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RESOLVE

Heroes begin every issue (game session) with a certain more informa on about what interludes are and how
amount of Resolve. they work, see Chapter 9.

CARRYOVER RESOLVE MOTIVATION


The Well of the Worlds allows Resolve to be carried You earn 1 Resolve whenever you do something
over from issue to issue. However, you can never have unwise, out of character, or detrimental to yourself or
more than 8 resolve. your allies because of your mo va on. Heroes
generally stand by their convic ons, even when it’s
EARNING RESOLVE di cult — which is the only me convic ons really
No ma er how much Resolve you have when an issue ma er — and they should be rewarded for doing so.
begins, you’re going to want more. There are a variety However, this is not meant to encourage
of ways to earn Resolve over the course of the game. impulsiveness, stupidity, or inten onally derailing a
Although some of the more common ways are set game.
forth below, what these examples really amount to is
roleplaying an interes ng superhero, doing cool ROLEPLAYING
things, and making drama c choices that keep the You earn 1 Resolve whenever the GM feels you’ve
game exci ng for everyone. Thus, GMs should feel done something excep onally clever, drama c, funny,
free to award Resolve whenever they see t. heroic, or just plain cool. Great roleplaying, brilliant
comedy, clever problem solving, and strategic thinking
DEFEATS could all merit this reward, as could taking the me to
Su ering a brutal defeat and then coming back help a new player.
stronger than before is a classic comic book trope. Like
everyone else, Heroes some mes fall. What makes SACRIFICE
them heroes is that they always get back up again. If you nd yourself in a pinch and out of Resolve, you
That being the case, you earn 1 Resolve any me you can dig deep and push yourself. This grants you 1 point
su er a signi cant defeat, failure, or setback, which of Resolve you have to use immediately (on that same
may or may not involve combat. You can only earn this page), but once you do, you pass out from the strain
extra Resolve once per ba le, even if you get defeated of whatever you were doing and you remain that way
mul ple mes in the same encounter. for the rest of the scene.

FLAWS SPENDING RESOLVE


You earn 1 Resolve whenever you bring one of your As the narra ve currency of the game, Resolve can be
Flaws into play in a way that causes problems for you spent in a few di erent ways. The basic uses for
or your allies. Of course, you can only do this when it Resolve are set forth below. As with everything else,
makes sense within the context of the game. For GMs should feel free to expand how Resolve can be
example, your fear of heights can’t suddenly rear its used in their games.
acrophobic head at the beach just because you need
that extra point of Resolve. Note that certain Flaws ASSISTING ALLIES
work di erently, gran ng you 1 extra point of Resolve You can share Resolve with your allies, giving them as
per issue instead. many points as you wish. You must describe how
you’re assis ng a character when you give them
INTERLUDES Resolve. This purely for the sake of the narra ve: your
You can earn Resolve by crea ng and playing out an ac ons have no mechanical e ect other than le ng
interlude. Like subplots and ashbacks, interludes are you share Resolve. If you can’t actually assist your ally
short scenes that involve the Heroes but aren’t (because you’re unconscious, not in the scene,
directly related to the current story of the game. For otherwise occupied, etc.), you have to spend 2 points
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of Resolve for every point you want to share, and you USING POWERS
have to narrate a brief ashback or memory that As discussed in Chapter 2, you may have to spend
involves your Heroes and relates to the situa on. Resolve to use certain Powers. Because only Heroes
have Resolve, one of the players must spend Resolve
CHALLENGE ROLLS any me a friendly Extra uses a Power that requires it.
You can spend Resolve to add extra dice to your If none of the players are willing to spend the Resolve,
challenge rolls on a one-for-one basis. You can spend the Extra can’t or won’t use the Power at that me.
as much Resolve as you wish, and you can decide Mind you, this doesn’t a ect how these characters use
whether to do so a er rolling the dice. You can also their Powers when they aren’t around the Heroes. But
spend 1 Resolve to reroll a challenge roll completely. If as long as they are, the players must spend Resolve if
you’ve already spent Resolve to add extra dice to the they want their allies to use Powers that require it.
roll, you can reroll those extra dice as well. Last, you
can spend 1 Resolve to reroll any other type of roll,
such as the one made to determine if your Unreliable
Power works.

COMBAT SPENDS
There are several ways to spend Resolve in combat.
They include (a) seizing the ini a ve to act rst (or if
the GM prefers, to double your Edge) on every page of
the ac on, (b) recovering from a defeat or a special
e ect, (c) knocking a target backwards, (d) luring an
a acker into hi ng something or someone other than
you, (e) enhancing your team a ack by making your
dice explode, and (f) reducing the impact or lethality
of certain Gri y Combat Rules. For more on this, see
Chapter 4, Combat.

LUCKY BREAKS
You can spend 1 Resolve to make up some minor
detail about the game world, usually a lucky break or
incredible coincidence that works in your favor. For
example, if you get knocked o a roo op, you can use
this to say you land on a pile of discarded ma resses.
This is always subject to the GM’s approval.

POWER STUNTS
You can spend 1 Resolve to use one of your Abili es or
Powers in a way that imitates another Power. If the
stunt is even remotely reasonable, the imitated Power
has the same rank as the Ability or Power used to
imitate it. To be clear, this doesn’t grant you a new
Power. It lets you use an exis ng Ability or Power in a
crea ve way that momentarily imitates the e ect of
another Power.
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