As a team of adventurers, it's important to work as a team! For some actions, multiple people can Assist, working together on the same check.
Not all actions can be assisted on. For those that can, the person who initiates the action is the primary subject of the check, while any others who assist are Helpers. You must describe to the GM exactly how you assist. The primary subject must be willing to accept help on the action.
Assistance can be given during combat as a reaction to the action being attempted, if the primary subject is willing to allow you to help. Helpers must be able to devote the same number of action frames to the check as the primary subject. This uses the helpers' reaction frames if it's the primary subject's turn, or action frames if it's the helper's turn. You can't assist if you're preoccupied.
Although having someone help you is almost always a benefit, sometimes assistance can end up being a hindrance if the helpers don't do well.
Whenever an action is attempted with assistance, the difficulty increases by 10 for each helper. Each person involved makes a check, and their results are added together. Sometimes, helpers make a different type of check than the primary subject.
If the sum of each participant's check meets or exceeds the increased difficulty, then the action succeeds. If a critical success or failure occurs on an assisted action, the GM decides how each participant is affected by the outcome.
You jump in front of an ally to protect them from an incoming attack. You do not need to have a shield to use this action, but you will be hit by the attack if you don't have one.
Make a Protect Ally (Defense) check against the assailant's Attack roll.
Assistance: Helpers make a Protect Ally (Defense) check.
Success: | You move up to your speed, diving in the direction of the attack, blocking it and landing prone. The attack hits your shield if you have one. If not, it hits you. The opponent determines how much damage is dealt to your shield. |
Critical Success: | The attack hits your shield if you have one, but diesn't damage it. The attack becomes a critical miss. |
Failure: | You dive and land prone, but the attack hits its intended target. |
Critical Failure: | You slip and fall prone at your current location. |
You pull a nearby ally to your location in order to get them out of the way of danger. The target must be within your reach and willing to accept your help. Make a Pull to Safety (Reflex) save. This check may be used as Assistance to an ally's action.
Assistance: Helpers make a Reflex check.
Success: | The target moves to your location. |
Failure: | The target moves half the distance to your location. |
Critical Failure: | You move to the target's location. |