I was looking at another game system called Open Legend RPG. In it, when a character fails a roll, there is the concept of failing...but the story moves on (e.g. you fail to pick the lock but you remember seeing a key somewhere) OR succeeding...but with a twist (e.g. you fail to hit but you graze the enemy doing 1 damage).
I, because I am always thinking about stealing, am thinking about stealing this idea and adapting it to Anarchy. It feels right, somehow. It would be more satisfying to the player, and the story wouldn't come to a halt when the decker fails to open the mag-lock.
Plot Point: "Fail Forward" or "Passing Hits" or "Something Else"
If you fail a Test, you can spend a Plot Point to use your hits as a Teamwork Test. You can then use the Teamwork Test hits as extra dice on your next attempt OR you can pass those Teamwork Test hits to a subsequent player doing substantially the same thing.
Benefits: You don't waste time redoing the same thing over and over and failing; you would make progress incrementally.
Cost: Since it costs a Plot Point each time you do this, no player can simply roll ad nauseum until success. Also, since it is a Teamwork Test, those hits do not automatically convert to hits, they convert to dice, so not broken.
Cinematics: This works like aiding fire or when tag-teaming a powerful opponent. A set 'em up/knock 'em down kind of action. It might simulate bracketing an enemy, or a performing a magical ritual, or something akin to an extended test.
What do you think? What do we call it?
Edit: It should be noted that while I am on the SR:Anarchy Errata Team, nothing I do or say or think is official (nor may it ever be); these are just my shenanigans to share...