For example I think my GM thinks refresh points are like the Chips in Deadlands. She keeps giving them out at the end of the adventure and said something last time about spending them before the next game. But as I read up on advancement i realized that's totally not what you do. That was last game though so I haven't said anything yet. Alejandro has about 9-12 fate points currently, which I realize now isn't right.
Fate Points are generally 'handed out' sufficient to bring each character to a minimum of their adjusted refresh total, but not over, at either the start or end of a session.
Refresh points are meant to be rather scarcer, unless the goal is a truly meteoric rise to power.
So, you're basically saying that Catch: Not of this earth (weapons based on materials that are non-terrestrial bypass recovery) would be legit? Of course saying it like that wouldn't just open me up to meteoric iron but to almost anything supernatural like Fae weapons and such. So that might be a bit too broad now that I think of it.
The rules would have no objection to that Catch in either interpretation. Limiting it to non-terrestrial sources that are nevertheless of the mortal plane would likely yield a +1 bonus, or as high as +3 depending on how widely the Catch is known.
Including sources from the Nevernever would easily bring the Catch up to a range of +2 to +4, again, depending on how widely it is known.
Given the degree of Toughness powers that the Catch is being applied to, and understanding that no Catch, no matter how broad, can ever refund the full value of the sum of a character's Toughness powers, the first and most limited interpretation would be the most beneficial to the character:
non-terrestrial sources of the mortal plane, with this fact requiring personal knowledge of the character to have a chance to uncover
WCV method?
A reference to the fact that a White Court Vampire's Catch is the emotion opposite that which they incite and upon which they feed.
I am liking your suggestion of Serenity or Forgiveness. Like perhaps if the target is genuinely sorry for what they have done and wishes to make amends or something?
My intended suggestion was that only those who are feeling one of either Truly Forgiving or Truly Serene could do lasting harm to the one who possesses the Eye of Vengeance.
(True Forgiveness would likely require that the one inflicting the harm forgive your character for any and all of their perceived wrongdoings, WHILE the harm is being done, and then hold that forgiveness up to the finest inspection allowing not the slightest doubt or reserve or moment's hesitation; you won't find many individuals in the whole of the world capable of that feat with regard to anyone, let alone a particular individual)
edit: either True Serenity or True Forgiveness would be at most a +2 Catch, depending on how widely they are known, with reasonable arguments for either to be capped a +1, instead due to the sheer difficulty of discovering not just whether the bearer of the Eye is vulnerable to a given True feeling, but whether a given embodiment of that feeling is True
I would without hesitation place them at +0