Dungoen: Forge
If you want to adjust the rolls further, here are the options. Team up is a group option and assist is from one other character:
Dark Bargain: the GM details a consequence - something bad happens to you, those around you, your dungeon or your current raid. If you agree to accept the consequence, you take +1d on that roll. You can ask for dark bargains at any time and the GM can also offer them randomly. Players can also think up Dark Bargains in the OOC, though GM must agree. The bargain cannot be resisted by anyone and can't be contingent on a roll. Think of it as a tool both GM and players can use to add drama, or as monsters not caring about collateral damage in the search of greatness.
Someone - likely not you - takes shock or gets bloodied.
Someone - probably you - loses a body part.
A minion pack is wiped out.
You or a friend loses or breaks something important.
Something lucky happens for your enemies.
Someone betray you, like a minion pack or a vile friend.
You upset a friendly or indifferent faction.
A troublesome clock gets started or ticks to full.
You take -1d on your next blowback or calamity roll.
Someone - probably you - loses a body part.
A minion pack is wiped out.
You or a friend loses or breaks something important.
Something lucky happens for your enemies.
Someone betray you, like a minion pack or a vile friend.
You upset a friendly or indifferent faction.
A troublesome clock gets started or ticks to full.
You take -1d on your next blowback or calamity roll.
Go Hard: You gain +effect on an action roll but take -poistion. How do you disregard your own safety and give it your all?
Assist: You assist another PC or minion by lending a hand, creating an opening, causing a viersion, or cammding them. This puts you in harm's way. You give someone +effect on an action roll, but you suffer any consequences handed out. What do you do to give them an advantage?
Team up: each character who's involved makes an action roll using the same action. The team counts the single best result as the overall effort, which can possibly alter position and effect. However, any PC that rolled a mixed success or failure takes stress.
You might team up to...
...cover for weaker allies , letting stronger members pick up the slack.
· You and the Hunter help the Brute and the Zealot sneak in.
· The Marauder extends a hand, helping you over the wall.
· You and the Conniver talk circles around the giant.
· The Marauder extends a hand, helping you over the wall.
· You and the Conniver talk circles around the giant.
...act as a single team to gain scale to compete with a challenging obstacle.
· You and the Brute pick up the templar and toss him off the ledge.
· Everyone grabs a hammer and starts busting down the wall.
· You snarl at the crowd while the Marauder glares menacingly.
· You and the Brute pick up the templar and toss him off the ledge.
· Everyone grabs a hammer and starts busting down the wall.
· You snarl at the crowd while the Marauder glares menacingly.
...make sure you get the job done when you might not have a second shot.
· You and the Warlock grab the line and pull the drowning Shaman up.
· Bloodied and surrounded, you and the Shadow make a final attack.
· The Zealot begins chanting and everyone joins in to finish the ritual.
· You and the Warlock grab the line and pull the drowning Shaman up.
· Bloodied and surrounded, you and the Shadow make a final attack.
· The Zealot begins chanting and everyone joins in to finish the ritual.