When a move says to roll a stat, roll a number of six-sided dice equal to that stat's value and take the highest result. If you would roll less than one die, instead roll two dice and take the lowest result.
If an ally helps, they gain 1 Stress and add 1 die to the roll.
If you push yourself, gain 2 Stress and add 1 die to the roll.
If you have any kind of fictional advantage which would aid you, add 1 die or remove 1 die if you have a disadvantage.
When a player rolls a failure, they gain 1 XP and the GM makes a GM move.