Help or Interfere is the move with the most breadth. It can be applied to virtually any situation, to aid or hinder any move. As such it's not possible to list every possible consequence of success or failure. So what's most needed here is as much detail as possible. However, there are a few general ideas for using Help on both Seduce and Manipulate (which are similar, but different; really Seduce is just Manipulate with a much more narrow focus.).
I'm a fan of using "Yes, but..." to build consequences of a limited success. "Yes" you succeed, "but..." something else happens. In this case we're looking for that something else. Also, keep in mind we want that something else to affect the Helper, or both the helper and the primary actor.
Help with Seduce
Imagine a Wingman on any TV show. Your job is to help your buddy attract the attention of his quarry. Now imagine all the ways your help might complicate matters while still technically 'helping.'
Yes, the target is interested, but...
- ...in both of you... at once.
- ...what about her really annoying friend?
- ...an aggressive third party approaches you.
- ...an aggressive third party approaches the target.
- ...your target really wants to... something your friend can't
provide, but you can. Dance? Get into the VIP lounge? engage in kinky and/or
borderline legal activity?
The idea here is always to find the correct 'but...' to go with that yes.
Help with Manipulate
Manipulate is also a pretty broad move, given there are many ways and reasons to manipulate someone. However, the goal is generally always to get someone to do what you want. Advice here is even more generic than with Seduce. First, always consider the 'but...' In this case, its harder to come come up with generic consequences for the helper, but here's a few ideas.
The target will do what you want, but...
- The target will remember you later.
- too slow. Maybe guards arrive? or the next shift? or the company's CEO?
- too noisily/visible. People will remember you.
- has second thoughts/regrets afterward.
General Helping Thoughts
One thing you can always do is apply the main Move's consequence or complication to the helper.
- If the main move was pushed to a 10+ by the helper, the the helper suffers the consequence or complication alone.
- If the main move is only pushed to the 7-9 range, then the
consequence or complication affects both.
Hopefully this provides some guidelines. If you can provide a more detailed description of the scene, more specific ideas might be possible.