All characters declare their actions for the turn. If a character is put in a position requiring an opposed roll to defend himself from an attack, or other harm, they may change their action to one which would counter the attack.
The roll for the action itself is used to determine which is successful and, at need, which occurs first. A high roll, whether by luck or skill, means the action is completed efficiently, swiftly, and without error.
Versus passive tasks a character may, before the die is rolled, choose to make a desperate attempt. If a six is then rolled, roll another die and add it to the result. If a one is rolled, roll another die and subtract it from the result. Regardless of what failure might signify usually, totals of less than zero mean that quantity of damage can be expected, from mental anguish, if nothing else.
Note: A loss of belief in ones own capabilities could mean damage to MS, a mind numbing result might affect MA, or ME for those losing the will to live.
PE limits the number of consecutive rounds a character may initiate any strenuous activity, such as running or fighting. The character must then spend one round taking only light activity equivalent to moving at walking pace. If a character deliberately presses on with strenuous activity beyond the limit of their PE they accumulate a -1 penalty to all rolls every round from fatigue until they complete a 'rest' round. All accumulated fatigue is removed following a single rest round. If this rest round is interrupted by something which requires an opposed roll, like being attacked by a foe, the character may react as usual but must again attempt to rest the following round. Rounds spent attempting to rest but being interrupted do not count towards fatigue.