Here’s a variant for handling damage and contests via Pyramid Tests for ICONS that ties in Determination:
Increase starting Determination to 10 minus the number of the hero’s powers (and abilities above level 6) with a minimum starting Determination of 4. Use the guidelines from the Different Damage article, except that the degree of success by the attacker subtracts from the hero’s Determination, as follows: 1 for a moderate outcome, 2 for a major outcome, and 4 for a massive outcome. If Determination drops below 0, the hero is defeated. Non-heroes (without Determination) follow the usual success guidelines from the Different Damage article. Heroes can use Consequences to negate the Determination loss due to damage.
This adds a “give-and-take” element to Determination, making it both the fuel of a hero’s success, but also the thing that keeps heroes going. Players will need to balance spending Determination to succeed and conserving it to deal with damage (and possibly other kinds of stress) in conflicts. It reflects the idea that “pushing” to succeed is draining, and fits the genre element of heroes giving all they have to pull off some massive stunt before losing consciousness.
This variant makes it more imperative than ever for the Game Master to award Determination (and create challenges) liberally, otherwise, even with the initial bonus “bump” players will run out of it fast. It also means heroes with fewer powers (and more starting Determination) can absorb more “punishment” than their more powerful counterparts: the dark detective or super-soldier type has more “hit points” than the superhuman powerhouse or cosmic herald!
If you give this option a try in your own Icons game, feel free to leave a comment or send me an email about how it works out!