This game has a middle ground between Powers and Skills as well, Combat Advantages, Fortune Advantages, General Advantages and Skill Advantages.
I have been meaning to consider them for a while, so
Here you take a number off damage and add to the chance to hit. Which is straightforward enough in somewhat decoupled from the standard roll and success shifts in things like FATERIP,, where you compare rolls for success and apply damage from Strength, Powers, etc. A generic form :
Accurate Attack: Gain +2 to your Attack Roll while reducing Shifts of Damage done by 2.
Use Deception instead of Acrobatics of movement speed in combat. Lists the Flash having this example…why you’d use it instead of high rank superspeed, I dunno.
Agile Feint: Use Deceive instead of Athletics as a defense in combat?
Sacrificing Defense for Attack.
All-Out Attack: Gain +2 to your Attack Roll while reducing your Defense Roll by 2.
Communicate with animals as though people.
Allows the use of Empathy, Rapport and Provoke Skills on animals as if they were people.
Create temporary magical items, kit-bashing and jury rigging style. An Omnigadget with magical flavour.
Use Lore to Create an Advantage for a scene tied to a temporary magical device.
The ability to work out a target’s Combat abilities.
A GM Create Advantage roll of Notice defended by Deceive. Success with Style gives the PC the ladder ranks of the target’s abilities exactly. Otherwise, better or worse. Failure lets the GM lie.
Very good looking.
Gain +2 to Deceive or Rapport rolls againts targets that like how you look.
Get access to a Skill that you don’t have.
Spend a Fate Point and gain a Skill at +2 for the Scene if you do not have it or is is only Average.
You have some useful ability or background not covered else, like being ambidextrous, a knighthood, or having secret information access clearance.
Use an Aspect.
Grabbing and restraining an opponent means you can cause them to suffocate.
On a successul Physique Attack you get to automatically cause a Minor Consequence of Suffocating. If the target fails to Overcome by the end of the scene you take them out.
Good at hitting people hand to hand combat.
Gain +2 to Athletics when attacking a direct opponent in hand to hand combat.
You know people who can help you out when asked.
This is the Contacts skill, directly.
You can make someone hesitant to act in opposition..
Use either Deceive or Provoke (pick one when buying) to Create an Advantage of a Hesitant Aspect on a target in combat.
Sacrificing Attack for Defense.
Gain a +2 on Defense Rolls while reducing Attack Rolls by 2.
Your innate toughness means you aren’t going to bleed out, etc., when seriously wounded.
An opponent who Takes You Out must spend a a Fate Point and have the unhindered to opportunity to dramatically finish you off to kill you. You may spend a Fate Point to make them think they have done so.
You have perfect recall of everything you have ever come across.
Gain +2 to Lore rolls on memory checks and to defend against Memory attacks. Allow Lore rolls at rank 0 to know difficult or obscure information outside your area of expertise.
Have stuff you rely on like Gear, Vehicles or Headquarters.
Use Aspects and Stunts for utility belts, super transports or secret Antarctic fortresses if important enough.
You are good at avoiding getting blown up, stuck in fires, etc.
Gain +2 to Athletics rolls to Defend against area effect weapons.
Expend your energy reserves to perform at levels above what you are normally capable of.
Gain +2 to Skill checks for your turn but immediately take a Fatigued Mild Consequence. If you already have a Mild Consequence, roll it up to the next one.
You can captivate others.
Using Deceive, Rapport or Provoke (choose one when buying) you can Create An Advantage defended by Will of Entranced on the target or targets until Overcome.
In hand to hand combat hurt and grapple at the same time.
A successful unarmed combat Athletics action will do damage and also Create An Advantage of a Grappled Aspect on the target, until this Physique effect is Overcome.
You are good at fighting in an out of the ordinary location like space, the water, desert, jungle etc.
Gain +2 to Attack and Defend when in combat in your named when bought Favored Environment.
You are particularly good at fighting one specific class of adversary. Robot fighter, alien bounty hunter, massacrer of mafia, turning undead, etc.
Gain +2 on Deceive, Provoke and Notice rolls related to your Favored Foe.
You are completely immune to being scared.
You automatically succeed at a minimum on Defense against fear attacks and effects.
You are a speedy rather than brutish wrestler.
Make Grappling type attacks with Athletics instead of Physique.
You do not tire or succumb to the environment easily.
Gain +2 to Physique or Will checks against tiring, hunger, cold, thirst, heat, holding your breath, etc.
Hide In Plain Sight
Conceal yourself with a minimum of cover.
Allows instantaneous Stealth rolls to hide in any circumstance that can be minimally explained.
Take time to get a better shot.
When you spend a turn aiming automatically Create An Advantage of ‘Improved Aim’ Aspect with two free invokes.
Be more likely to attack impressively with a chosen method.
Gain Success with Style on 2 Shifts or more with a specific attack type chosen when bought.
You are much harder to attack than most other people.
Utilise Full Defense at +6 rather than +2.
You are very skilled at separating people from their weapons.
The character should be allowed to disarm opponents with normal Attack rolls with no additional difficulty penalties at all.
You can wrestle one-handed, leaving one free for other actions.
The character may perform other one-handed actions while indulging in Grappling type actions.
You are very good at going first.
Gain +2 to Notice for comparison on rolls in situations that allow action. Or always get to go first if desired in something like Marvel Heroic initiative style.
You are very hard to disengage from when wrestling.
An escapee has a -2 penalty when trying to Overcome your Grappling holds.
You can target things possessed by opponents very nicely.
The character should be allowed to attack objects in the possession of opponents with normal Attack rolls with no additional difficulty penalties at all.
You can make people fall over rather well.
You may choose to knock people over creating a Knocked Down Aspect with an Attack with no added difficulty from normal. Choose Athletics or Physique to do so with the appropriate narration.
Never suffer from the lack of gear.
Improvise from the environment to make tool using Skill rolls with minimally sufficient narrative explanation. If nothing at all is available, do so at a reduced penalty.
You are good at hitting people with whatever comes to hand. Even cars.
Gain +1 Damage shifts when taking advantage of combat with something you can narrate from the environment that you don’t usually use.
People take heart from your leadership.
Spend a Fate Point and give all your allies able to perceive your leadership in person +1 to Skill Rolls for one turn.
Never knocked down for long.
If a character suffers some sort of situation or Aspect that removes them from a standing position they can instantly rectify it as a free action.
Protect others as a human shield.
Once per turn you may choose to Defend for an ally. The Attack is resolved against you, not them.
You can create new technology, etc.
Use Crafts to create things that have never existed before that are good for a scene, if prepared.
You are good at doing rather a lot.
This allows a character to use any Skill in the game as those they have expert knowledge or training when the GM is considering opposing difficulty. Even the 0 level Skills they don’t have.
You know more than your native tongue.
Gain completely fluency in two different chosen languages. If bought multiple times, exponential stacking, 4, 8, 16, 32, 64…
Your knowledge lets you help out allies in trouble.
Spend a Fate Point to remove a Mild Consequence from or Overcome a negative Aspect placed on an ally.
You have more than the natural amount of good fortune.
Once per scene you may reroll as though spending a Fate Point.
You have a supply of followers.
You have a +2 Mook available to you each game session.
Be flexible in transporting yourself.
You may split your movement in a turn with no game mechanic penalties up to your normal allowance.
Here you reduce your chance to hit to increase damage done.
Reduce your Attack Roll -2 to while increasing Shifts of Damage done by 2.
You are very good at hitting people that are partially hidden.
Ignore penalties from Aspects or other circumstances to Attack Rolls with targets that are partial concealed as long as the cover is not total or they provide opportunity.
You can fight from any stance or lack of.
Ignore Attack or Defense penalties or Knocked Down type aspect invokes when on the ground.
Always have your weapons to hand.
No rolls needed or increased difficulties for you to be capable of using your weapons, even if explicitly put away on your person.
You are good at fighting from far away.
Gain +1 to Attack Rolls from a distance.
You can trick an opponent into shooting someone else.
On a successful Deceive action an attacker makes their attack against the opponent you narrated such trickery involving instead as long as they are nearby and in range.
You can do ritual magic.
Use Lore to perform magical rituals.
You get another try at avoiding something like animal bites, falling, electricity, etc.
Choose any specific hazard or bad thing. If you fail a Roll involving this you may immediately Roll again and take the better for you of the two results.
Automatically go first.
Spend a Fate Point and act first, regardless.
Transfer an Attack result to an ally. Fast guy feints for Strong girl to bring the hammer down, etc.
You Attack as normal and if successful an ally or allies may deliver the damage or effect.
You have a partner that isn’t as good as you.
You get a loyal Named NPC on your side, run by the GM. You can spend Fate Points for them.
Be very cool under pressure in one field.
For the chosen Skill when this is bought you may choose to not Roll the dice and declare you Rolled a 0 instead, in any situation.
Be scary rather than sneaky.
You may use Provoke instead of Deceive in combat at all times when appropriate.
Clean up the Mooks.
If you Attack and successfully take out a Mook, you may attack again if there are any Mooks within range and near the first victim. Continue doing so until you fail to Take Out any or you run out of Mooks.
You are rather good at mockery.
You may use Deceive rather than Provoke to make your opponents feel bad or worried.
Help out your friends well.
Gain an extra +2 when assisting your allies in an Action.
You are good at hurting people with missiles.
Gain +1 Shifts of damage on an attack with a thrown weapon. You may also turn any ordinary harmless item into a thrown weapon that works like a standard Fate Core attack.
You are good at following even poor trails.
Gain +2 to Notice to follow a trail as long as it is visually possible.
Appear as if dead with extremely slowed body processes.
After a turn of meditation at least you gain the ability to survive suffocation, etc. for Will extra Time Shifts and suspend the action of poison and disease for the same amoutn of time.
Go for the critical.
Spend a Fate Point to state one Skill Roll gains a Success With Style, no Roll needed.
You are extremely observant of possible danger.
You suffer no penalties or allow opponents any bonuses from surprising you or surprise type Aspects.
A defensive grab
If choosing Full Defense and you are attacked hand to hand by an opponent you may make an Attack action to disarm them.
A defensive smash.
If choosing Full Defense and you are attacked hand to hand by an opponent you may make an Attack action against their weapon.
There’s a good chance you know something about them.
You may make an Investigate or Rapport roll (chosen when bought) the first time you come across a person or persons/organisation to see if you already know something about them.