So the roll didn't go like you wanted, and at least one of the Outcomes is not ideal.

    Luckily, your character is so skilled you can fix that.You just Push Yourself. That bumps the outcome of a roll from a failure to a partial success, or bumps a partial success to a full success. You don't have to roll for that part, it happens automatically.

    After you do that, you usually have to make a Resistance Roll using one of your Attributes to figure out how much stress you take.

    Or you can use up your Edge. Additionally, some Abilities might grant you the option to take either 1 or 2 Stress instead of rolling, or perhaps do something else entirely. And don't forget Devil's Bargains.

    But normally, you have to roll. The Attribute will usually be the one that the Action Roll belonged to. However, it can be other things if they make more sense. For example, if you were Modifying electrical wiring and failed at avoiding getting electrocuted and took Harm, it might be a Body Resistance check to reduce that, even though you were making a Mind-based Action Roll. Ultimately the GM decides which one if there's a question.

    The results are:

    • 1-3: 3 Stress
    • 4-5: 2 Stress
    • 6: 1 Stress
    • Two 6: 0, because you can use the crit to increase the Effect of the Resistance Roll, which bumps the Stress down to 0. You also get an Edge.

    Note if you have an Ability that changes the number after you roll it, for example if you have one that allows you to take 'one less Stress', it stacks with a crit, meaning you can end up taking negative Stress.

    You can only Push Yourself once per Outcome, but you can do it multiple times for multiple Outcomes...if you can afford the Stress.