@@ -155,6 +155,26 @@ In these cases, the player sets one die to a `6', and rolls only the other die.
\end{itemize}
\end{exampletext}
\subsection{Resisted Actions}
\index{Resisted Actions}
\label{resistedactions}
When \pgls{pc} and \pgls{npc} act in opposition to each other, the player add their characters Attribute + Skill bonuses as usual, and rolls against \tn[7] plus the opponent's Trait-pair.%
\footnote{In general, only players roll.}
\begin{itemize}
\item
A villain wants to sneak up on a \gls{pc} while they go shopping for armour, and corner them alone.
Her \roll{Intelligence}{Stealth} gives a +3 Bonus, so the \gls{gm} asks for a \roll{Wits}{Vigilance} roll at \tn[10].
\item
The troupe need to convince the local villagers not to trust a particular psychotic, lying, bastard.
Despite him not being present, the \gls{gm} notes that he his \roll{Charisma}{Empathy} grants a +5 Bonus, so he states the \gls{tn} is 12.
\item
A witch begins a curse against a member of the \gls{guard}, so he decies to stab her.
If the witches spell works, he will fumble his attack, and lose some \glspl{fp}, so her \roll{Charisma}{Fate} adds to the roll, making a \gls{tn} of 9.
The guard will have to use his \roll{Dexterity}{Combat} to resist the curse, but if he wins, he will inflict Damage (covered in \autoref{combat}).
\end{itemize}
\subsection{Teamwork}
\label{teamwork}
\index{Teamwork}
...
...
@@ -196,23 +216,17 @@ Convincing the townsfolk that they need to rebel against the baron, and could ea