Anyone have an insight (or explanation in the rulebook that I might have missed) on how Advancement works in regards to skills that are granted by Schticks under certain conditions?
Driver has Intimidation and Seduction at 11, but only when they have their Cool Jacket on.
Supernatural Creature has Intimidation 12, but only when in monster form.
(There may well be others along those lines among the other archetypes, but those are the ones relevant to the PCs in my campaign.)
These archetypes have those skills listed in their Awesoming Up block, but there spending an Advancement on it actually gives them the skill at a lower rating than is granted by their Schtick. Per the rules as written, if a Supernatural Creature wants to raise their Intimidation to 13, it appears that they need to spend 3 Advances on it (one to buy it at 9, one to advance it to the 12 they already have when in monster form, and the third to finally raise it to 13). In addition to spending 3 Advances, they're also invalidating one of starting schticks, so effectively the total cost is ~4 Advances.
That's wasteful, and potentially frustrating for the player. ("I chose this Archetype partly because they're really Intimidating, but I can't afford to push that any further" seems like a negative play experience.)
I think I'm going to give my players the option to instead raise these skills from the levels granted by the schtick as if they had the skill itself at that level. If they do this it would still be dependent on the conditional status, so the Driver could raise Intimidation from 11 to 12 for 1 Advance instead of 3, but then it still only counts while they're wearing their cool jacket.
If for some reason the player really wants to get rid of the restriction (e.g.: be scary in human form, or be seductive even without their jacket), I'll probably let them just spend 1 Advancement to do so. I doubt either of my players will do so, as they really like the flavor/thematics of their archetypes... but if they do wanted to go that route, I just don't see any real need to make them jump through 3 (or ~4) hoops to do it.