
A skill that might finally see its day now that Bestow Resolve exists. Even more than the Circle Undone cycle of Steadfast, Curiosity, etc, which when committed by that card's effect, commit for two and often four , generally maxing out at six, this card begins at six and could theoretically give hundreds of icons.
Since Bestow Resolve doesn't bypass the restriction of needing an enemy engaged with you to commit it, it won't necessarily fulfil the potential support aspect of giving skills to people at other locations. But, if you are committing things as a support Carson Sinclair already, this is a panic button for you to potentially save yourself from an enemy without needing assistance, at the expense of one charge. There is the possibility of using something like Handcuffs or Bolas to ensure you always have the enemy available.
Is it worth the two-card combo just to bring the skill up to a level of a skill that conditionally gives +x? Skills that give big bonuses and have no effect are often quite contentious, but it is worth pointing out that, despite the two-card combo, one part of it is a level 0 skill that is, at worst, an Overpower or Manual Dexterity without the draw, that may sometimes end up being a drawless Guts. As a low-exp combo, that isn't too bad.
Whether Bestow Resolve is good enough - or easy enough to find - to build a deck around, remains to be seen. But as long as Not Without A Fight isn't eating up a very limited slot - one of Zoey's, or maybe even Carson's - it certainly seems worth trying out. That does leave a fairly limited number of people who can run the combo, and most of them may struggle to find the deck space. I think the strongest consideration is William Yorick, who can repeatedly play Bestow Resolve from his discard pile, and use it to get any awkward items in there to play. But this is running the risk of talking about Bestow Resolve more than the card at hand.