Mutants and Masterminds/DC Adventures Advantages to Fate stunts

This game has a middle ground between Powers and Skills as well, Combat Advantages, Fortune Advantages, General Advantages and Skill Advantages.  Could be full stunts, minor stunts, packages, flavour, etc., depending on how they turn out.  Or just manoeuvre flavour.

I have been meaning to consider them for a while, so

Accurate Attack

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.
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