- I want a bunch more skill points than I actually get. Looking up, I didn't even manage to grab any of Alertness, Investigation, Contacts, Guns, or Fists. Probably one of those should replace Steath at Fair.
There is no ideal way in cannon to handle this, but there are a couple of kludges. Kludge 1: take an aspect like "jack of all trades" or "been around the block" specifically designed to let you use fate points to shore up lower skills. Kludge 2: take a stunt. Remember, stunts can be changed between sessions so having one lets you effectively shift around a little bonus on a regular basis. Kludge 3: take Beast Change but rename it something like "broad training" and have it be purely internal. take all your knowledge and social skills in one set, and all your physical skills in another. In essence, for -1 you double your skill allocations. It may not be a great fit for your detective but I think this third option works well with spy- or military- type templates, where the character is expected to have a decent, upstanding moral side but be able to switch to killer in a few seconds. Kludge 4: increase your Conviction and take Guide My Hand. Link it to your prime concept (protecting the city or whatever). This lets you use a fate point to substitute Conviction for any skill. Remember, one of the True Faith wielders in the Dresden Files is an atheist, so nothing says Guide has to have a deity as a source. Any powerful ideology will do.
- My catch is pure mortals. We're planning on a mob-heavy campaign, so that's probably going to come up pretty often. Is that too broad/too narrow/cheesy/just right/etc for 3 points? Is supernatural toughness a good choice or would a mix of toughness and recovery be better? Maybe just recovery (she's certainly strong enough that she could wear a vest in most situations and her background supports it)?
Personally I'd give you the 4-point catch because its incredibly easy to figure that out on the fly. The moment Henchmen 1 tears through your defenses, Big Bad observing from the background (or getting the after-action report) knows your weakness. But that's just me.
Maybe the best way to handle the cost is to ask yourself how easy YOU, the player, want it to be to find out your catch. Remember this is storytelling; for 0, practically nobody in the story will put 2 and 2 together, even if its obvious. For -1, its probably like an action movie: the story antagonists will be inordinately slow to figure it out, but the smart ones will do so eventually. For -2, you are making your personal story more realistic, where the bad guys are as smart as the players and figure stuff out after one or two encounters. Rather than asking what the cost ought to be (based on realism), ask yourself which of those story types do you want your pc to star in? Do you want finding our your catch to be a regular part of your game sessions, something that happens occasionally, or something that never happens?[/list]