM. When you've finished the wheel, the new feature can replace an existing feature, or you can chose it when the team levels up.
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The team has a private telepathic network. It's similar to the network created by ''Rary's Telepathic Bond'' (PHB p. 270). The members can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, although it can't extend to other planes of existence. The network is always "on," but any member can choose to connect or disconnect at will.
  
== Using Features ==
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All Unbound are part of a latent telepathic network, which some call the [[Chain]]. The Team Chain is a special use of the ubiquitous Chain.
  
Some features are always active and/or free to use. Many features require spending a point of Inspiration.
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== Source Points (SP) ==
  
== Commander's Options ==
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For a team of Unbound, Source Points (SP) replace Inspiration. The team can store an unlimited number of SP in a pool. SP have many uses via gambits (see below). SP can also be spent on [[Rules_Changes#Weekly_d20s|wheels]]. Whenever any member gains or spends SP, use the team's pool.
  
The commander is encouraged to use team features on their turn. On their turn, the commander can trade in their action and gain 1 point of Inspiration. In addition or instead, the commander can trade in their movement and gain 1 point of Inspiration. The commander can never have more than 3 points of Inspiration.
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== Gaining SP ==
  
== Commander's Die ==
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Both an individual and the whole team can gain SP in a variety of ways. The DM decides when and why SP are gained. At any moment in the game, any player can suggest that SP should be gained. Here are some examples of times when SP could be gained:
  
Some features use the commander's die. This die starts as a d6. It increases over time:
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* A member wants to reward another member's choice (e.g., a brilliant tactical move)
 +
* A player wants to reward another player's choice (e.g., humor, grace)
 +
* The team defeats a major opponent
 +
* The team rescues an innocent creature from confinement or danger
 +
* The team uncovers important intel
  
* 5th level: d8
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In addition, an Unbound PC may have up to three  special way of gaining SP, based on your [[Source]], [[Paradigm]], and/or [[Aspects]]. For example, you may sometimes gain SP based on living up to your god's ideals. Work with your DM on you special ways of gaining SP. These ways can change over time.
* 10th level: d10
 
* 15th level: d12
 
  
== Unbound Team Features ==
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== Alpha & Beta ==
  
* '''Aim True''' (Maneuver, 1 pt): When a member makes an attack, they have advantage. If they hit, add the commander's die to the attack's damage roll.
+
At the start of each session, the team chooses their Alpha and Beta from among themselves. The Alpha and Beta should serve for the whole session, but the team can revisit the choice as wanted or needed (e.g., if the Alpha is incapacitated). The team should rotate the authority and responsibility of Alpha and Beta from session to session. The Alpha and Beta are still members of the team when resolving the effects of gambits.
* '''Close is Touch''' (Magic, 1 pt): When you cast a spell with a range of Touch, you can target a member if they're within 60 feet.
+
 
* '''Close is Self''' (Magic, 1 pt): When you cast a spell with a range of Self, you can target a member if they're within 60 feet.
+
When the team rolls for initiative, the Alpha has the option to move to highest/first initiative for the team, or last in the round.
* '''Disorienting Attack''' (Maneuver, 1 pt): When you hit a creature with an attack, spend 1 point. The creature has disadvantage on their attacks until the end of their turn.
+
 
* '''Instant Attack''' (Combat, commander's action): On their turn the commander can trade in their action to allow another member to instantly take the Attack action.
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In combat, on each of their turns, the Alpha and Beta have a special possible action:
* '''Instant Dash''' (Combat, 1 pt): A member instantly takes the Dash action. This can provoke an attack of opportunity.
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* '''Instant Disengage''' (Combat, 1 pt): A member instantly takes the Disengage action.
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* Gain 2 SP. You must spend these SP by the end of your turn or they are lost.
* '''Instant Dodge''' (Combat, 1 pt): A member instantly takes the Dodge action, which lasts until the start of their next turn.
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* '''Instant Hit Dice''' (Tenacity, 1 pt): A member can spend one or more Hit Dice immediately, as if they've taken a short rest. They must roll all Hit Dice at the same time (unlike a normal short rest). They also roll the commander's die as if it were one of their Hit Dice.
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By choosing to gain SP and use gambits, the Alpha and Beta can focus more on the overall tactical situation and the performance of the team as a whole.
* '''Instant Long Cooldown''' (Tenacity, 3 pts): A member instantly regains the use of one class feature immediately, as if they've taken a long rest.
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* '''Instant Reaction''' (Maneuver, 1 pt): A member instantly regains their reaction, which they must use immediately. This can be used for any reaction (e.g., ''Counterspell'', an attack of opportunity).
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At any time, if the team has sufficient SP, the Alpha or Beta can order a member to use gambit. If the gambit requires a reaction or bonus action, the Alpha/Beta or the member must meet this requirement. If the member is not the Alpha or Beta, the gambit has an extra effect. The extra effect must apply to the original member, but can then include the Alpha or Beta, too.
* '''Instant Shift''' (Magic, 1 pt): Instantly shift a member from the Grid to the Swift, or from the Swift to the Grid.
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* '''Instant Short Cooldown''' (Tenacity, 2 pt): A member instantly regains the use of one class feature immediately, as if they've taken a short rest.
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=== Alpha's Die ===
* '''Instant Slot Recovery''' (Magic, 2 pts): A member can regain spell slots with a combined level that is equal to or less than half their level in their highest class with spell slots (rounded up). No regained slot can be 6th level of higher.
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* '''Instant Stand''' (Combat, 1 pt): When a member is prone, they instantly stand up (using no movement).
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Some gambits use the Alpha's die. The die increases over time, as shown here.
* '''Legendary Resistance''' (Tenacity, 1 pt): When a member has failed a saving throw, they succeed instead.
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* '''Pack Tactics''' (Maneuver, 1 pt): Choose one member as the alpha. Until the alpha's next turn, other members have advantage on attack rolls against a creature if they're within 5 feet of both the creature and the alpha (unless the alpha is incapacitated).
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{| class="wikitable" style="text-align: center;
* '''Share Inspiration''' (Trunk): You may trade in 1 or more points of Inspiration and give them to another member. (No member can ever have more than 3 points.) You can do this at will.
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* '''Swap Places''' (Tenacity, 1 pt): Two members instantly swap locations. Both must be on the Grid (within 120 feet) or in the Swift.
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!Level
* '''Team Chain''' (Trunk): Your team has a private telepathic network. It's similar to the network created by ''Rary's Telepathic Bond'' (PHB p. 270). The network can include up to eight Unbound. The members can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can't extend to other planes of existence. The network is always "on," but any member can choose to connect or disconnect at will. (All Unbound are part of a latent telepathic network, which some call the Chain.)
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!Alpha's Die
* '''Twin Spell''' (Magic, 2 pts): When a member casts a spell that targets only one creature and doesn't have a range of self, they can target a second creature in range with the same spell.
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|-
* '''Unbound Fortitude''' (Tenacity, 1 pt): When damage has reduced a member to 0 hit points, roll the commander's die. They drop to that number of hit points instead.
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 +
|1-4
 +
|1d4
 +
|-
 +
 
 +
|5-8
 +
|1d6
 +
|-
 +
 
 +
|9-12
 +
|1d8
 +
|-
 +
 
 +
 
 +
|13-16
 +
|1d10
 +
|-
 +
 
 +
|17-20
 +
|1d12
 +
|}
 +
 
 +
== Grooves ==
 +
 
 +
At the start of each session, each member (including the Alpha and Beta) chooses a Groove: Strike, Block, or Center. Every Groove must be chosen by at least one member. (If there are 2 members, they must choose different Grooves.) The member's Groove determines which gambits the member can use during the session. A member usually can't change their Groove during a session (DM's choice).
 +
 
 +
While only a member with a particular Groove can use a gambit from that Groove, they can choose a different member of any Groove to receive the effect.
 +
 
 +
The Alpha or Beta can only use a gambit from their own Groove. The Alpha or Beta can only order a member to use a gambit from that member's Groove.
 +
 
 +
{| class="wikitable" style="text-align: center;
 +
 
 +
!Strike
 +
!Block
 +
!Center
 +
|-
 +
 
 +
| Aim True*<br/>Attack Now<sup>2</sup>*<br/>Dash Now*<br/>Disorienting Attack <br/>Range is Normal</br> Reaction Now<br/>''Reroll Ability Check''<br/>Shift Now*<br/>Sight is Range<sup>2</sup><br/>Transmuted Spell <br/>Twin Spell<sup>2</sup><br/>United Offense
 +
|Dash Now*<br/>Disengage Now<br/>Dodge Now<br/>Fortitude, Unbound*<br/>Immunity Now<sup>3</sup><br/>Reaction Now<br/>''Reroll Ability Check''<br/>Resistance Now<sup>2</sup><br/>Stand Now <br/>Swap Places<br/>United Defense
 +
|Close is Self <br/>Close is Touch<br/>Fated Moment<br/>Hit Dice Now*<br/>Long Cooldown Now<sup>3</sup><br/>Reduce Exhaustion<sup>2</sup>*<br/>''Reroll Ability Check''<br/>Save Again, Individual*<br/>Save Again, Team<sup>2</sup>*<br/>Save Guaranteed<sup>2</sup><br/>Short Cooldown Now<sup>2</sup> <br/>Slot Recovery Now<sup>2</sup>*
 +
|}
 +
 
 +
== Gambits ==
 +
 
 +
Most gambits cost 1 SP. Most gambits a free: they don't require an action, bonus action, or reaction to use. If a gambit's effect includes an additional action, this can action can be taken anytime during the member's turn. This could be before, during, or after the member's normal action, movement, bonus action, or reaction.
 +
 
 +
<sup>2</sup> : this gambit costs 2 SP cost instead of 1.<br/>
 +
<sup>3</sup> : this gambit costs 3 SP cost instead of 1.<br/>
 +
<nowiki>*</nowiki> : this gambit has an extra effect when ordered by the alpha on their turn.
 +
 
 +
 +
* '''Aim True'''*: While a member is making one attack, they have advantage. Ordered: add the Alpha's die to the attack's damage roll.
 +
* '''Attack Now'''<sup>2</sup>*: A member instantly takes the Attack action. This gambit can only be used on a member's turn, but the effect be applied to any member. Ordered: add the Alpha's die to the attack's damage roll. If this Attack action leads to multiple attacks, only apply the Alpha's die to the first damage roll.
 +
* '''Close is Self''': While a member is casting one spell with a range of Self, they can target a member who's within 60 feet.
 +
* '''Close is Touch''': While a member is casting one spell with a range of Touch, they can target a member who's within 60 feet.
 +
* '''Dash Now'''*: A member instantly takes the Dash action. This can provoke an attack of opportunity. This gambit can only be used on a member's turn, but the effect can be applied to any member. Ordered: roll the Alpha's die. Add (Result x5) to the member's maximum movement for this Dash.
 +
* '''Disengage Now''': A member instantly takes the Disengage action. This gambit can only be used on a member's turn, and the member must have some movement left.
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* '''Disorienting Attack''': After a member has hit a creature with one attack, the creature has disadvantage on their attacks until the end of their turn. This gambit can only be used immediately after an attack is successful. The attack doesn't need to do damage.
 +
* '''Dodge Now''': A member instantly takes the Dodge action, which lasts until the start of their next turn. This gambit can't be used between an enemy rolling an attack and determining damage.
 +
* '''Fated Moment''': This gambit can only be used outside of combat. A member must spend one minute in a divination ritual to use this gambit. Roll one d20 and record the number rolled. A member can replace any attack roll, saving throw, or ability check made by a member or a creature a member can see with this fated roll. The member must choose to replace the roll before the normal roll.
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* '''Fortitude, Unbound'''*: This gambit can only be used anytime after a member has been reduced to 0 hit points but before they've failed three death saving throws. The member instantly has 1 hit point instead and regains consciousness. Ordered: roll the Alpha's die. Add the result as additional hit points.
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* '''Hit Dice Now''': A member can instantly spend one or more Hit Dice immediately, as if they've taken a short rest. A member must roll all the spent Hit Dice at the same time (unlike a normal short rest). Ordered: roll the Alpha's die. Instead of one member, that number of members can use spend Hit Dice in this way.
 +
* '''Immunity Now'''<sup>3</sup>: A member instantly gains immunity to one damage type of their choice. Roll the Alpha's die. The effects lasts for that many rounds. This gambit can be used before an attack roll or saving throw, but it can't be used before a damage roll.
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* '''Long Cooldown Now'''<sup>3</sup>: A member instantly regains the use of one class feature as if they've taken a long rest.
 +
* '''Range is Normal''': Until the end of the round, when a member makes a ranged attack against a target they can see, the range is treated as normal range.
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* '''Reaction Now''': A member without a reaction instantly regains their reaction. This gambit can only be used when a member can use a reaction (e.g., ''Counterspell'', an attack of opportunity). The new reaction must be used immediately.
 +
* '''Reduce Exhaustion'''*: A member instantly reduces their Exhaustion level by one. Ordered: roll the alpha's die. Any number of members can reduce their Exhaustion levels, up a combined level of the result.
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* '''Reroll Ability Check''': This gambit can only be used immediately after a member fails an ability check. They instantly reroll the ability check and use the new result. This includes an attack roll.
 +
* '''Resistance Now'''<sup>2</sup>: A member instantly gains resistance to one damage type of their choice. Roll the Alpha's die. The effects lasts for that many rounds. This feature can be used before an attack roll or saving throw, but it can't be used before a damage roll.
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* '''Save Again, Individual'''*: A member instantly makes one saving throw against any single effect of their choice that a save can end. Ordered: roll the Alpha's die and use the result as a bonus on the saving throw.
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* '''Save Again, Team'''<sup>2</sup>*: Each member can instantly make one saving throw against any single effect of their choice that a save can end. Ordered: roll the Alpha's die. All members use the result as a bonus on their saving throws.
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* '''Save Guaranteed'''<sup>2</sup>: A member who has just failed a saving throw succeeds instead.
 +
* '''Shift Now'''*: A member instantly shifts from the Grid to the Swift, or from the Swift to the Grid. Ordered: roll the alpha's die. The result is the maximum number of members who can shift. Each member can shift in a different direction.
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* '''Short Cooldown Now'''<sup>2</sup>: A member instantly regains the use of one class feature as if they've taken a short rest.
 +
* '''Sight is Range'''<sup>2</sup>: Use this gambit while a member is casting one spell with a limited range and any target(s) are out of range. For each target, if a member can see the target and could reach the target with the spell's range, then the target is within range of the caster.
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* '''Slot Recovery Now'''<sup>2</sup>*: A member instantly regains spell slots with a combined level that is equal to or less than half their level in their highest class with spell slots (rounded up). No regained slot can be 6th level of higher. Ordered: roll the alpha's die and add the result to the combined level.
 +
* '''Stand Now''': All members who are prone instantly stand up (using no movement).
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* '''Swap Places''': Two members instantly swap locations. Both must be on the Grid (within 120 feet) or both must be in the Swift. (However, the Shift Now gambit can be used immediately before or after the Swap Places gambit.)
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* '''Transmuted Spell''': While a member is casting one spell that deals a type of damage from the following list, they can change the damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.
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* '''Twin Spell'''<sup>2</sup>: While a member is casting one spell that targets only one creature and doesn't have a range of self, the caster can target a second creature in range with the same spell. To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. (This feature is based directly on the Twinned Spell sorcerer feature.)
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* '''United Defense''': Choose one member as the Tank, when at least one other member is within 5 feet. Until the Tank's next turn, when a creature the Tank can see attacks the omega or a member within 5 feet of the omega, the Tank imposes disadvantage on the attack (unless the omega is incapacitated). At any time, there can more no more than one Tank on the Grid and one Tank in the Swift: if a new Tank is chosen, the old one stops being the Tank.
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* '''United Offense''': Choose one member as the Vanguard. Until the Vanguard's next turn, other members have advantage on attack rolls against a creature if they're within 5 feet of both the creature and the Vanguard (unless the Vanguard is incapacitated). At any time, there can more no more than one Vanguard on the Grid and one Vanguard in the Swift: if a new Vanguard is chosen, the old one stops being the Vanguard.
 +
 
 +
== Spontaneous Gambit ==
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 +
A member can create a unique gambit in the moment. The player should work with the DM to determine the effects, the SP cost, and any additional requirements (e.g., reaction, bonus action). The player and DM may agree to an unusual requirement (e.g., a spell slot, a limited class feature like Channel Divinity).
 +
 
 +
== Design Goals ==
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 +
* Create a system for supporting spontaneous gambits, to encourage player creativity
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* Specialized roles, via different Grooves
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* Teamwork, including wombo combos
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* More superhero feel
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* Respect the elegant simplicity of 5E
  
 
[[Category:OOC]]
 
[[Category:OOC]]

Latest revision as of 14:31, 4 July 2025

OOC


!!! We playtested this system. We're no longer using it.


A team of Unbound has unique capabilities, called Unbound Team Features. These features leverage the combined power of the Unbound in extraordinary ways.

Yin Yang Hexes . Oct-9-2021.png

Highlights

  • Inspiration is gone.
  • The team shares a pool of Source Points (SP).
  • At the start of a session, choose one Alpha and one Beta. The Alpha and Beta can use their action to get and spend free SP in combat. When the Alpha or Beta orders a gambit, it often works better.
  • At the start of a session, every member chooses a Groove. This Groove determines the gambits you can use.
  • Spend SP on gambits.

Team Chain

The team has a private telepathic network. It's similar to the network created by Rary's Telepathic Bond (PHB p. 270). The members can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, although it can't extend to other planes of existence. The network is always "on," but any member can choose to connect or disconnect at will.

All Unbound are part of a latent telepathic network, which some call the Chain. The Team Chain is a special use of the ubiquitous Chain.

Source Points (SP)

For a team of Unbound, Source Points (SP) replace Inspiration. The team can store an unlimited number of SP in a pool. SP have many uses via gambits (see below). SP can also be spent on wheels. Whenever any member gains or spends SP, use the team's pool.

Gaining SP

Both an individual and the whole team can gain SP in a variety of ways. The DM decides when and why SP are gained. At any moment in the game, any player can suggest that SP should be gained. Here are some examples of times when SP could be gained:

  • A member wants to reward another member's choice (e.g., a brilliant tactical move)
  • A player wants to reward another player's choice (e.g., humor, grace)
  • The team defeats a major opponent
  • The team rescues an innocent creature from confinement or danger
  • The team uncovers important intel

In addition, an Unbound PC may have up to three special way of gaining SP, based on your Source, Paradigm, and/or Aspects. For example, you may sometimes gain SP based on living up to your god's ideals. Work with your DM on you special ways of gaining SP. These ways can change over time.

Alpha & Beta

At the start of each session, the team chooses their Alpha and Beta from among themselves. The Alpha and Beta should serve for the whole session, but the team can revisit the choice as wanted or needed (e.g., if the Alpha is incapacitated). The team should rotate the authority and responsibility of Alpha and Beta from session to session. The Alpha and Beta are still members of the team when resolving the effects of gambits.

When the team rolls for initiative, the Alpha has the option to move to highest/first initiative for the team, or last in the round.

In combat, on each of their turns, the Alpha and Beta have a special possible action:

  • Gain 2 SP. You must spend these SP by the end of your turn or they are lost.

By choosing to gain SP and use gambits, the Alpha and Beta can focus more on the overall tactical situation and the performance of the team as a whole.

At any time, if the team has sufficient SP, the Alpha or Beta can order a member to use gambit. If the gambit requires a reaction or bonus action, the Alpha/Beta or the member must meet this requirement. If the member is not the Alpha or Beta, the gambit has an extra effect. The extra effect must apply to the original member, but can then include the Alpha or Beta, too.

Alpha's Die

Some gambits use the Alpha's die. The die increases over time, as shown here.

Level Alpha's Die
1-4 1d4
5-8 1d6
9-12 1d8
13-16 1d10
17-20 1d12

Grooves

At the start of each session, each member (including the Alpha and Beta) chooses a Groove: Strike, Block, or Center. Every Groove must be chosen by at least one member. (If there are 2 members, they must choose different Grooves.) The member's Groove determines which gambits the member can use during the session. A member usually can't change their Groove during a session (DM's choice).

While only a member with a particular Groove can use a gambit from that Groove, they can choose a different member of any Groove to receive the effect.

The Alpha or Beta can only use a gambit from their own Groove. The Alpha or Beta can only order a member to use a gambit from that member's Groove.

Strike Block Center
Aim True*
Attack Now2*
Dash Now*
Disorienting Attack
Range is Normal
Reaction Now
Reroll Ability Check
Shift Now*
Sight is Range2
Transmuted Spell
Twin Spell2
United Offense
Dash Now*
Disengage Now
Dodge Now
Fortitude, Unbound*
Immunity Now3
Reaction Now
Reroll Ability Check
Resistance Now2
Stand Now
Swap Places
United Defense
Close is Self
Close is Touch
Fated Moment
Hit Dice Now*
Long Cooldown Now3
Reduce Exhaustion2*
Reroll Ability Check
Save Again, Individual*
Save Again, Team2*
Save Guaranteed2
Short Cooldown Now2
Slot Recovery Now2*

Gambits

Most gambits cost 1 SP. Most gambits a free: they don't require an action, bonus action, or reaction to use. If a gambit's effect includes an additional action, this can action can be taken anytime during the member's turn. This could be before, during, or after the member's normal action, movement, bonus action, or reaction.

2 : this gambit costs 2 SP cost instead of 1.
3 : this gambit costs 3 SP cost instead of 1.
* : this gambit has an extra effect when ordered by the alpha on their turn.


  • Aim True*: While a member is making one attack, they have advantage. Ordered: add the Alpha's die to the attack's damage roll.
  • Attack Now2*: A member instantly takes the Attack action. This gambit can only be used on a member's turn, but the effect be applied to any member. Ordered: add the Alpha's die to the attack's damage roll. If this Attack action leads to multiple attacks, only apply the Alpha's die to the first damage roll.
  • Close is Self: While a member is casting one spell with a range of Self, they can target a member who's within 60 feet.
  • Close is Touch: While a member is casting one spell with a range of Touch, they can target a member who's within 60 feet.
  • Dash Now*: A member instantly takes the Dash action. This can provoke an attack of opportunity. This gambit can only be used on a member's turn, but the effect can be applied to any member. Ordered: roll the Alpha's die. Add (Result x5) to the member's maximum movement for this Dash.
  • Disengage Now: A member instantly takes the Disengage action. This gambit can only be used on a member's turn, and the member must have some movement left.
  • Disorienting Attack: After a member has hit a creature with one attack, the creature has disadvantage on their attacks until the end of their turn. This gambit can only be used immediately after an attack is successful. The attack doesn't need to do damage.
  • Dodge Now: A member instantly takes the Dodge action, which lasts until the start of their next turn. This gambit can't be used between an enemy rolling an attack and determining damage.
  • Fated Moment: This gambit can only be used outside of combat. A member must spend one minute in a divination ritual to use this gambit. Roll one d20 and record the number rolled. A member can replace any attack roll, saving throw, or ability check made by a member or a creature a member can see with this fated roll. The member must choose to replace the roll before the normal roll.
  • Fortitude, Unbound*: This gambit can only be used anytime after a member has been reduced to 0 hit points but before they've failed three death saving throws. The member instantly has 1 hit point instead and regains consciousness. Ordered: roll the Alpha's die. Add the result as additional hit points.
  • Hit Dice Now: A member can instantly spend one or more Hit Dice immediately, as if they've taken a short rest. A member must roll all the spent Hit Dice at the same time (unlike a normal short rest). Ordered: roll the Alpha's die. Instead of one member, that number of members can use spend Hit Dice in this way.
  • Immunity Now3: A member instantly gains immunity to one damage type of their choice. Roll the Alpha's die. The effects lasts for that many rounds. This gambit can be used before an attack roll or saving throw, but it can't be used before a damage roll.
  • Long Cooldown Now3: A member instantly regains the use of one class feature as if they've taken a long rest.
  • Range is Normal: Until the end of the round, when a member makes a ranged attack against a target they can see, the range is treated as normal range.
  • Reaction Now: A member without a reaction instantly regains their reaction. This gambit can only be used when a member can use a reaction (e.g., Counterspell, an attack of opportunity). The new reaction must be used immediately.
  • Reduce Exhaustion*: A member instantly reduces their Exhaustion level by one. Ordered: roll the alpha's die. Any number of members can reduce their Exhaustion levels, up a combined level of the result.
  • Reroll Ability Check: This gambit can only be used immediately after a member fails an ability check. They instantly reroll the ability check and use the new result. This includes an attack roll.
  • Resistance Now2: A member instantly gains resistance to one damage type of their choice. Roll the Alpha's die. The effects lasts for that many rounds. This feature can be used before an attack roll or saving throw, but it can't be used before a damage roll.
  • Save Again, Individual*: A member instantly makes one saving throw against any single effect of their choice that a save can end. Ordered: roll the Alpha's die and use the result as a bonus on the saving throw.
  • Save Again, Team2*: Each member can instantly make one saving throw against any single effect of their choice that a save can end. Ordered: roll the Alpha's die. All members use the result as a bonus on their saving throws.
  • Save Guaranteed2: A member who has just failed a saving throw succeeds instead.
  • Shift Now*: A member instantly shifts from the Grid to the Swift, or from the Swift to the Grid. Ordered: roll the alpha's die. The result is the maximum number of members who can shift. Each member can shift in a different direction.
  • Short Cooldown Now2: A member instantly regains the use of one class feature as if they've taken a short rest.
  • Sight is Range2: Use this gambit while a member is casting one spell with a limited range and any target(s) are out of range. For each target, if a member can see the target and could reach the target with the spell's range, then the target is within range of the caster.
  • Slot Recovery Now2*: A member instantly regains spell slots with a combined level that is equal to or less than half their level in their highest class with spell slots (rounded up). No regained slot can be 6th level of higher. Ordered: roll the alpha's die and add the result to the combined level.
  • Stand Now: All members who are prone instantly stand up (using no movement).
  • Swap Places: Two members instantly swap locations. Both must be on the Grid (within 120 feet) or both must be in the Swift. (However, the Shift Now gambit can be used immediately before or after the Swap Places gambit.)
  • Transmuted Spell: While a member is casting one spell that deals a type of damage from the following list, they can change the damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.
  • Twin Spell2: While a member is casting one spell that targets only one creature and doesn't have a range of self, the caster can target a second creature in range with the same spell. To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. (This feature is based directly on the Twinned Spell sorcerer feature.)
  • United Defense: Choose one member as the Tank, when at least one other member is within 5 feet. Until the Tank's next turn, when a creature the Tank can see attacks the omega or a member within 5 feet of the omega, the Tank imposes disadvantage on the attack (unless the omega is incapacitated). At any time, there can more no more than one Tank on the Grid and one Tank in the Swift: if a new Tank is chosen, the old one stops being the Tank.
  • United Offense: Choose one member as the Vanguard. Until the Vanguard's next turn, other members have advantage on attack rolls against a creature if they're within 5 feet of both the creature and the Vanguard (unless the Vanguard is incapacitated). At any time, there can more no more than one Vanguard on the Grid and one Vanguard in the Swift: if a new Vanguard is chosen, the old one stops being the Vanguard.

Spontaneous Gambit

A member can create a unique gambit in the moment. The player should work with the DM to determine the effects, the SP cost, and any additional requirements (e.g., reaction, bonus action). The player and DM may agree to an unusual requirement (e.g., a spell slot, a limited class feature like Channel Divinity).

Design Goals

  • Create a system for supporting spontaneous gambits, to encourage player creativity
  • Specialized roles, via different Grooves
  • Teamwork, including wombo combos
  • More superhero feel
  • Respect the elegant simplicity of 5E