5.
RESOLVE AND ADVERSITY
Heroes have extraordinary powers and abilities, but that isn’t what makes them heroes. Heroes are
people driven to make the world a better place. They have the courage to act and the hope to believe
their actions will matter, or the stubbornness to solider on when hope’s in short supply. Heroes live by
their ideals and stand by their principles, even when that’s hard to do. And they never give up, despite the
hardships they encounter and the dangers they face, sometimes at the hands of the very people they’re
trying to help. In short, P&P characters are heroes because of their Resolve. This chapter explains how
Heroes earn Resolve and how they use Resolve to bend the rules of the game or the game world itself in
their favor. This chapter also covers Adversity, which GMs use much the same way.
RESOLVE
Resolve is the narrative currency of P&P that sets Heroes apart from everyone else. Heroes begin every
issue with a certain amount of Resolve, as described in Chapter 2, Characters. Heroes with lower Trait
ranks begin play with more Resolve than those with higher ranks. The narrative reason for this is that it
takes more determination to be a superhero when you aren’t super powerful. The mechanical reason for
this rule is to allow for Heroes of disparate power levels on the same team. The best way to track Resolve
is with tangible items like poker chips or glass beads.
Carryover Resolve
To discourage players from hoarding, Resolve does not carry over between issues. Heroes always begin
each issue with just their starting Resolve. However, if a player earns Resolve near the end of a game
session (exactly what that means is up to each group to decide), that extra Resolve may be held in
reserve by the GM and awarded at the start of the next issue.
EARNING RESOLVE
Heroes can and should earn extra Resolve during play. The various ways in which this happens are
described below. GMs should feel free to be as generous or stingy with Resolve as they like. This is one
way the GM can fine-tune their game: generous rewards allow for more heroic and free-wheeling play,
while stingy rewards make the game grittier or more dangerous and heighten tension. There’s no right or
wrong way to do this; it all depends on the kind of game everyone wants to play.
Defeats
Coming back stronger after a defeat is a classic heroic trope. Heroes earn 1 Resolve any time they suffer
a significant defeat, failure, or setback. This goes up to 2 Resolve in combat. A Hero who uses the
Instant Recovery rule to get back into a battle after being defeated does not earn this reward unless
they’re defeated a second time (and thus cannot return to the battle).
Flaws
Heroes earn 1 Resolve whenever their Flaws get the better of them and cause problems for the Hero or
their allies. This is always the player’s decision, but it can only happen when it makes sense in the context
of the game. For example, a Hero’s fear of heights isn’t going to come into play when they’re on the
beach. Certain Flaws grant Heroes 1 point of Resolve at the start of every game session instead of when
they come into play. For more on Flaws, see Chapter 2, Characters.
Interludes
Heroes can earn 1 Resolve by playing out an Interlude. Interludes are short scenes that involve the
Heroes but are not directly related to the current story. Unlike most scenes, Interludes are created by the
players. For more about Interludes, see Chapter XX, Superhero Gaming.
Roleplaying
Heroes earn 1 Resolve any time the GM feels they have done something exceptionally clever, dramatic,
funny, heroic, or just plain cool. Great roleplaying—especially when it involves the Hero doing something
to their detriment—brilliant comedy, clever problem solving, and strategic thinking could all merit this
reward, as could taking the time to help a new player. Despite this, players do not earn Resolve for any
roleplaying choice that brings the game to a grinding halt or otherwise causes problems at the gaming
table, even if they believe that’s what their character would do.
Sacrifice
When it really matters, Heroes can push themselves beyond their limits. In game terms, the Hero gains 1
Resolve that must be used that same page. Once the page ends, the Hero passes out from the strain or
exhaustion and remains that way for the rest of the scene (the Instant Recovery rule is not allowed in
this case). This is often used in connection with a Defining Moment.
SPENDING RESOLVE
Heroes can spend Resolve in a number of ways. The basic uses for Resolve are set forth below, but GMs
and players may come up with other uses in play. This is expected and encouraged, but always subject to
the GM’s approval. As a general rule, players should be allowed to spend Resolve to do cool things that
keep the game moving forward, but not to solve every problem they encounter.
Challenge Rolls
Heroes can spend Resolve to add extra dice to Challenge Rolls on a one-for-one basis, adding as many
dice as they wish. They can also spend 1 Resolve to completely reroll a Challenge Roll (including any
extra dice added by spending Resolve) or any other roll. Heroes can wait until after rolling the dice before
deciding whether to spend Resolve, and they always use the better result after a reroll.
Combat Spends
Heroes can use Resolve in several ways in combat. They include (a) seizing the initiative, (b) having a
quick recovery after a battle, (c) extending a special effect duration into a new scene, (d) having an
instant recovery during combat, (e) stabilizing themselves if using the Lethal Damage rules, (f) surviving
the destruction of their vehicle, and (g) dealing system damage to vehicles if using the System Damage
rules. All of these options are discussed in greater detail in Chapter 4, Combat, except for the vehicle
related spends, which are covered in Chapter 6, Equipment.
Helping Allies
Heroes can share Resolve with their allies, as many points as they wish, but the player must describe
what the Hero is doing to provide assistance in the game world. The actions described are purely
narrative; they are not actions and have no game effect beyond sharing Resolve. Heroes who are not in
the scene, unconscious, or otherwise unable to lend assistance in the game world can also share
Resolve, but they must spend 2 Resolve for every point shared, and the player must describe a brief
flashback or memory involving the Heroes that relates to the present situation.
Lucky Breaks
Heroes can spend 1 Resolve to make up a minor detail about the game world. Typically, this will be
something that gives the Hero a momentary advantage or works in their favor. For example, a Hero who
gets kicked off a rooftop could spend 1 Resolve to say there happens to be a pile of discarded mattresses
in the alley where they land. Lucky breaks are always subject to the GM’s approval.
Some groups struggle with the idea of giving players this degree of narrative control, preferring instead to
leave anything involving the larger game world in the hands of the GM. No worries. In that event, the
player simply spends the Resolve and tells the GM what outcome they are generally after. The specific
details of the lucky break, however, can be left up to the GM to decide.
Power Spends
Heroes occasionally need to spend Resolve to use certain Powers or to use their Powers in certain ways.
This is discussed in more detail in Chapter 3, Powers. If a friendly Extra has such a Power, one of the
Heroes will have to spend Resolve for the Extra to use that ability while grouped with the Heroes.
Power Stunts
Heroes can spend 1 Resolve to use one of their Abilities or Powers in a creative way that imitates the
effects of a Power they don’t possess. As long as the GM considers the stunt plausible, the imitated
Power has the same rank as the Trait used to perform the stunt. If the stunt is kind of a stretch or unlikely
to work effectively, the GM can reduce the imitated Power’s effective rank by as much as half. To be
clear, performing a Power Stunt does not grant the Hero a new Power. It merely lets them use one of their
Traits in a way that mimics the effects of a Power they don’t possess, and all requirements and limitations
of the Trait the character is actually using still apply.
Heroes can also spend 1 Resolve to perform a Power Stunt that grants one of their Powers a Pro it
doesn’t have for one use or activation. As usual, they have to explain how what they’re doing makes the
Power operate as if it had that Pro. Pros that cost more than 6 Hero Points and Pros that increase a
Power’s cost perk rank cannot be imitated with Power Stunts.
ADVERSITY
Let players have their pathetic little pools of Resolve. As the GM, you have something better, you have
Adversity. Adversity represents both the cruel whims of fate and the drive and determination of the
Heroes’ enemies. The GM begins every issue with 1 Adversity per Hero. They gain extra Adversity at the
start of certain scenes, and any time the Heroes fail to act like Heroes. Adversity doesn’t carry over
between issues. Like Resolve, the best way to track Adversity is with something like poker chips or glass
beads, but only because science has yet to devise a way to crystalize players’ tears.
Challenge Levels
Some scenes are supposed to be especially challenging or dangerous. To further this idea, the GM can
assign these scenes a Challenge Level of 1 to 3. When the scene begins, the GM gains extra Adversity
equal to the number of Heroes in play times the scene’s Challenge Level. For example, when 4 Heroes
start a scene with a 2 Challenge Level, the GM gains 8 Adversity! Although it’s not a requirement, most
scenes with a Challenge Level involve the Heroes facing off against serious Villains.
Scenes with a Challenge Level should be rare, usually no more than one or two per issue, and they
should typically have a Challenge Level of 1. Challenge Level 2 should be reserved for climactic battles
against especially powerful Villains, while Challenge Level 3 is normally used only for battles against nigh-
unstoppable foes and epic scenes that conclude a major story arc or an entire series.
Unheroic Actions
Heroes should act heroically. Whenever a Hero performs a cowardly, selfish, treacherous, or otherwise
unheroic action, they immediately lose 1 Resolve and the GM immediately gains 1 Adversity. The same
applies whenever a Hero does anything that directly contradicts their motivation. Yes, these two things
can sometimes be at odds. And yes, this applies even if the Hero has been coerced, forced, or tricked
into taking such an action. No one said being a Hero was easy.
SPENDING ADVERSITY
Adversity is more powerful and more flexible than Resolve. GMs can spend Adversity in the ways
described below, plus however else the GM deems reasonable. Adversity can be spent on behalf of any
NPC, even lowly Minions, all of whom draw from the same pool of points.
As Resolve
By far the most common use of Adversity is spending it in place of Resolve. Anything a Hero can do with
Resolve, an NPC can do with Adversity. GMs use this for Challenge Rolls, combat spends, Power
spends, and even lucky breaks (GMs don’t need to spend Adversity to describe the game world, but they
should spend Adversity to add small details in the moment that benefit their NPCs).
Flaws
While Heroes are generally in control of their Flaws, NPCs aren’t that lucky. As discussed in Chapter 2,
Characters, NPC Flaws are always in effect and NPCs can’t simply choose to ignore them. However,
GMs can spend 1 Adversity to have an NPC resist a Flaw for one scene. This doesn’t rid the NPC of the
Flaw; it just lets them resist it for one scene. For example, the GM might spend 1 Resolve to allow a
Villain with the Fear (of Heights) Flaw to make his way across a catwalk mounted high above an arena.
This use of Adversity applies only to ordinary Flaws, not to Plot Hooks or Conditions.
Misfortunes
GMs can spend 1 Adversity to inflict a misfortune on one or more of the Heroes. Misfortunes are random
problems, obstacles, and instances of bad luck that make a Hero’s life more difficult. They include things
like having a weapon malfunction or run out of ammo, having a stray attack cause serious collateral
damage that endangers civilians, having a Hero lose their mask in the middle of a fight, etc. Misfortunes
should be used to add challenges and complications that make the game more interesting and fun. They
should never be used to punish players or as heavy-handed plot devices (but see Villainy below).
Villainy
Once per story, the GM can spend 1 Adversity to have a Villain automatically perform an act of villainy,
meaning anything necessary to advance the story or the series. This can be used to do just about
anything: throw a switch, grab a hostage, leap off a building, monologue without interruption, escape after
being defeated by the Heroes, etc. Only Villains can perform acts of villainy; Foes and Minions lack this
kind of narrative clout. Even so, GMs should use this tool sparingly. Doing this too often will kill the game
by making the players feel like their success can only happen when the GM allows it.