CONTESTS: THE STRUGGLE
When you engage in a contest, you’re the one initiating it, so you pick up the dice and roll first, adding together two results for a total. If your opposition decides against opposing you after seeing what you rolled, you automatically get what you want. If your opposition decides to stop you, they assemble a dice pool and try to beat the difficulty you just set.
If your opposition doesn’t beat your difficulty, you’ve won the contest and you get what you want. If they beat your difficulty, the ball’s back in your court. You can choose to Give In, in which case you define the failure on your own terms, you cannot immediately initiate another contest with your opponent, and you get a . Otherwise, your opposition’s total becomes the new difficulty, and you must roll again to try to beat it. Failing to beat your opposition means your opponent gets to define how they stopped you.
Contests go back and forth until one side gives in or fails to beat the difficulty. The losing side picks up a complication or, if it’s a high stakes scene, is taken out of the scene—they’re beaten, knocked down, or possibly even on their last breath. Players can spend to avoid being taken out, but they still take a complication.
Sometimes the GM may initiate a contest when a GMC chooses to do a thing; the GM is essentially asking the players, “What are you going to do about it?” However, because Cortex Prime games are about the PCs more than the GMCs, this shouldn’t happen very often in any given session.