Opposed Power Rolls¶
When two creatures are engaged in a particularly dramatic struggle that requires them both to make tests, the Director can have all the creatures involved make a test. The creature with the highest power roll wins. You can't earn a reward as part of these opposed power rolls, and they don't follow the typical difficulty structure or have three different tiers of possible outcomes.
For example, if your hero attempts to sneak by a demon lord, you make an Agility test to move stealthily while the demon makes an Intuition test to notice you. If your hero gets the higher power roll, you sneak by without the demon noticing. If the demon gets the higher roll, they catch you in the act of sneaking. If multiple sneaking heroes attempt to get by multiple demons, then each creature makes a test and all the totals are compared to determine which demons notice which heroes.
In the event of a tie in an opposed test, the state of the scene doesn't change. In the previous example, a tie means that if a demon on guard duty didn't know a sneaking hero was there, the demon remains oblivious. If the demon did know the hero was out there somewhere while trying to avoid being noticed, a tie means the demon still knows the hero is there but hasn't determined their location.
Since opposed power rolls don't use tiers, when you make an opposed power roll, a double edge provides a +4 bonus to the roll, a double bane provides a -4 penalty to the roll, an automatic tier increase counts as a +4 bonus to the roll, and an automatic tier decrease counts as a -4 penalty to the roll.