My Pokémon Tabletop group is thinking of switching to Fate. We're going to be using these Companion rules to allow characters to spend a Stunt slot to stat up a Pokémon as a Fair NPC.
Typing is really important to Pokémon as a genre, so every Pokémon's type is going to be present in its high concept. For example, a wild Pidgey's High Concept might be Level 3 Normal/Flying Tiny Bird Pokémon, with Normal/Flying being its typing.
In Pokémon, Electric-Type attacks always deal super-effective damage to Flying-Types. So if an enemy Pikachu used, say, Thunderbolt, it would be expected to hit a lot harder than a non-electric attack.
I've considered saying "you have to spend a Fate Point to get the bonus because that's how aspects work," but that just felt icky to us. The strategic appeal of Pokémon is typing, and if you have to work hard just to deal devastating damage to a Fire-Type with a Water-Type move, we feel like something's wrong.
The alternative is the "portable situation aspect" idea, where everybody who has type advantage declares it at the beginning of a scene, makes a situation aspect out of it, and gets a free invoke. But since type advantage is the core of Pokémon, it's statistically likely that every Pokémon in a given encounter is going to have a super-effective attack against at least one enemy. And since these guys only get one stress box, that's almost a guaranteed KO every single time... In other words, the game quickly devolves into a petty competition of "whoever rolls the highest initiative wins."
And that's not fun either. I wish there was a halfway point that made sense.
Does Fate have a mechanism for handling the midpoint between "always true" and "+2" on advantage aspects? Am I missing the point? At the risk of sounding subjective, does anyone have a better idea?