Look, even if your character is the most bookish, nebbish, fragile pansy ever to have graced a pulp novel, you want to seriously consider putting some sort of physical combat skill somewhere in the top 3 slots of your skill pyramid. It's just the nature of the genre that before long you're going to want to knock someone's teeth out, or beat on them with your umbrella, or fill them full of lead. And you'll want to succeed. Seriously, seriously consider it.
- What I'd say, instead, is "Look at the top three slots of your pyramid. Figure out how you'd use at least one of them fairly regularly in a combat situation, either for a direct attack - Physical or Social - or to help set things up for yourself or other folks. If you really can't (if they're, like, Resolve, Resources and Endurance) then you might want to work something else in there. Also, be aware that if all you're able to come up with is supporting acts, then in combat you'll still be effective and helpful, but won't be in the spotlight. If that's not cool with you, now's the time to adjust it." (djczen)
- With the right application of stunts to one of your top three skills, and even with some of the core trappings of skills, nearly every SOTC PC should have SOMETHING they can do in a fight that will be significant to the action; and failing that, Aspects can be brought to bear that will take a lower-tier combat skill into a competitive territory. (iago)
- I'll just clarify what djczen said, for those who are still learning the system. djczen is talking about using maneuvers. Maneuvers are an excellent way to participate in any conflict scene where you aren't directly attacking, physically or mentally. Remember that maneuvers can create new aspects, and new aspects mean free tags, and free tags are goooooood. This is what djczen means by "set things up" and "supporting acts". (timothyp)