Your high concept is, in fact, an aspect. You can invoke or compel it like any other. The five aspects of a character are as follows:<br/><br/>1. High Concept<br/>2. Trouble<br/>3. Phase 1 (background)<br/>4. Phase 2 (collaborative interaction 1)<br/>5. Phase 3 (collaborative interaction 2)<br/><br/>You have two additional aspects "before" phase 1, hence seven. I'm happy to let people here have as many as they want (up to maybe 7 or 8; the low refresh makes very large numbers of aspects somewhat unnecessary), however.<br/><br/>As for crafts: it definitely depends! An example of a gaining advantage via Crafts could be building a fort on a macro scale, certainly, but it also includes practical knowledge! A Craft-user might Create Advantage by recognizing a limp in her opponent or a flaw in their armor, which would be a combat-usable application.<br/><br/>Update!: We should, in fact, have a 6th player, soon enough. I hope this doesn't end up being too much!