When a character is suffering a consequence, he may choose to resist it using one of his abilities.
Unlike action rolls, in a resistance roll the ability to use is often determined by the GM and the character has no choice of using different approaches in order to pick which ability to use.

Similar to an action roll, before rolling the GM will determine what the effect of resisting will be, especially if the consequences are reduced in severity or avoided entirely. The player can then choose whether it is worth it to him to resist or not.

Infobox

Resistance Roll

Highest Die Stress
6+ clear 1
6 zero
5 1
4 2
3 3
2 4
1 5

Resisting is always successful, but the resistance roll determines the cost. Roll the ability with which you resist, including the bonus dice from a detail if applicable. Your character suffers 6 Stress minus the highest die result. So if you rolled a 2, you suffer 4 stress. If you roll a 6 you suffer no stress. If you get a critical result, you clear 1 stress.

The GM can also call for a resistance roll without giving the player a choice to decide whether to resist or not. In this case, there is no cost and no stress is applied to the character. The GM can use this in place of rolling himself when an NPC action is uncertain and would not automatically succeed even if the target were not to resist.

Uncertain Resistance

Whether resisting entirely avoids or only reduces the consequence is vital, especially for harm. It should be informed by circumstances and the method of resistance. Weapons damage can often be negated entirely by dodging, blocking or evading. But damage from a burning building collapsing around you is likely to be only reduced.

In general, unless there are good reasons to rule otherwise, resistance will avoid a consequence. The final decision is up to the GM.

If the GM wants to leave it up to chance, he can always make a fortune roll.

Armour & Protection

Some things in the game allow you to resist without suffering stress, by absorbing the consequence for you.
The most common of this is armour, which can be used to resist harm in combat. Protective spells also work in this manner, but can offer protection not just to physical harm but also to mental influences.

When a protection is used in this manner, cross off one box of its progress bar. Light armour has one box, heavy armour has two boxes. A shield can offer an additional box, so a fully equipped warrior can take three hits in combat before suffering consequences.

Armour can be restored by replacing or repairing it, which automatically happens when taking the restock downtime activity.

Magic spells offering protection fade away when their boxes are all crossed off.
Magic artefacts will need to recharge.

For other kinds of protection, the GM will decide if and how they can be restored.