One of the changes in play from previous editions of Resolute is the concept of losing XP; if you perform an action that is especially cowardly - or if you fail spectacularly in serving the greater good - you can actually lose XP. For example, if you allow a civilian to die, expect to lose 1 XP for it. This is really a throwback to the MSH system from TSR that penalized your karma for failing to live up to your heroic standards. I like the dramatic effect of this; you want to save that planeload of travelers because, well sure, it's the right thing to do, but also because you have 27 XP banked right now, and there are at least 30 people on that plane, and if they all die, you are going to have to work your tail off to get those XPs back!
It leads to some metagame decisions that are appropriate for characters in supers gaming, and increases the level of threat in situations that don't necessarily put the life of the super in jeopardy.