Changing the odds
If something doesn't seem like it's going to go well before you roll, you might want to change the odds. The easiest way is to have another player help.
Assisting a roll
Other players can take 1 Stress to give you an extra dice, assuming they can explain how. Only one player can add this per Action Roll.
GM: On success, he's going to believe you for now, hopefully long enough for you to get out of there. On a partial success, he's going to keep waving his gun around while he checks, and on a failure, they're going to grab you.
Greg: Hmm. Anyone got any help here?
Sal: Let me assist by pulling up everything we have on this buyer, feeding that in over his earpiece.
GM: Okay, Greg, add a dice in there, and take a Stress, Sal.
You can do this with a flashback, too. The stress of the assist will be including in the cost of the flashback, but the flashback will cost at least 1.
Setup action
Other players can also do a setup action, which will not add any die, but can increase the effect of a benefit or decrease the effect of a benefit. They don't add any stress, but will usually require a roll. Let's go back to the drone.
GM: Yes, you can fly lower for a better look. I was going to start a 'Security is suspicious' clock anyway, I'll do that now. You can add the standard consequence 'Security will hear about this'.
Minerva: Hmm. Anyone got anything to help with that?
Theo: Not for that consequence, but, flashback: Yesterday I went and got the plans for the building from courthouse, and pulled up the satellite photos on the internet. By comparing the two, we can discover if there's anything changed. And then the drone will know exactly where to look.
GM: That is a really good idea, that takes no effort and is logical so you can have that flashback for no stress, roll me a Understand check to compare them.
Theo: 1 dot in that, one Outcome, rolling 2d. I got a 6 and 2.
GM: Yeah, I'll bump the effect on the scan up to extreme.
You can do any amount of these you want for a roll.
A Devil's Bargain
The GM can just give you an additional d6, or even outright remove a consequence or just have you succeed. And all it will cost you is immortal soul…or whatever they want to charge. The cost will be something you have to pay regardless of success or failure, and it could be anything from some level of Harm, to a financial or reputational cost, or it could be that some part of the plan is ruined. It can even be cost to other players, although they have to agree to that.