I like the idea that the more you make use of the secret aspect, the more likely it will be discovered. I guess tracking progress towards discovery would be okay in a game where the secret is a major theme - I just wouldn't want to use it a lot in games where it's a more minor concern.
Rather than a predefined bonus to specific skills I'd handle a character learning the secret with the existing aspect mechanics - create a new aspect like I Know Who Claire Works For that can be invoked like any other aspect. This gives you more opportunity to use the aspect, and it creates the possibility for some interesting compels.
Say the fact that Claire is actually a member of Mossad is discovered by the UN. The fact that you knew about it all along could certainly make for a good compel.
I hope they accomplish it!
Has anyone else used Fate for an espionage game? Specifically I am trying to figure out how to best handle secret affiliations. I am currently looking at using Court/Ship's secret aspect system to handle it, but I was curious if there were any other examples that I may not be aware of.
Pitch is the PC's will be part of what is essential a U.N. response force, but they will all be on loan from various organizations. What I am wanting to do is have each player actual pick two organizations. One would be their front, while the other would be their secret master. Being exactly what you seem would also be an option.
More seriously, there's just enough lore and small sound bits in-game to keep me interested, and certainly enough for a good GM to pull a good riff on.
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