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Resolute: The Superhero RPG 2 nd Edition (Revised August 2010) 1 Resolute: The Superhero RPG 2 nd Edition Contents Revised August 2010 © 2010, Michael T. Desing [email protected] http://splinteredrealm.blogspot.com Thanks to Mary & Grace Desing, Andrew Domino, Warren Henderson, David Kot and the Kotch Family “Some work of noble note may yet be done, not unbecoming men that strove with gods.” Tennyson, Ulysses 1. Introduction In the realm of superhero comics and movies, heroes perform feats of incredible prowess, doing things beyond the pale of mortals. As a role-playing game, Resolute allows you to create and play the full range of superhero archetypes, ranging from street-level fighters battling crime with their fists and gadgets to heroes of epic scope, wielding earth-shaking powers, shaping the destiny of mankind itself. The World of Resolute The turn of the millennium has seen unprecedented change. Visitors from other worlds have made contact, initiating incredible events that have changed the face of the world, altering the fate of humanity forever. A Timeline of Recent Notable Events 15 Years Ago. The alien Emissary arrives, warning mankind of the impending threat of invasion, and awakening dormant powers in the world; he brings with him the secrets of the omega gene, the key to unlock the latent talents of many mortals. 13 Years Ago. The messari, an evil race of alien conquerors, launches a military strike against earth, destroying ten world capitals, including the great city of Meridian in the heartland of the Americas. Looking for More Resolute Goodness? Check http://splinteredrealm.blogspot.com and RPGNow for game updates as well as additional expansion materials. 10 Years Ago. Spurred by the death of Baldur the Beautiful, the elder races of earth, including the ancients of Atlantis, Olympus and Valhalla, reveal themselves to mankind, forging new alliances and helping to form a new international governing body, the United World Council. The City of Nativity breaks ground on the ruins of Meridian. The UWC founds the Citadel of Tomorrow at the North Pole, undertaking every effort to empower mankind to fight the messari. The UWC sanctions the Ambassadors as the world’s premiere team of supers, and establishes Project Javelin as a powerful military force. This combined effort turns back the messari. 5 Years Ago. The United World Council declares martial law, giving Project Javelin untold authority. The City of Nativity reaches a population of 30 million. The Citadel of Tomorrow comes under intense scrutiny for its methods, including experimentation with dark magic and cloning, leading to considerable public outcry. 2 Years Ago. The messari launch a second invasion, activating hundreds of sleeper agents among mankind. Dozens of world leaders die, the Citadel of Tomorrow falls into ruin, and mass chaos ripples across the globe. Inexplicably, the messari retreat while on the threshold of victory. Nativity reaches a population of 50 million. Now. Mankind remains fearful but resolute in the face of a third messari invasion. 1. Introduction …………………. 1 2. Number Crunchin’: Game Mechanics …………………. 2 3. Building Your Super …………………. 3 4. Abilities and Resources …………………. 4 5. Combat …………………. 8 6. Playing the Role of Referee ………………… 11 7: Adventures on Resolute Earth ………………… 14 Appendices ………………… 15 Sidebar: The Tomorrow Project (The Ruined Citadel of Tomorrow) The Tomorrow Project was a collaborative effort by the United World Council to gather thousands of the greatest minds in the world to develop technologies and weapons systems to defeat the alien invaders. The three major aims of this project, housed in a massive hidden complex at the North Pole (and consisting of over a thousand sections), included: Technology. This phase of the Tomorrow Project researched and developed robots, battle suits, weapons systems, teleportation devices, anti-matter and alternate energy, trans-dimensional and anti-gravity technologies to aid in the war effort against the messari. Biological Mutation. This phase of the Tomorrow Project focused on the development of superhuman abilities: first in animal test subjects, and later in human test subjects. This resulted in not only the creation of a wide range of superhuman soldiers, but in the genesis of thousands of monstrosities including genetically altered and giant-sized animals, monstrous insects and artificial intelligences. Mysticism. This phase of the Tomorrow Project gathered and worked with ancient relics, items of antiquity and sources of magical power to find new ways to combat the messari. The most-secretive activities undertaken by this department included experimentation in un-life, including the creation of zombies and research into vampirism and mummification. All of these activities were disavowed by the UWC as rumors and an effort to undermine the UWC’s mission to maintain world order.

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  • Resolute: The Superhero RPG 2nd Edition (Revised August 2010) 1

    Resolute: The Superhero RPG 2nd Edition Contents Revised August 2010

    2010, Michael T. Desing [email protected] http://splinteredrealm.blogspot.com

    Thanks to Mary & Grace Desing, Andrew Domino, Warren Henderson, David Kot and the Kotch Family

    Some work of noble note may yet be done, not unbecoming men that strove with gods. Tennyson, Ulysses

    1. Introduction

    In the realm of superhero comics and movies, heroes

    perform feats of incredible prowess, doing things

    beyond the pale of mortals. As a role-playing game,

    Resolute allows you to create and play the full range of

    superhero archetypes, ranging from street-level fighters

    battling crime with their fists and gadgets to heroes of

    epic scope, wielding earth-shaking powers, shaping the

    destiny of mankind itself.

    The World of Resolute

    The turn of the millennium has seen unprecedented

    change. Visitors from other worlds have made contact,

    initiating incredible events that have changed the face of

    the world, altering the fate of humanity forever.

    A Timeline of Recent Notable Events

    15 Years Ago. The alien Emissary arrives, warning mankind of the impending threat of invasion, and

    awakening dormant powers in the world; he brings

    with him the secrets of the omega gene, the key to

    unlock the latent talents of many mortals.

    13 Years Ago. The messari, an evil race of alien conquerors, launches a military strike against earth,

    destroying ten world capitals, including the great city of

    Meridian in the heartland of the Americas.

    Looking for More Resolute Goodness? Check http://splinteredrealm.blogspot.com and

    RPGNow for game updates as well as additional

    expansion materials.

    10 Years Ago. Spurred by the death of Baldur the Beautiful, the elder races of earth, including the

    ancients of Atlantis, Olympus and Valhalla, reveal

    themselves to mankind, forging new alliances and

    helping to form a new international governing body,

    the United World Council. The City of Nativity

    breaks ground on the ruins of Meridian. The UWC

    founds the Citadel of Tomorrow at the North Pole,

    undertaking every effort to empower mankind to

    fight the messari. The UWC sanctions the

    Ambassadors as the worlds premiere team of

    supers, and establishes Project Javelin as a powerful

    military force. This combined effort turns back the

    messari.

    5 Years Ago. The United World Council declares martial law, giving Project Javelin untold authority.

    The City of Nativity reaches a population of 30

    million. The Citadel of Tomorrow comes under

    intense scrutiny for its methods, including

    experimentation with dark magic and cloning,

    leading to considerable public outcry.

    2 Years Ago. The messari launch a second invasion, activating hundreds of sleeper agents

    among mankind. Dozens of world leaders die, the

    Citadel of Tomorrow falls into ruin, and mass chaos

    ripples across the globe. Inexplicably, the messari

    retreat while on the threshold of victory. Nativity

    reaches a population of 50 million.

    Now. Mankind remains fearful but resolute in the face of a third messari invasion.

    1. Introduction . 1

    2. Number Crunchin: Game Mechanics . 2

    3. Building Your Super . 3

    4. Abilities and Resources . 4

    5. Combat . 8

    6. Playing the Role of Referee 11

    7: Adventures on Resolute Earth 14

    Appendices 15

    Sidebar: The Tomorrow Project

    (The Ruined Citadel of Tomorrow)

    The Tomorrow Project was a collaborative effort by the

    United World Council to gather thousands of the greatest

    minds in the world to develop technologies and weapons

    systems to defeat the alien invaders. The three major aims

    of this project, housed in a massive hidden complex at the

    North Pole (and consisting of over a thousand sections),

    included:

    Technology. This phase of the Tomorrow Project researched and developed robots, battle suits, weapons

    systems, teleportation devices, anti-matter and alternate

    energy, trans-dimensional and anti-gravity technologies to

    aid in the war effort against the messari.

    Biological Mutation. This phase of the Tomorrow Project focused on the development of superhuman

    abilities: first in animal test subjects, and later in human

    test subjects. This resulted in not only the creation of a

    wide range of superhuman soldiers, but in the genesis of

    thousands of monstrosities including genetically altered

    and giant-sized animals, monstrous insects and artificial

    intelligences.

    Mysticism. This phase of the Tomorrow Project gathered and worked with ancient relics, items of antiquity

    and sources of magical power to find new ways to combat

    the messari. The most-secretive activities undertaken by

    this department included experimentation in un-life,

    including the creation of zombies and research into

    vampirism and mummification. All of these activities were

    disavowed by the UWC as rumors and an effort to

    undermine the UWCs mission to maintain world order.

  • Resolute: The Superhero RPG 2nd Edition (Revised August 2010) 2

    2. Number Crunchin: Game Mechanics

    Resolute takes place primarily in your imagination. As

    you play, you need only a sheet of paper (or even an

    index card) with details about your super on it, a pencil,

    and a pair of standard six-sided dice (abbreviated 2D).

    Using the Dice In Resolute, you roll and add together two 6-sided

    dice for all situations needing dice resolution. You often

    add this roll result to a modifier. If you have might +3

    and are told to roll might, you roll two 6-sided dice,

    add them together, and add 3 to the total.

    Key Terms Used Throughout These Rules Ability: any innate, learned or imbued trait, talent, skill or power. Ability is a broad category for anything

    that makes a person unique.

    Action: anything you do. Actions are opposed by resists. An action result equal to or greater than the

    resist result succeeds. Any action roll of two 1s (a

    natural 2), is a botch, and automatically fails. A free

    action does not require a turn. Most powers are

    activated as free actions; you do not have to warm up

    your energy blast to use it.

    Character Point (CP): a base point used to build a character. All abilities are purchased with CPs. The

    more CPs you have, the more powerful you are.

    Combat Round: a complete rotation of combat including every participant in the combat situation; a

    combat round includes a preparation phase and a

    resolution phase.

    Combat Sequence: the order in which you act. At the start of every combat round, every participant rolls

    to determine the sequence of action. See page 8.

    Difficulty Rating (DR): the target result to succeed at an action. While many difficulty ratings are set by

    dynamic resists (trying to hit a foe with your energy

    blast), other actions are against static resists (using your

    might to rip a door off of its hinges). Static DRs are set

    as a base of 7 modified by the situation (see static 7).

    Level: a relative comparison of power. See page 3. Mook: a supporting or secondary character. You are able to attack several mooks at once. Packs of zombies

    and hordes of ninjas may be mooks.

    Resist: the opposing roll or value vs. an action roll, setting the target for success. A resist must beat the

    action roll to neutralize the action. If you roll 6 to resist

    an opponents fighting action roll of 6, the attack hits

    you. If you roll a 9 to resist a damage result of 9 from

    that attack, you suffer 1 wound.

    Success: any action equal to, or more than, one multiple of the resist. If the resist = 7, successes are

    scored at 7-13 (1 success), 14-20 (2 successes), etc. Score a

    success against any resist of 10+ in increments of 10;

    against a DR 13, score successes at 13, 23, 33, etc.

    Super: one with abilities beyond ordinary mortals. Soak: a resist roll to absorb damage after a successful attack against you. Add your invulnerable

    rating to soak physical damage; add willpower to soak

    mental damage. The total soak result sets the target for

    success. Each multiple of the soak result = 1 success. For

    example, an invulnerable soak roll of 5 sets 5 as the

    multiple; a damage result of 1-4 = no damage; 5-9 = 1

    wound; etc.

    Static 7: In some situations, instead of rolling dice, you use a static result of 7 as the baseline to determine

    the difficulty rating. For example, inanimate objects

    have a static value of 7, modified by their rank.

    Target: any object or creature that resists an action. Unit: a measurement of 10 in any direction. A unit may be a 10 line, a 10x10 area, or a cube of 10 on each

    side, depending on what you are measuring. Measure

    consecutive units in a straight line across a grid. When

    measuring at an angle across a grid, count every two

    consecutive diagonal units as three units.

    Wounds: the total damage you can suffer before being defeated. Your wounds = level + stamina.

    Ratings Every ability and item in the game has a rating, a

    numeric value between -1 (impaired) and +13

    (supreme). While normal humans range from -1 to +2,

    supers far exceed this range. No ability may be rated

    beyond +10 or modified to beyond +13.

    Relative Rating Values An abilitys rating indicates what you could

    reasonably be expected to do under normal

    circumstances; with might +3, you could reasonably

    expect to lift 500 lbs; you could

    attempt to lift a ton with some

    chance of success (needing a 9+ on

    the die), while youd struggle to lift 5

    tons (needing 11+ on the die). To use

    your flame control to temporarily

    extinguish a portion of the sun, you

    will need at least +11 to have a

    legitimate shot at it!

    Sidebar: Gimme Three!

    If you can accomplish something with a natural

    roll of 3 or lower (a challenge rated below your rating

    by 4 or more points), the action automatically succeeds.

    For instance, with your might +7, you can rip a door

    rated at +3 or lower off of its hinges without rolling;

    your vast strength allows you to do this with ease.

    Rating Ranking Weight Hardness Intensity (Heat)

    -1 Poor 20 lbs. Cardboard Room temperature

    +0 Normal 50 lbs. Fiber Board A hot summers day

    +1 Improved 100 lbs. Plywood Death Valley

    +3 Exceptional 500 lbs. Hardwood Inside an oven

    +5 Heroic 1 ton Concrete/Steel Inside a blast furnace

    +7 Superior 5 tons Reinforced Steel A rockets engine

    +9 Titanic 25 tons Titanium Inside a volcano

    +11 Legendary 100 tons Diamond The earths core

    +13 Supreme 500 tons Adamant The suns surface

  • Resolute: The Superhero RPG 2nd Edition (Revised August 2010) 3

    3. Building Your Super

    Follow the steps below to design a super, either working

    from scratch or modeled off of a favorite character.

    Step One: Determine Level

    Levels

    Levels CP Range

    0 (normal) 0-9

    1 (exceptional) 10-19

    2-3 (elite) 20-29/30-39

    4-5 (superhero) 40-49/50-59

    6-7 (champion) 60-69/70-79

    8-9 (world class) 80-89/90-99

    10+ (godlike) 100+

    If your game will include street-level combat and

    conflicts with petty criminals, you are going to build

    supers in the exceptional or elite range (Level 1-2).

    However, if your game will involve threats to humanity

    and adventure on a cosmic scale, you may begin the

    game as champions (Level 6-7) or even world class

    (Level 8-9). Your referee will make the final decision

    about the level of new supers in the game. While your

    super will grow more powerful over time, it takes quite

    a while to move from elite to world-class.

    Step Two: Select a Faction You are a member of one of the factions below:

    As an elder, you see the Messari Invasion as a key moment in the history of the world; your people must

    now safeguard humanity as you had in ancient days.

    Elders come from the sunken city of Atlantis, the hidden

    frosty stronghold of Valhalla, the lost Amazon Island or

    the confines of Mount Olympus. To be an elder, you

    must be built on at least 40 CPs.

    As a guardian, you see your powers as a duty, answering the call to serve mankind and defend earth.

    You have likely registered with the UWC, and may act

    as an agent of Project Javelin.

    As an apocalypse mutant, you see the Messari Invasion as a signal that the age of humanity is over,

    and the age of the mutant has come. Most apocalypse

    mutants are villains, seeing humans as inferior.

    As a redeemer mutant, you see the Messari Invasion as a signal for all sentient creatures to band together

    under a single banner, working together for a common

    purpose, and befriending humanity as a valuable ally.

    As one of the pariah, you live outside of society, eking out an existence on the fringe. Many pariahs

    escaped the Tomorrow Project and now live in ruined

    buildings, abandoned subway tunnels or on the streets.

    As an outsider, you are not part of any race or society. You may have been created in a lab, magically

    generated or ripped from another dimension-

    regardless, you are alone, possibly the last (or only)

    creature of your kind.

    At some point during character creation, you will

    develop a moniker, your super-hero name, and write a

    purpose for your hero, one sentence that sums up your

    supers beliefs and aims.

    Ability Rating Cost Hierarchy

    Step Three: Purchase Abilities You can already do anything about as well as a

    typical person without spending character points. Your

    super can probably drive a car, but if you want to leap

    tall buildings in a single bound, you have to purchase it.

    Costs listed are to purchase the rating outright. To purchase an ability at +2, you have to spend 2 CPs.

    However, to move an ability from +4 to +5 costs 3 CPs

    (the difference between the cost for +4 and +5; you

    already spent 6 CPs to get an ability at +4).

    You may not put more than half of your total points in any one ability. If you are building a level 2 super (20

    CPs), you cannot put more than 10 CPs in any single

    ability, meaning that your maximum rating is +5.

    A ranked ability is purchased at between -1 and +10. A fixed ability costs 2 CPs. Some fixed abilities are linked to a ranked ability to determine how and when

    they are used (detective links to sense), while other fixed

    abilities are always active and have no rating attached to

    them (water breathing).

    Focusing Abilities

    You may focus an ability by increasing its rating in

    one way while decreasing its rating in other ways.

    When you focus an ability, your better bonus cannot

    apply to more than half of the uses for that ability.

    Ability Focus Limits

    Rating +1 to +2 +3 to +5 +6 to +9 +10

    Max Mod. N/A +1/-1 +2/-2 +3/-3

    With your science +6, you could elect to focus on the

    science of physics, either taking +7 in physics and +5 in

    all other sciences, or +8 in physics and +4 in all other

    sciences. Your rating is still +6, but the way you apply

    that rating is tailored to your concept.

    Rating +1 +2 +3 +4 +5 +6 +7 +8 +9 +10

    Cost 1 CP 2 CPs 4 CPs 6 CPs 9 CPs 12 CPs 16 CPs 20 CPs 25 CPs 30 CPs

  • Resolute: The Superhero RPG 2nd Edition (Revised August 2010) 4

    4. Abilities

    Abilities marked with * may be focused

    Accuracy (ranked). Add rating to damage rolls with ranged attack actions, including

    missile weapons and energy projection; targets

    roll invulnerable to soak.

    Ability Chameleon (ranked). Once per scene per target, use 1 turn to add rating to action rolls

    to mimic one of the targets abilities at range. Targets

    roll willpower to resist. You mimic the targets ability

    for 1 round per success. The target does not suffer any

    penalty (while you mimic the targets might +7 for 2

    rounds, the target still has might +7 as the two of you

    start swinging at each other). You may only mimic one

    ability at a time from the same target, although you may

    mimic abilities from several different targets

    simultaneously. Abilities cannot exceed your rating of

    ability chameleon. With ability chameleon +6, you could

    mimic up to speed +6, even if your target has speed +7

    or higher. You can use this to mimic fixed abilities (for

    example, mind control), at the rating the target has it

    (linked to the targets willpower, not yours).

    Air Supply (fixed; linked to stamina). You may hold your breath or survive without air for 1 hour per point

    of stamina.

    Burglary (ranked). You may bypass security systems, locks and traps. Roll the rating against the

    situational DR. The time required depends on the

    situation; a simple lock may be picked with 1 turn, while

    a complex automated security system may take an

    entire scene to deactivate.

    Burrowing (fixed; linked to speed). Travel through rock and earth at your normal speed rating.

    Communication (fixed). You communicate with one type of creature at will (examples include aquatic life,

    animals, plants).

    Contact (ranked). Once per issue, you may call upon your contact to get information for you or help you with

    a problem. Roll your rating of contact based on the DR

    of the favor youre trying to call in. At contact +1, you

    may know a beat reporter or a patrol officer; at contact

    +5, you are good friends with the editor-in-chief or the

    captain of police. You must define the role of your

    contact. You may purchase multiple contacts if desired,

    calling on each contact once per issue.

    Danger Sense (fixed; linked to sense). Make an automatic sense roll (as a free action) whenever any

    possible threat moves within sense range; even if the

    threat appears mundane, you may detect the presence of

    potential danger.

    Detection (fixed; linked to sense). Once per scene, use 1 turn to attempt to detect the presence of a specific

    energy or object, rolling sense up to sense range. With

    sense +4 and detect magic, you may use 1 turn to detect

    the presence of magic up to 4 units away.

    Detective (fixed; linked to sense). Use your sense to find and analyze clues. This may take from 1 turn up to

    1 scene, depending on the amount of information.

    Drain (ranked). Use 1 turn to diminish one of the targets abilities (at range). Targets roll willpower to

    resist. Drain 1 point per success on the action (returning

    at the rate of 1 point per round). You neutralize fixed

    abilities for 1 round per success. You may drain several

    abilities from the same target, but you cannot

    drain the same ability again until the first

    effect expires. You cannot use this ability to

    drain willpower.

    Duplication (ranked). Once per scene, you may use 1 turn to create a number of

    duplicates of yourself equal to your rating.

    Each of your duplicates takes 1 turn per round, on your

    first turn that round (or on the first turn after you create

    the duplicates, if in that round). Duplicates act as you do

    during the preparation phase. Each of your duplicates

    has all of your abilities (except duplication), but can

    suffer only 1 wound before being defeated. An attack

    against you will automatically strike a duplicate unless

    the foe uses 1 turn to make a sense roll to find you, DR

    7+ the total number of current duplicates; while you

    have 5 duplicates up, an attacker must use 1 turn and

    roll sense DR 12 to target you from among your

    duplicates. Your duplicates constantly move to make

    you less likely to be targeted. Once a foe finds you, he

    may continue to attack you without making additional

    sense rolls.

    Elasticity (ranked). Use 1 turn to stretch a number of units equal to rating. You may land hand-to-hand

    strikes against targets up to rating units distant. Roll

    elasticity to carry weights as a glider, parachute or boat;

    allowing three normal-sized allies as a hang glider is DR

    10 (+3 from approximately 500 lbs.), while turning

    yourself into a boat to support a small tank (25 tons, +9),

    is DR 16. Each change in shape or form takes 1 turn.

    Energy Projection (ranked). You may strike a foe at range with one energy type (examples include flame,

    frost, lightning and darkness). Roll 2D + your rating

    attack. Roll 2D + accuracy for damage with your energy

    projection abilities.

    ESP (fixed; linked to willpower). Once per round, use 1 turn to roll willpower to read the surface thoughts

    of living creatures in willpower range. Unwilling targets

    roll willpower to resist.

    Abilities You Should Consider

    While you can take any ability you want, all supers should consider

    purchasing an attack power (for example, energy projection) and a linked

    damage ability if applicable (for example, accuracy). You will probably benefit

    from evade, speed and stamina; all of these are important to your supers

    survival. A few points in invulnerable or willpower will never hurt, either!

    About Range

    Any ability that can be used at range is effective to

    a number of units equal to its rating. This is the total

    units you can attempt to strike a target with no

    penalty. Each unit beyond this gives the target +1 to

    the resist roll. With energy projection +7, you may

    strike a target up to 7 units away; a target 9 units away

    gets to add +2 to evade your attacks.

  • Resolute: The Superhero RPG 2nd Edition (Revised August 2010) 5

    Evade* (ranked). Add evade to resist rolls against all physical hand-to-hand and ranged attacks. You may

    focus evade on fighting or ranged attacks.

    Flight (ranked). Use 1 turn to travel your rating units in any direction.

    Fighting (ranked). Use 1 turn to roll fighting to strike a target in hand-to-hand combat (unarmed or

    with melee weapons) or with thrown weapons; targets

    roll evade to resist.

    Improved Range (fixed). Add +3 to your range rating for all ranged actions.

    Invulnerable* (ranked). Add rating to soak rolls to absorb physical and energy (but not mental) damage.

    You may focus invulnerable on physical damage or

    towards a specific energy, for example taking

    invulnerable +4 (+5 vs. flame or heat/+3 vs. all others).

    Jump (fixed). Double your might when leaping. Knowledge (ranked). Add the rating to rolls to use your talent and/or education in some area: this may be

    law, math, science, or another discipline.

    Luck (ranked). You receive a pool of bonus fate points each scene equal to the ability rating, to use as

    desired (see page 7). You cannot bank these points, and

    they expire at the end of the scene they are awarded.

    Might (ranked). Add might to damage rolls with hand-to-hand (fighting) attacks; targets roll invulnerable

    to soak. Use 1 turn to leap a number of units up to your

    might rating.

    Mind Blast (ranked). Use 1 turn to roll 2D + your rating to wound a living target with mental power at

    range. Mind blast automatically hits; targets roll

    willpower to soak.

    Mind Control (fixed; linked to willpower). Once per scene per target, use 1 turn to roll willpower vs. the

    targets willpower to attempt to take control of a living

    creatures mind. You control the target for a number of

    rounds equal to successes. You must be able to

    communicate with the target. Targets of higher level

    than you are immune.

    Non-living (fixed). You are not a living creature; you do not eat, sleep or breathe, and are immune to

    effects such as poison and gasses; you cannot drown.

    Phasing (ranked). Use 1 turn to activate phasing. When phased, add your phasing rating to melee

    damage (in place of might), and use your phasing rating

    in place of invulnerable. Use 1 turn and roll phasing to

    move through solid objects at your speed rating.

    Poison (ranked). Once per scene, you may envenom (add poison to) one of your successful physical attacks.

    The target rolls stamina (DR 7 + your poison rating), or

    suffers poison rating additional wounds.

    Rage (fixed). Once per scene, you may spend 1 turn to activate a battle rage. While enraged, you take +1 to

    all combat-related action, resist and result rolls

    (including combat sequence, attacks, damage, soaks

    against magical damage) for the remainder of the scene.

    Ranged Weapon (ranked). You have a weapon that gives you a ranged physical attack to rating range. Roll

    your rating to attack; roll accuracy for damage.

    Regeneration (fixed). Recover 1 wound at the end of every round as a free turn.

    Returning Weapon (fixed). Your melee weapon will return to your hand after you throw it; you can

    immediately use it on your next turn.

    Sense (ranked). Add your rating to rolls to notice or perceive the unknown. Use 1 turn to choose to search an

    area up to rating units distant for specific things; roll

    sense as a free action to resist stealth used against you.

    Shape Change (ranked). Use 1 turn to change shape into a form of your choosing, built on rating x10 CPs, up

    to your CP total. With shape change +5, you can take a

    form built on up to 50 CPs, as long as your super is built

    on 50 CPs or more. If you are reduced to 0 wounds or

    lower, you automatically revert back to your normal

    form; damage you suffer moves between forms. Use this

    to assume animal forms, to grow, or to shrink (pick

    one). Create statistics for your form(s) as another super.

    Shield (ranked). Use the rating as a pool of points to add to evade or invulnerable soak rolls each scene. With

    shield +7, you have 7 points to add to evade or

    invulnerable rolls each round; you could add all 7 to one

    roll, +3 to one roll and +4 to another, or any other

    combination you desire. This pool refreshes at the

    beginning of every scene; unused points do not carry

    over.

    Sidekick (ranked). You have an apprentice, ally or companion. Your sidekick has 10 CPs per rank; a

    sidekick +4 is level 4 (40 CPs). Your sidekick must be at

    least 1 level lower than you are. Build your sidekick as a

    second super. Sidekicks earn no hero or fate points, but

    you may spend your fate points for your sidekick.

    Sonar (fixed; linked to sense). You may see in complete darkness or when blinded up to your sense

    rating units as a free turn. Sonar is always active.

    Speed (ranked). Add your speed rating to sequence rolls at the beginning of a round; use 1 turn to travel a

    number of units of up to your speed rating. Even with

    speed +0, you may travel 1 unit per turn.

    Stamina (ranked). Add your rating to resist rolls to withstand poisons, diseases and toxins. Add your rating

    to your level to determine your total wounds.

    Stealth (ranked). Add your stealth rating to action rolls to move about undetected. You stay in stealth until

    you attack. Once you choose to act, you may not use

    stealth again during that combat round. If you

    successfully use stealth before the beginning of the first

    combat round (to surprise an enemy who doesnt know

    you are about to strike), take a free turn before rolling

    sequence. You must use one turn to activate stealth. At

    lower ratings, stealth may be a learned ability, while at

    higher ratings (5+) you actually turn invisible. While

    stealthed, you get +3 to resist rolls against foes that

    cannot see you.

    Summon (ranked). Once per round, use 1 turn to summon 1 or more creatures to serve you. Creatures are

    worth a total of 10 CPs per rating, up to a maximum

    equal to your CP total (See page 13 for CP values of

    multiple creatures). Creatures remain for the rest of the

    scene or until defeated. Appropriate creatures will

    appear (i.e. undead for a necromancer). You may not

    have more than your rating in creatures summoned at

    one time.

    Swing Line (fixed; linked to evade). You may travel your evade rating with 1 turn, as long as you have an

    anchor point for your swing line.

  • Resolute: The Superhero RPG 2nd Edition (Revised August 2010) 6

    Technology (ranked). You may manipulate, repair and diagnose technological devices. Once per scene, you

    may attempt to create a gadget (see sidebar below).

    Sidebar: Technology and Gadgets Once per scene, you may use your technology ability

    to craft a gadget. A gadget is a single-use item that

    grants you access to one other ability. The duration of

    the ability depends on what you are activating. You

    must use 1 turn to activate the gadget. You have to

    design the gadget before the scene you use it; before you

    go into the villains secret lair, you develop a gadget that

    gives you a binding attack to use against him.

    If you already have an ability, the gadget grants you a temporary bonus to it. Add the CP value of the two

    ratings together to determine a new rating. If you have

    might +4 (6 CPs) and have a device granting might +5 (9

    CPs), you have 15 CPs of might; this takes you to might

    +6 (12 CPs) but is not enough to get to might +7 (16 CPs).

    Abilities like invulnerable, might, or energy control become active for the full scene. Abilities like drain,

    energy blast or teleport are active one time.

    Your technology rating becomes the active rating for the ability, as applicable; if you use the gadget to fire a

    burst of electrical energy, you attack at + technology,

    dealing damage at + accuracy.

    Telekinesis (ranked). Use 1 turn to manipulate objects up to rating units away with rating might. With

    telekinesis +4, you may manipulate objects up to 4 units

    distant (but no further) as if you had might +4; you still

    use fighting to hit with a weapon at that range, if

    applicable. If you use your telekinesis to pick up a car

    and strike a foe with it, you are effectively using a found

    weapon from a distance, using fighting and telekinesis

    in place of might.

    Telepathy (fixed; linked to willpower). Use 1 turn to communicate with others mentally, up to your

    willpower units distant. You may conference with a

    number of different targets equal to your willpower

    rating. Unwilling targets roll willpower to resist.

    Teleport (ranked). Once per round, you may use 1 turn to travel a number of units

    equal to your rating squared. With teleport

    +1 you can travel 1 unit, but with teleport +5,

    you can travel up to 25 units. You may

    teleport beyond solid objects, but your

    knowledge of the area may require a teleport

    action roll. For example, to teleport to the

    other side of a door may be DR 7 (+0), while

    teleporting into the correct spot in a maze is

    quite a bit more difficult at DR 14 (+7). Each

    additional creature you take with you

    reduces your rating of teleport by -1. With

    teleport +6, taking 2 others with you when

    you teleport reduces your rating to +4 for that

    action.

    Vehicles* (ranked). Your rating sets the maximum level for vehicles you may operate.

    You may focus on a specific type of vehicle:

    air/space, land, or sea.

    Wall Crawling (fixed; linked to speed and might). You may travel your speed along

    walls and ceilings. Roll might to cling to the

    surface if needed, as a free turn.

    Water Breathing (fixed). You can breathe underwater as a free turn.

    Weapon, Melee (ranked). You wield a melee weapon that allows you to deal bonus

    damage. Add the weapon rating to your

    might rating for damage in hand-to-hand

    combat. Note: Supers wielding melee

    weapons tend to deal exceptional damage.

    Willpower* (ranked). Add focus to resist rolls against mental attacks (either to resist

    the attack or to soak damage). You may focus

    willpower on either acting or resisting. Use to

    coerce, convince or intimidate others.

    X-Ray Vision (fixed; linked to sense). Once per scene, use 1 turn to see through

    solid objects up to sense units away. Roll

    sense based on the density of the object. Lead

    is always DR 20 to see through.

    Omni-Powers

    With an omni-power, you package a group of abilities linked by

    a common theme or concept. An omni-power may be a series of

    magical abilities, a group of trick arrows for an archer, or even a suit

    of armor with a number of built-in features.

    You designate one power as the primary power of your

    package. This is always active, usable at will; you also purchase

    fixed abilities linked to the power. Each of these abilities is usable

    once per scene, and each is at the rating of your omni-power.

    Omni-Power Options:

    Binding Attack. Use 1 turn to force a target at range to remain in the same unit for 1 round per success. Targets roll might to resist.

    Energy Control. Use your rating to manipulate, shape, or diminish the same energy. Note: Weather control is linked to energy

    projection: lightning.

    Force Field. Once per scene, you may use 1 turn to activate a force field covering one unit. This force field has static resists of 7+

    your force field rating; your force field absorbs rating wounds

    before falling. Those attempting to attack you or allies in the force

    field must first bypass the field, but those within may launch ranged

    attacks out with no penalty. Those within the force field may elect to

    leave it at will; force fields are one-way barriers. The force field stays

    up until you take it down (as a free turn) or it is destroyed.

    Healing. Use 1 turn to heal yourself or an ally in rating range. You have a pool of wounds equal to your rating to distribute each

    scene. You may use as many points from this pool as you wish with

    any single healing you do.

    You may also purchase ranked abilities as part of your omni-

    power. By doing this, you limit the ability to being used once per

    scene, linking it to your base ability. Some abilities you could

    purchase in this way include: energy projection, ESP, shape change,

    summon, telekinesis, telepathy, teleport. By purchasing these

    powers at a lower cost, you limit their use to only once per scene:

    this gives you more bang for your buck, giving your hero more

    things he can do, but less often.

    Sample Omni-Power: The Quiver of Arrows. You have a ranged

    attack +5 that you can use at all times. In addition, you have several

    trick arrows, all rated at +5: a bola arrow (binding attack, +2); a

    flame arrow (fire energy projection, +2), a cold arrow (cold energy

    projection, +2), and drain arrow (drains stamina, +2). Your whole

    omni-power costs only 17 CPs, but gives you a wide variety of

    options. When you spend 3 CPs to move your rating to +6, all of the

    abilities linked to the omni-power also increase.

  • Resolute: The Superhero RPG 2nd Edition (Revised August 2010) 7

    Sidebar: Limitations

    A limitation is a weakness in your super. This is

    something that foes can exploit, using it against you to

    their advantage. Unless otherwise noted, taking a

    limitation grants you +2 CPs to use to purchase other

    abilities. Some limitations include:

    Allergy. You are allergic to an element or object. When within 3 units of the allergen, you suffer a -1

    penalty to all of your abilities. (Option: A severe allergy

    is worth +5 CPs, and causes you to suffer -1 to all

    abilities cumulative each round, with abilities ultimately

    dropping to +0).

    Dependent. Someone relies on you, and may call for help at inopportune moments.

    Enmity. A powerful force, organization or entity has it out for you, and will not rest until you have been

    destroyed.

    Impaired Ability. You take an ability that normal humans have access to at -1, granting you +1 to use

    elsewhere. You may impair invulnerable, evade, might,

    stamina, or willpower. You may also impair intellect,

    meaning that you cannot take science or technology.

    Psychological Limitation. You have a fear, anxiety or compulsion that controls you. You must make a

    willpower roll (DR based on the situation) any time you

    encounter the situation. For example, your fear of

    heights may force a DR 8 willpower roll to fight atop a

    2-story building, but may force a DR 14 willpower roll

    to wage battle against robots swarming 45 stories up the

    side of the Nativity State Building.

    Monstrous. You are ugly or frightening. Secret Identity. Your true name is a carefully-guarded secret.

    Vow: Youve promised to do, or never to do, something.

    Vulnerability. You suffer extra damage from one energy or attack type. Those using this ability against

    you take +3 to action rolls. Examples include fire, cold,

    electricity.

    Referees Note: Each limitation should come into play

    an average of once per issue.

    Advancement: Hero, Fate and Group Points

    Hero Points (abbreviated HP) You earn hero points by completing heroic actions,

    finishing missions, defeating foes and accomplishing

    your goals. The referee awards hero points. Use hero

    points to increase the overall power of your super by

    purchasing CPs to increase your existing abilities or buy

    new ones. Once you spend hero points they are gone, so

    you need to be careful how you spend them. Redeem 10

    Hero Points for 1 Character Point. To move your

    fighting from +4 to +5, you need to earn 30 hero points;

    spend these to purchase 3 CPs, and improve your

    fighting. If your hero had previously been built on 32

    CPs, note that you are built on 35 CPs going forward.

    When you go up a level (for example, moving from 39

    CPs to 40 CPs), you also gain +1 wounds.

    Fate Points (abbreviated FP) You receive your level in fate points (maximum

    +10) at the beginning of every issue. You may spend

    these fate points during any one scene, or you may bank

    them for use later that issue. Unused fate points expire

    at the end of the issue. You may spend a fate point to:

    Increase any action, resist or result roll you make, rolling another 2D and adding the sum to the previous

    total. For example, if you miss with an energy blast after

    you roll a total action of 14 against a targets resist of 16,

    you could spend a fate point to improve your attack,

    rolling an additional 2D and adding this to your

    previous total. If you roll 6 on the dice, your new action

    roll for the energy blast is 20, and you hit.

    Trump a turn. At any time between the turns of other participants in combat, you may declare that you

    are spending a fate point to take an extra turn. You must

    do this before the next turn begins (i.e. the person with

    the next turn rolls dice), but once you declare this, you

    immediately take your turn. If others declare this as

    well, order of preference goes to order of declaration.

    This turn does not count towards your total for the

    round, nor does it change the order of any other turns

    that round, including your own. For instance, if you

    have just landed a blow that nearly defeats an

    adversary, and you think you could finish him with one

    more strike, you immediately declare after your attack

    that you are trumping the next turn, spending 1 fate

    point; you attack again before anyone else gets a turn.

    Even if the foe attempts to trump as well, he or she must

    wait until after your turn, since you declared first. You

    may only trump a turn once per round.

    Neutralize a Resist. Instead of using a fate point to increase your action, you may instead neutralize a

    targets resist. For example, you could use a fate point to

    prevent the target from adding evade to an attempt to

    dodge your energy blast, or you could use a fate point to

    prevent a foe from adding his invulnerability to a soak

    roll. The target still rolls 2D, but does not add the

    applicable resist rating to the roll. You only neutralize

    the resist for that one action.

    Recover 1 wound. You may declare this at any point, even as you are suffering damage that would

    reduce you to or below 0 wounds. You may only spend

    a fate point to recover 1 wound once per round,

    regardless of how many fate points you have banked.

    Group Points (abbreviated GP)

    For every hero point that you and your allied

    supers earn while working together, you collectively

    earn a group point. All supers who helped to earn

    group points get a vote in how those points are spent.

    You use group points to purchase vehicles (and other

    things like bases in future supplements).

    For example, at the end of the battle with a super

    villain, each hero earns 3 hero points. You earn an extra

    hero point for a special action you took, and another

    member of your group earns 2 bonus hero points for a

    particularly noble sacrifice made during the fight. Your

    whole group also earns 3 group points- these are the

    points that everyone was awarded (not counting

    separate individual awards). These 3 points go in a pool

    for you to purchase vehicles for your whole group to

    use. Some common purchases, and their group point

    costs, are listed on page 15.

  • Resolute: The Superhero RPG 2nd Edition (Revised August 2010) 8

    5. Combat

    Game Time An issue is the full length of a game session (or several sessions), covering a full story arc. An issue may

    include several scenes in a number of different locations;

    for example, an entire issue may take place while the

    supers invade a villains lair or investigate a lost island.

    A scene is how long a battle lasts or an encounter takes place. A scene may take several minutes - or

    several hours - depending on what the scene is about. A

    scene may revolve around a battle with a super villain, a

    meeting with the editor of the Nativity Herald, or a

    daring escape from a devious trap.

    A round is a single rotation of combat. Measure combat time in rounds. A round is how long it takes to

    get through a full rotation in which every participant

    gets to take his full complement of turns. A round only

    lasts for a few seconds of game time, but will take much

    longer in actual play time.

    Phases

    A round has two phases: preparation & resolution.

    Preparation Phase

    During the preparation phase, you take a single free

    turn (without using any of your combat turns). This

    allows you to do anything except attack. You could use

    the preparation phase to move your speed rating units,

    prepare to defend yourself, ready a weapon, or activate

    an ability.

    Take turns in order of participant sequence rolls

    (see below), starting from lowest and going to highest;

    with a higher result, you get to see what your opponents

    are going to do before you have to decide what you are

    doing. During the preparation phase, you could do any

    of the following:

    Use an ability that affects you, an ally, or the environment (activate a force field or stealth, change

    shape into an animal form).

    Move up to your speed or flight rating (or leap up to your might rating) in units.

    Ready your first action. This gives you +3 to your first action roll, in addition to all other bonuses. If you

    have fighting +4 and you use your preparation phase to

    ready your fighting ability, you make your first action

    (attack) roll of the resolution phase at fighting +7.

    Ready your defenses. This gives you +3 to the first resist roll you make that round, in addition to all other

    bonuses; this does not apply to invulnerable (soak) rolls,

    only to evade rolls against physical attacks and

    willpower rolls to resist mental attacks.

    Combat Sequence

    Before a round begins, you must make a speed

    roll for combat sequence. This determines the order

    of action, and how many turns you get to take that

    round. Roll speed vs. a static DR 5. Each success =

    1 turn that round. Act in order of total speed rolls;

    the highest total speed roll result goes first, the

    next result goes second, etc.

    If you botch sequence (your total speed roll is

    4 or less), you take only 1 turn that round, but you

    do not get to act during the preparation phase.

    Resolution Phase

    During the resolution phase, each participant acts

    in rotation, starting from the highest sequence roll and

    going to the lowest. Ties act in order of CP total, highest

    to lowest. Once each participant has taken its first turn,

    each participant takes its second turn (as applicable).

    You continue to participate in the rotation until you are

    out of turns. The participant with the most turns may

    take several turns at the end of the round, after all other

    participants have dropped out. During resolution, you

    may use one of your abilities, or you may complete

    anything you could have done during the preparation

    phase (sacrificing your turn to take +3 to your next

    action, moving your speed rating units).

    The Basics: How Do I Attack?

    You attack either in melee (hand-to-hand) or at range:

    Attack in melee combat. Roll 2D + fighting, and the target rolls 2D + evade to resist. If you succeed

    (your action equals or exceeds the targets resist roll),

    you add the difference between your action and the

    targets resist to the subsequent damage roll. For

    damage, you roll 2D + might (+ any weapon you

    carry), and the target rolls 2D + invulnerable to soak.

    The foes invulnerable result sets the target for

    successes. If the target rolls 8 to soak and you roll 17

    for damage, you deal 2 wounds (you deal 1 wound at

    8+, 2 wounds at 16+, 3 wounds at 24+, etc.). Thrown

    weapons work exactly like melee weapon attacks, with

    a base range equal to your might.

    Attack with a ranged ability. Roll 2D + attack ability, and the target rolls 2D + evade to resist. If you

    succeed (your action roll equals or exceeds the targets

    resist roll), you add the difference between your action

    and the targets resist to the subsequent damage roll.

    For damage, you roll 2D + accuracy and the target rolls

    2D + invulnerable (or, for mental powers, you and

    your target both roll willpower). The targets

    invulnerable result sets the target for successes. If the

    target rolls 9 to soak and you roll 12 for damage, you

    deal 1 wound (you deal 1 wound at 9+, 2 wounds at

    18+, 3 wounds at 27+, etc.).

  • Resolute: The Superhero RPG 2nd Edition (Revised August 2010) 9

    Sidebar: Found Weapons Strong supers often gather weapons from the

    environment; the bruiser picks up a tank and uses it to

    smash a foe. You may use 1 turn to gather a weapon

    from the environment. Roll D6 for the rating of the

    weapon; the weapon will never be rated better than

    your might. Found weapons degrade quickly; each

    time you use your found weapon, its rating drops -1.

    With your might +5, you attempt to pick up a car and

    use it as a found weapon. You roll D6, and get a 6;

    however, your might limits this to +5. With your first

    strike, you deal +10 damage (+5 might/+5 weapon).

    With your second strike using the car, you deal +9

    damage (+5 might/+4 weapon), with your third strike

    +8, etc. You may drop a found weapon as a free action.

    Ability Synergy

    As a super, you can do incredible things with your

    abilities- and that includes synergizing abilities together

    to do unusual things. Any time you attempt ability

    synergy, you must use a fate point. You have to describe

    how you are going to synergize the two abilities

    together, combining the bonuses from both abilities.

    Some Examples of Ability Synergy Add your energy projection (flame) to your fighting to punch a foe with a flaming fist.

    Add your speed (or flight) to fighting to charge a foe, using your body as a battering ram.

    Add your might to fighting to leap on a foe, delivering a particularly brutal blow.

    Add your phasing to fighting to deliver an exceptionally potent strike, reaching directly into your

    targets central nervous system.

    Negative Wounds You continue to function normally until reduced to

    negative wounds. At the end of the round, if you have

    -1 wounds or lower, you must make a stamina roll (DR

    7 + inverse of your wounds rating) or you are defeated,

    and out of the fight. If you suffer damage during a

    round, and you end the round at negative wounds, you

    must roll stamina to continue; if you end a round at

    negative wounds, but you have not suffered damage

    during that round, you do not have to roll stamina to

    continue. You continue acting during a round in which

    you have been reduced to negative wounds; you do not

    roll stamina until the end of the round.

    Example: You suffer damage taking you to -2

    wounds; at the end of the round, you must roll stamina

    DR 9 (7+2) to remain in the fight. You do, but the next

    round you suffer 3 wounds of damage from a series of

    attacks, leaving you at -5 wounds. At the end of this

    round, you roll stamina DR 12 (7+5). Again you succeed,

    and the next round you actually recover 3 wounds

    (being healed by an ally) but suffer another wound in

    damage, leaving you at -3. You make another stamina

    roll DR 10, since you have taken more damage, even

    though this is less damage than you had previously.

    Recovering Wounds You can recover using healing, regeneration, or by spending a fate point.

    While at negative wounds, you automatically recover 1 wound per round that you make your stamina

    roll (2 with regeneration). You stabilize at 0 wounds,

    and from there recover slowly- typically you only

    recover 1 wound between each scene, although between

    issues you will recover completely to your full wounds.

    If you recover (someone heals you) after you have been defeated, you do not rejoin

    combat until the round after you

    are healed.

    Delivering A Coup De Grace You can declare that you are killing a wounded and

    defeated foe. This takes 1 turn, but automatically

    succeeds; however, heroes should not deliver a coup de

    grace without severe consequences; the eyes of the

    world are watching, and intentionally killing a helpless

    foe, regardless of how vile the person, is an action

    unbecoming a hero.

    Battling Mooks Mooks are secondary characters of lesser

    importance; they are the hijackers taking over the train,

    the thugs serving the master villain, and the pack of

    zombies lairing within the vampires tomb. Mooks are

    defeated at -1 wounds, regardless of stamina. Mooks

    never have fate points. A mook is any character,

    creature or foe built on half your level or less. If your

    super is level 5, any foe of level 2 or lower is considered

    a mook to you. It is possible that in a large battle, what

    is considered a mook varies from foe to foe. It is also

    possible that your hero is a mook compared to a

    powerful foe- so be wary who you pick a fight with!

    While you must use a turn to attack a single foe of

    comparable stature, you can cut through legions of

    mooks quickly. You take a simultaneous attack against

    a number of mooks equal to the rating of your attack

    ability. With fighting +4, you decide to lay into a

    chamber full of zombies; attack 4 zombies with each

    swing of your fist. Using energy projection +6, you may

    attack 6 zombies with each turn you take. When you

    make a combined attack against a group of mooks, you

    make a single attack roll, but all mooks must roll to

    resist. You score damage normally. You may target

    either mooks or a comparable foe, but not both; you

    cannot attempt to hit a sorcerer and 5 of his summoned

    shadows with a single attack; pick one or the other- the

    sorcerer (being of comparable strength), easily evades

    any attack that does not directly target him. Situational

    bonuses (for example, +3 from readying an action) do

    not affect the total number of mooks you may target;

    you are still limited to your attack ability rating.

    Sidebar: Ability Synergy as a Fixed Ability (Optional)

    Your referee may allow you to purchase synergized abilities as a fixed

    ability, usable once per round with no fate cost. For example, if your concept

    is that your super acts as a human battering ram, you may purchase charge

    as a fixed ability (for 2 CPs); this allows you to synergize your speed and

    fighting once per round without spending a fate point. If you want to do this

    a second time in any one round, you would need to spend a fate point.

  • Resolute: The Superhero RPG 2nd Edition (Revised August 2010) 10

    En Masse Actions Several creatures of the same type may attack en

    masse, taking one combined action at + the number of

    creatures. Three alligators biting the same target can

    take a single combined strike at +3. This has no effect on

    other abilities like poison; a group of poisonous snakes

    would force a single normal poison resist. Supers cannot

    attack en masse, since they are not the same creature

    type.

    Special Situations:

    Defenseless Targets. A defenseless target cannot move (is sleeping, stunned, etc). Make any action

    against a defenseless target vs. a static 7 resist.

    Falling. You may fall up to 1 unit before you take damage. After that, each unit fallen deals 1 wound. Roll

    evade (DR 5); each success negates 1 wound. If you fall 5

    units and roll 10 on your evade roll, you suffer 2

    wounds (4 wounds base -2 from 2 evade successes).

    Each rating of invulnerable also negates 1 wound. You

    cannot suffer more than 10 wounds from falling,

    regardless of the distance you fall; with invulnerable

    +10, you never take falling damage!

    Grappling. You may attempt to grapple a target in melee range. Use 1 turn to roll might vs. the targets

    might. If successful, the target cannot move (but can still

    act and resist) until you let go. Your allies get a bonus to

    actions vs. the target = to the number of successes you

    rolled to grapple. To maintain your hold, use your

    preparation phase turn in subsequent rounds to grapple

    again. You cannot do anything else while grappling a

    target. At the end of the round youve grappled a target,

    you automatically deal 1 wound per grappling success

    you rolled on the action.

    Ground Target. Rather than directing your physical attack at a foe, you direct the attack at the

    ground/wall/ceiling near that target. Rather than rolling

    evade to resist, the target must roll stamina. You roll

    your attack and damage normally, and the target still

    rolls invulnerable to soak. Use ground attack against

    especially fleet-footed foes with high evade and lower

    stamina.

    Timed abilities tick at the end of the round. If something lasts for 3 rounds, it will continue until the

    end of the third round. Any ability that happens once

    per round (like regeneration) happens at the end of the

    round, after everyone has acted.

    Vision. If you cannot see a target (for example, you are in darkness), take -3 to your action roll.

    A Sample Hero

    The Emissary (L 17; 170 CPs; Wounds 24) Accuracy +8; Energy Control (+2); Energy Projection +9;

    Evade +6; Fighting +5; Flight +9; Invulnerable +7; Might

    +5; Sense +6; Speed +6; Stamina +7; Willpower +6

    The Emissary (the visitor from the beyond) may be the most

    powerful hero on earth, wielding pure cosmic energy. He

    serves as the leader for the Ambassadors, the worlds premiere

    team of superheroes.

    Sidebar: Exchanging Wounds

    You may exchange 1 wound you deal vs. a foe for

    another effect. If you land a strike dealing 3 wounds to

    a foe, you could instead stun that foe for 1 turn (still

    dealing 2 wounds). You may only exchange wounds

    once per round. Some options include:

    Disarm. You force the target to drop a carried weapon; a dropped weapon travels D6 units. Drawing

    another weapon is a free turn, but recovering the same

    weapon requires travel.

    Draw Aggression. You exchange 1 wound to force the target to focus all of its attacks on you

    exclusively for the remainder of the scene, or until you

    are defeated.

    Knock Back. You force the target back D6 units.

    Lower Defenses. You for the target to take a penalty of -1 to evade for the rest of the scene.

    Stun. You force a living target to lose 1 turn. This can carry over between rounds, causing the target to

    lose its first turn (likely preparation) next round.

    Weaken Armor. You force the target to take a penalty of -1 to armor soak rolls for the rest of the

    scene.

  • Resolute: The Superhero RPG 2nd Edition (Revised August 2010) 11

    6. Playing the Role of Referee

    As the referee, it is your responsibility to run the game.

    While players take the roles of supers in the game

    world, you set the framework for the story, put the

    supers into it, and make the whole thing go.

    A Good Referee Is: 1. Fair. These rules give you considerable latitude in

    assigning difficulties to actions, building foes,

    structuring the narrative and controlling the fates of the

    supers. It doesn't matter how you approach these

    elements of the game as much as it does that you do so

    consistently. If the supers constantly face overwhelming

    challenges and obstacles, their rewards should be

    commensurate.

    2. Prepared. It is important that you have written notes

    for a scenario (if the session will be original) or youve

    read through the adventure (if running a published

    scenario) before playing. You need to be familiar with

    the rules for the game to run smoothly.

    3. Flexible. Leave room for players to bring things to the

    game. If the players veer off course and try something

    you didn't expect, do your best to go along with it.

    Allow the other players to dictate elements of the story

    that you are building together. Flexibility also includes

    being prepared for what to do if things don't go as

    planned. What if one player in the group doesn't show

    up and you've planned a session that relies on his

    supers abilities? Have a back-up plan.

    4. Creative. This is listed as the final rule, but is the most

    important. Resolute is a simple, open game system. The

    game is designed to provide a framework within which

    you and your players can create an imaginary world of

    super-heroic action. While these rules provide

    guidelines for handling situations as they arise,

    inevitably, it will be up to you to decide how something

    happens or why it works the way it does. Use the rules

    herein as a guide, and your own experience to make the

    judgment call in the moment. Dont stop to haggle over

    a +1 or +2 bonus; pick one and keep playing.

    Running the Game

    You have several responsibilities before, during and

    after play.

    Before You Play

    Review the rules before the session, so that you have key rules fresh in mind.

    Use an organizational method (like sticky notes or 3x5 cards) to mark information on the important foes

    and abilities that will be used during that session, or

    create notes for quick reference.

    Read through the adventure scenario so that you know what will happen.

    Review your notes from the previous session for things that may still need to be resolved, or for lingering

    plot threads that you want to pursue.

    Prepare any other materials you may need. If you want to have a battle map and miniatures, special forms

    for keeping track of turns and wounds, handouts with

    maps or item descriptions, or special music you want to

    play during the game, make sure these are ready to go.

    You dont want to get to the climactic fight and have to

    flip through 200 songs on your mp3 player to find the

    perfect track for background music.

    As You Play

    Set the Stage. Let the heroes know where they've been, what they're doing, and where theyre going early

    in the session. It may help to give written recaps of

    previous sessions. A good referee uses a wide range of

    sensory description to immerse players in the game

    world. The crumbling ruins of the subway tunnel, thick

    roots pushing through the rotting beams is preferable

    to the old subway tunnels. Prepare important

    descriptions or characters ahead of time. Use music,

    artwork, or even food to help create this sense of

    atmosphere.

    Role Play. Play the parts of the supporting characters populating the environment. Feel free to add

    voices, develop personalities and give vivid

    descriptions. The more real your characters are, the

    more the players become involved in the game world. If

    the chief of police speaks in a booming voice with a

    sarcastic tone, hell be much more memorable to your

    players. Keep notes about what characters are like, so

    that when the heroes return and speak to him again two

    sessions later, you use the same qualities; this makes the

    whole game more consistent and alive.

    Run Combat. Keep track of the sequence results for all parties involved in a combat situation. While players

    should monitor their own supers' wounds, turns, and

    fate points, you should keep track of these statistics for

    all foes during combat.

    Award Hero Points. See page 13 for information on awarding these.

    After You Play Help to make arrangements for the next session. Tell the players about any expectations for things that they should do before the next time you play.

    Make sure you gather your notes for anything important that happened during the game session that

    may impact future games.

    Sidebar: Game Balance

    One of your jobs as the referee is to help

    maintain game balance- and these rules are intended

    to help you do it. However, the whole idea of a

    super-hero game is that the heroes can do ridiculous

    things. Whenever possible, encourage the players to

    find new and creative ways to use their abilities. The

    more you can encourage the players to role-play their

    supers, and the less time they spend figuring out how

    to maximize a dice result, the more fun everyone will

    have, and the more balanced the game will be.

  • Resolute: The Superhero RPG 2nd Edition (Revised August 2010) 12

    Assigning Difficulty Ratings Decide on the difficulty of an action based on the

    situation, using the table on page 2 as a guide.

    The Environment Not only do villains and other foes stand as

    obstacles in the supers paths, but the environment itself

    often presents a challenge.

    A wall or cave in may stand in the supers way. Locked doors can present obstacles. Traps and security devices can prove to be a nuisance, or even a deadly encounter unto themselves.

    Adventuring environments have a number of hidden objects. Discovering a hidden object requires a

    sense roll, DR 7 + the relative challenge of finding the

    object (see table on page 2). While a secret door hidden

    by a gang of thugs may be +3 (total DR 10) to find, a

    secret door crafted by the Master Tinkerer in the Halls of

    the All King is +11 (DR 18) to find.

    Against Objects

    All objects have a default resist against attacks

    based on their rank (see page 2). In addition, an object

    has a resist rating. Use this rating (added to a base of 7)

    for all resists (vs. both attacks and damage); the base

    rating = wounds of the object. For example, an above-

    average door has a rating of +2. If a hero tries to break

    through, he rolls fighting against the door to damage it.

    As long as the attack roll is 9 or better (7+2), he is able to

    deal damage to the door. He rolls damage normally; if

    he deals 9 or more damage, he deals 1 wound to the

    door (since the door has a total invulnerable soak result

    of 9). If he deals 18 or more damage, he deals 2 wounds

    to the door, and breaks it down (since it has 2 wounds,

    being a +2 object). All physical objects work the same

    way.

    However, rather than destroying the door, supers

    can use might to force the door, or use burglary to pick

    the lock. For a door rated +8, the hero must make a

    might or burglary (accuracy) roll DR 15 (7+8).

    Otherwise, hes going to have to destroy door, which is

    pretty tough, having a static resist of 15 and 8 wounds.

    Swimming and Climbing Both swimming and climbing require stamina rolls.

    Base the DR on the situation, modified by distance (+1

    per unit). Swimming across thundering rapids (heroic

    action DR 12) that are 30 wide (+3) is DR 15. Climbing a

    rope requires a stamina roll DR 7, regardless of distance.

    Degrees of Success

    For the most part, non-combat action rolls either

    succeed or they fail. However, some situations may

    provide degrees of success. If the supers listen to a door,

    one success may tell them that there several guards wait

    beyond; two successes tells them that three guards stand

    watch; three successes tells them the general locations of

    the guards in the room; four successes tells them that

    one of the guards sounds more important, and is likely

    the leader. In this case, the better the roll, the more

    information the supers are able to glean, or the more

    definitive the result. For a situation like this, the sense

    roll to listen is likely DR 7, since there is nothing to

    complicate the action. If the supers stand in the same

    chamber as a rushing waterfall, the sense roll may

    increase to as much as DR 15.

    Failed Actions You cannot attempt a failed action against a static

    resist again during the same scene. If you fail to use

    burglary to pick a lock, you cannot attempt this lock

    again during this scene; although you can come back

    later and try again!

    Dice Options You have several ways to resolve dice rolls in play:

    Option 1: Roll everything. In this option, every action, resist and result is rolled normally.

    Option 2: Only roll active dice. In this option, all resistances are static, assigned as 7 + rating. This gives

    more predictable results, but also limits the number of

    action successes you will roll.

    Option 3: Only players roll. In this option, the referee rolls nothing; all foes have static results (7 +

    rating), and the players roll all actions and resists. This

    option allows the referee to focus on other aspects of

    running the game, and makes combat run more quickly,

    but may take some of the drama out of play.

    Option 4: Mix-n-match. In this option, multiple dice resolution methods are mixed based on the situation.

    For example, you may determine that for most scenes,

    option 3 will be used, but when the supers reach the

    climactic scene, option 1 will be used.

    Regardless of which dice option you use, you and

    your players should agree on the method that will be

    used before you play so that there are no surprises.

    Some players will prefer to have more control, and will

    want to roll everything. Other players will elect to have

    fewer rolls to make, and will prefer some static results to

    make the game run more quickly.

    How & When to Use the Dice

    How and when you use dice is a matter of personal

    taste, play style, and the dynamics of your group of

    players. Remember, however, that using the dice is one

    of the primary ways you create tension. Here are some

    suggestions for ways to roll dice, or for situations where

    you may want to change the way you roll dice.

    If the players can role play even when the dice dont go their way, it may be more fun to make all rolls

    visible. If you tell a player that his super failed to find

    the security device and he will continue to open the

    door (because his super would), then it is probably okay

    for this player to see the roll.

    Sidebar: Multiple Negative Effects You will only suffer a particular negative effect

    once per round; thereafter, you are immune to the

    same effect for the remainder of that round. For

    instance, if you are stunned for turn 2 of round 1, you

    cannot be stunned again during round 1, even by a

    different attacker.

  • Resolute: The Superhero RPG 2nd Edition (Revised August 2010) 13

    If the player will change what he does based on knowledge he has (but which his super would not have)

    based on a dice result, then you should roll dice in secret

    (or allow the player to roll, but dont tell him the DR);

    tell the player only what his super would know. For

    example, for a failed roll against a difficult security

    system, you may say, It seems like youve disarmed the

    system. Youve seen one like it before, and disarming it

    worked last time, so you have no reason to suspect this

    will be any different, although the roll failed.

    If a foe controls or manipulates the super (for example, the super is under the effect of mind control),

    the player may not even know what he is rolling for. For

    example, you may take the character sheet from the

    player and find the appropriate resist rating as you say,

    Jeff, go ahead and roll. I want to see something In

    this case, the player may not find out until later (if ever)

    what really happened.

    Once again, if the player will continue to role play

    in the situation despite the roll result, include the player

    in the process. In the above example, Jeffs character

    fails his mind control resist roll, and Jeff jumps up from

    his chair as he says, I let forth a huge laugh! Hah! You

    thought I was going to SAVE the world?! Im here to

    DESTROY it bwahahahaha. In this case, the player

    makes the situation more dynamic and interesting by

    creating an authentic reaction for his super.

    Challenges: Combat Encounters

    In a combat encounter, the primary means of

    resolving the scene is through combat. Some encounters

    start as combat encounters from the get go, while others

    start as non-combat encounters that escalate. Not every

    obstacle the supers face should be a combat encounter.

    Resolute is a role-playing game, and opportunities for

    other play beyond simply punching and blasting

    through foes should be presented.

    Challenges: Non-Combat Encounters Two basic types of non-combat encounters may

    challenge the supers: role-playing and problem-solving

    encounters.

    Role-playing encounters rely on the players taking the roles of their supers in order to overcome the

    obstacle. Winning a battle of wits, convincing a neutral

    character to come to the supers' aid, or persuading the

    general to loan the supers a stealth fighter are all role-

    playing encounters. These may require ability rolls, but

    should primarily be resolved through player interaction

    with the game world.

    Problem-solving encounters rely on the skills and abilities of the players themselves. These include

    riddles, math puzzles, word scrambles and other

    intellectual challenges you place before the players, but

    which their heroic supers solve within the game world.

    While these rarely involve the use of dice and game

    mechanics, you may include such elements, giving the

    players clues to help solve the puzzle or piece together

    the riddle. Sample problem-solving encounters include

    a guardian that will only allow passage if a riddle is

    correctly answered or a door that will only open if the

    correct number sequence is entered on its over-sized

    combination lock.

    Encounter Difficulty Each encounter has a total level rating. To

    determine this, use the foe with the highest level as the

    base, and add half the level of each additional foe. The

    sum is the total level value of the group. For example,

    the group of supers may be composed of four supers of

    level 4. You add 4+2+2+2= level 10. A group of 6 zombies

    each of level 2 has a total CP value of 2+(1x5)= level 7.

    When foes are mooks, however, cut their total value in

    half (rounding up). If each of the supers in the group is

    level 5, these zombies are considered a level 4 challenge.

    Encounter Hero Point Value

    Encounter Level = The Heroes Earn

    4+ levels lower than supers

    (Effortless)

    No hero points

    3 levels lower (Easy) 1 HP each

    2 levels lower (Moderate) 2 HPs each

    1 level lower (Tough) 3 HPs each

    Same level (Grueling) 4 HPs each

    1 level higher (Grueling) 5 HPs each

    each level higher (Deadly) +1 HP each

    A group of four supers of level 2 has a total value of

    level 5 (2+1+1+1). They earn nothing for defeating a

    single foe of level 1, but they earn 4 hero points for

    defeating a foe of level 5. A foe of level 12 is worth 11

    hero points if they defeat it, but they are likely to fall to

    this foe. Be wary of putting the supers against foes built

    of higher level than they are- because they are probably

    going to lose!

    Non-combat encounters should be worth between 1

    and 3 hero points, depending on the complexity of the

    encounter and what the heroes accomplish.

    Redeeming Fate Points

    At the end of the issue, each super earns a number

    of bonus hero points equal to the number of unused fate

    points he redeems.

    Purpose Hero Point Bonus Whenever a super wins an encounter that directly

    accomplishes his purpose (see page 3), the super gains 1

    bonus hero point. For example, if my supers purpose is

    to defend Nativity, after every scene in which he

    overcomes a threat to the security of Nativity, he

    receives 1 bonus hero point. As the referee, you should

    be careful that purposes are not constructed to take

    advantage of this: the purpose to defeat evil should

    only earn bonus points when the evil was of

    considerable power or scope. The broader a supers

    purpose, the more stringent you should be in applying it

    for bonus hero point awards.

    Sidebar: Bosses A boss is a foe that youve defined as special, being more powerful than

    others of its type. A boss has a number of fate points = to level, and may have

    unique abilities; an encounter with a boss is worth +1 hero point.

  • Resolute: The Superhero RPG 2nd Edition (Revised August 2010) 14

    7: Adventures on Resolute Earth

    The Messari The ultimate aims of the illusion-using messari

    remain cloaked in mystery. The messari have hidden

    their agents among mankind, and these could actively

    oppose the supers. The messari have infiltrated every

    part of human life, taking positions of power and

    influence, and subtly working to pave the way for the

    ultimate conquest of the messari over mankind.

    The Megalopolis of Nativity The City of Nativity, founded over the ruins of

    Meridian, has become a symbol of mankinds progress.

    The ruins of Meridian remain below, teeming with

    pariahs and holding thousands of miles of ruined

    basements and abandoned subway tunnels. In addition,

    Nativity borders Echo City, a sprawling expanse of

    slums set apart from the city proper, housing a huge

    lower class and a vast, seedy, criminal empire.

    The Citadel of Tomorrow The messari, rather than simply destroying this

    installation, implanted a psychic bug within the Citadel

    that drove its residents insane. A riot broke out as

    hundreds of scientists and thousands of subjects died.

    Countless others fled, taking powerful technologies, the

    fruits of their research and a reckless insanity with them.

    As a result, hundreds of mad schemers have moved

    throughout the world, constructing powerful

    technologies in secret labs.

    Meanwhile, the ruins of the Citadel of Tomorrow

    lie in the frosted, mountainous wilds of the far northern

    Americas, with dozens of competing factions warring

    with one-another, their mechanical servitors doing

    battle in the dark with monstrous insects, gargantuan

    animals, and mutated humans who barely cling to the

    last vestiges of their humanity, all the while the undead

    are rumored to travel in the deep.

    Lastly, some believe that a series of teleportation

    devices continue to operate within some sections of the

    Citadel, transferring creatures from this facility to other

    locations in the world.

    The supers could undertake an expedition into a

    part of the ruins of the Citadel of Tomorrow to rescue,

    recover, find or destroy. The introductory adventure on

    page 16 takes place in a branch of the Citadel of

    Tomorrow.

    36 Ways to Involve the Supers

    1. Cries for Help! 2. Crime! 3. Disaster! 4. Rampage! 5. War! 6. Quirky 1 Aliens call for help

    to defend their

    home.

    The supers try to

    foil an

    assassination.

    Earthquake: stop it

    and save the

    victims.

    Animals: one of (or

    all) the animals

    flee(s) the zoo.

    Civil war within a

    society.

    Clones: you look

    familiar

    2 A visitor from the

    future arrives with

    an unusual need.

    The supers learn of

    a blackmail

    scheme.

    Fire: as above Super: another

    super goes

    ballistic.

    Gang war within a

    city.

    Defense: the

    supers must hold

    down the fort.

    3 The government

    asks for help from

    outside its forces.

    A villain or evil

    force attempts to

    conquer a land.

    Technological: (a

    nuclear

    meltdown).

    Monster. A beast

    escapes from the

    Tomorrow Project.

    International war

    between countries

    or elder races.

    Haywire: a power

    or device goes out

    of control.

    4 Another super

    faces a problem he

    cant solve alone.

    A villain or evil

    force hijacks a

    vehicle.

    A vehicle sinks or

    crashes.

    Riot. The people

    storm into the

    streets.

    Interplanetary

    war: the messari

    are back!

    Jail break: A whole

    bunch of villains

    break out.

    5 A villain is in over

    his head, and

    needs the supers!

    A villain steals

    something the

    supers must

    retrieve.

    A volcano erupts:

    stop it, save

    victims, you get

    the idea.

    Robot. It was

    working fine this

    morning

    Inter-dimensional

    war: an invasion

    from other realms.

    Media attack: One

    (or more) hero is

    attacked publicly.

    6 A contact or

    normal comes

    calling.

    The supers break

    up a smuggling

    operation.

    Weather: a flood,

    monsoon or

    blizzard.

    Villain. Insanity +

    Anger =

    Destruction.

    Epic war: the

    supers become

    playthings of gods.

    Mistaken identity:

    Oh, it wasnt you?

  • Resolute: The Superhero RPG 2nd Edition (Revised August 2010) 15

    Appendix 1: Roll Call: A Roster of Characters of the Game World

    Normals (Level 0)

    Beat Cop (8 CPs; Wounds 1) Accuracy +1; Evade +1; Fighting +1; Knowledge (law)

    +1; Sense +1; Stamina +1; Weapon +2 (pistol & baton)

    Doctor (5 CPs; Wounds 1) Knowledge (medicine) +3; Stamina +1

    Reporter (6 CPs; Wounds 1) Contacts +2; Luck +1; Sense +2; Stamina +1

    Thug (7 CPs; Wounds 2) Accuracy +1; Fighting +2; Stamina +2; Weapon +2 (pistol & knife)

    Exceptionals (Level 1)

    Goonsquad Tough (12 CPs; Wounds 3) Accuracy +2; Evade +1; Fighting +2; Might

    +1; Stamina +2; Weapon +3 (pistol & knife)

    Master Burglar (14 CPs; Wounds 1) Burglary +3; Evade +2; Sense +3; Stealth +3

    SWAT Trooper (16 CPs; Wounds 4) Accuracy +2; Evade +1; Fighting +2;

    Invulnerable +1; Sense +2; Stamina +3; Weapon (rifle & knife) +3

    Veteran Reporter (12 CPs; Wounds 3) Contacts +3; Luck +2; Sense +3; Stamina +2

    Elites (Level 2)

    Javelin Agent (22 CPs; Wounds 5) Accuracy +3; Evade +2; Fighting +2; Invulnerable +2; Might +1; Sense +2; Stamina +3; Weapon +3 (rifle and knife); Willpower +1

    Night Stalker Ninja (24 CPs; Wounds 4) Evade +3; Fighting +4; Sense +3; Speed +2;

    Stealth +3; Stamina +2; Weapon (sword) +2

    Zombie (20 CPs; Wounds 6) Fighting +4; Invulnerable +2; Might +3; Stamina +4;

    Weapon (claw) +2

    Animals (L = Level)

    Alligator (L2; 24 CPs; Wounds 4) Evade +1; Fighting +3; Invulnerable +3; Might +3;

    Sense +1; Speed +2; Stamina +2; Weapon (bite) +4

    Bear (L2; 25 CPs; Wounds 5) Fighting +3; Invulnerable +1; Might +4; Sense +3; Speed

    +2; Stamina +3; Weapon (bite) +3

    Great White Shark (L4; 40 CPs; Wounds 8) Evade +1; Fighting +4; Invulnerable +3; Might +4; Speed +4; Stamina +4; Water Breathing (+2); Weapon (bite) +5

    Tiger (L2; 24 CPs; Wounds 4) Evade +2; Fighting +3; Might +2; Sense +2; Speed +3;

    Stamina +2; Stealth +2; Weapon (bite) +4

    Tyrannosaurus Rex (L6; 60 CPs; Wounds 12) Fighting +6; Invulnerable +5; Might +5; Speed +4; Stamina +6; Weapon (bite) +6

    Archetypal Supers (Level 4)

    Blaster (40 CPs; Wounds 7) Accuracy +5; Energy Control (+2); Energy Project +6;

    Evade +4; Flight +3; Speed +1; Stamina +3; Willpower +2

    Brawler (40 CPs; Wounds 8) Evade +3; Fighting +6; Invulnerable +2; Might +3; Speed +3; Stamina +4; Weapon (melee) +4; Willpower +2

    Bruiser (40 CPs; Wounds 9) Fighting +4; Invulnerable +5; Might +6; Speed +2;

    Stamina +5; Willpower +2

    Mentalist (40 CPs; Wounds 6) Evade +3; Flight +1; Force Field +4; Mind Blast +6; Mind Control (+2); Speed +1; Stamina +2; Willpower +6

    Speedster (40 CPs; Wounds 8) Evade +6; Fighting +4; Might +2; Speed +6; Stamina +4; Willpower +2

    Appendix 2: Vehicles

    Vehicles are built as heroes, with abilities and totals (the CP total becomes the Group

    Point cost to purchase a vehicle for a group of supers). Vehicles have wounds = to

    level + durability. A vehicle will continue to operate until in negative wounds. Those

    within the vehicle will not take damage until the vehicle has been disabled. Use control

    for evade rolls while operating the vehicle. You must have vehicles ability rated at or

    above the level of the vehicle to operate it; you need vehicles +3 to drive a heavy tank.

    Body. Add rating to static 7 to set target for soaking wounds. Control. How well the vehicle evades attacks. Durability. Adds to the total wounds the vehicle can suffer before being disabled. Weapons use the rating to attack; use the operators accuracy for damage.

    Common Vehicles (L = Level)

    Armored Car (L1; 12 GPs; W 4). Body +3; Durability +3; Speed +3

    Commercial Airliner (L1; 18 GPs; W 5). Body +2; Control +1; Durability +4; Flight +5

    Fighter Jet (L2; 28 GPs; W6). Body +2; Cannon +4; Control +2; Durability +4; Flight +6

    Light Walker (L1; 16 GPs; W 4). Body +2; Cannon +4; Durability +3; Speed +3

    Motor Cycle (L0; 9 GPs; W1) Control +2; Durability +1; Speed +4

    Police Car (L1; 11 GPs; W3) Body +2; Control +1; Durability +2; Speed +4

    Stealth Jet (L3; 35 GPs; W8) Body +4; Cannon +4; Control +2; Durability +5; Flight +6

    Tank, Light (L3; 30 GPs; W 8). Body +5; Control -1; Durability +5; Cannon +5; Speed +3

    Tank, Heavy (L4; 46 GPs; W10). Body +7, Control -2; Durability +6; Cannon +7; Speed +3

  • Resolute: The Superhero RPG 2nd Edition (Revised August 2010) 16

    Appendix 3: Introductory Adventure: Section 2175-D

    Note: Read this only if you will be serving as referee.

    Setup

    This adventure (for four level 4 supers) is an

    introductory scenario for new supers in a Resolute game.

    This scenario is designed so that you can quickly get a

    new team up and running. You dont have to have the

    players do more than give their supers monikers and

    powers. If you really want to get going quickly, have

    each player take one of the temp