Anytime a character tries something that complicates the roll, we call it a Stunt.
Multiple Actions, for example, are a stunt, but covered already.
Below are how to handle the stunts you will likely see most often.
Trying to go faster adds to the difficulty of the task. For every +1DD a character is willing to add to the task, they can reduce the time required by 4 turns – assuming they succeed.
OR add +4 per each additional DD to the total for determining the order of actions during an action sequence. This +4/DD does NOT figure into the Task Roll total for determining success, only for determining time required or order of action.
Conversely, a character can take their time, adding +1 to the task roll for every turn they are willing to add to the time required for a general task or for every -2 they are willing to take in an order of action total during an action sequence.
A character can take an exhaustion penalty (effectively an extra action) to add +1 to the roll. This can be done up to the characters current Core.
If multiple characters are working together on the same task, you can use the total from the character with the highest value towards the task and then add +1 dice for each other character involved. Roll only once.
This does not work for action sequences.
By using a Plot Point, a character can add +2 dice to any roll if the Plop is spent in advance, or re-roll any or all dice if the Plop is spent after the roll.
Characters can do this as many times as they have Plops. Plops spent in advance can be stacked.