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2

I'd say "Show them!" is the best you could do. The bad guys have all the options as well. Let them use Create Advantage and Overcome to their advantage and let the players figure it out. My players learned to use these "obscure" actions, when the Evil Spirit Ninja created the aspect "I'm to fast for you to even attack me!" on himself. This (being an ...


7

Make the compel worth the price. If the Geometer simply showing up means Fate points are handed out like candy, make him challenging enough that they'll need those four points whenever he shows up! Giving him more stunts, or more powerful stunts, would be a decent place to start in doing that. Compels aren't always the right choice. If you're struggling ...


2

Think of the Death Star. By the time the rebels have to confront it, its lethal weakness is well known. Still yet, exploiting that weakness requires a bold and risky move, with a looming deadline and known+unknown deadly threats (like Darth Vader in a TIE-Advanced). Once the battle starts, the question in there isn't if the rebels can figure out that a ...


9

Don't hide the weak point Think about video games that implement puzzle bosses or bosses with a single critical weak point. Often, the hardest part isn't finding the weak point, it's figuring out how to access it. House of the Dead straight up shows you a diagram of the boss's weak points before every boss fight, and Shadow of the Colossus is basically just ...


3

My answer isn't so much about alternatives to Knowledge or Research checks, but how to make them less of an ultimate solution. Don't have a single point of failure. Buildings, bridges, computer systems and other structures are designed that one weakness doesn't bring the entire thing down. A properly made bridge, when overloaded, will crack and become ...


8

Combine approaches and extras to create different narrative justifications for powered and unpowered actions. Because of the limitations of approaches this probably won't be really viable for a long-form campaign story lasting months-worth of sessions. Still, if you're going to be playing shorter games (a month per campaign, tops) this is an elegant option. ...


4

There are more detailed ways to do it, but off the top of my head; An Extra ("Alternate Form") with the prerequisite, "Must have 'Magical Girl' as an aspect". This Extra allows access to additional Skills and Stunts as per the character's concept; these can be restricted to the Alternate Form only if you desire. Skills: I'd make each power a skill. IE, ...



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