Sci-Fi
Amorphous Shape (gift affinity)

The Amorphous Shape Gift is for alien creatures (or even PCs) that can alter their shape into almost anything of the same mass and consistancy. This power takes a few minutes and allows the creature to grow tentacles, arms, heads, etc as needed. There will always be 1 brain, 1 heart and a set number of eyes, although it may be located anywhere on (or in) the body. The change requires a Quick Take on Matter vs. Hard. Additionally, once per session the character can “shrug off” 1 injury level when a transformation results in a Complete Success. Some suggested limitations: Although the new form may take on certain appearances, no new functioning teeth, eyes, spiked boneridges, etc may be created beyond the “normal” total for the creature. Also, non-flying creatures may create wing-like limbs but they will not be able to fly, nor would an air-breathing creature be able to develop functioning gills, etc.
EMP (gift affinity)

The EMP Gift allows the character or item with this power to emit a brief electro-magnetic pulse. Any electronic machinery that is unshielded will glitch, lock-up, or shutdown (depending on the success range). This Gift requires a Quick Take on Chaos vs. Easy.

Hard Rate Modifiers:
Every 10 ft of distance past the 1st 10: 1 step harder
Light/Medium/Heavy shielding: 1/2/3 steps harder
Hellgun (prop)

The “hellgun”s a heavy 2 handed affair that takes a charge from either a small battery pack attached to the gun (a clip) or a larger backpack style pack (used to power a variety of items). It drains a lot of juice so depending on your game it can either fire a set number of times or just run out the first time the wielder suffers a Basic Failure (or Complete Failure with the “energy backpack”). The gun fires in a cone-shaped area starting at the muzzle and expanding out to a 10 foot diameter at about 20 feet away (after which it just sizzles out). In this mode it gains the best possible weapon advantage in close quarters and dishes out an additional injury level. Even at “Partial Failure” the other side still gets 1 injury level (unless circumstances would prevent this). The gun can be “re-focused” to shoot a narrow beam up to 50 feet, but it then loses its special injury ability. The gun can also simply add a Matter Descriptor like “hurts like hell” instead of having any special rules. It could also have other abilities, like being used to cut through steel or even have a switch that emits an EMP (like the Gift above).
Scrag Shield (prop)

This is a force shield that extends around the body and helps absorb hard blows (kinetic energy). It would be powered by an energy backpack similar to the one mentioned in the hellgun. The character can burn a Descriptor to absorb 1 level of injury once per scene. Optionally, when an injury is absorbed due to a Partial Failure, the scrag shield can convert the energy from the blow into energy for the backpack, helping to recharge the unit.

Pirates
Killer’s Eye (gift affinity)

You were always a sly, vicious murderer. Any efforts to kill someone by total surprise are rolled at +1 die. Once per session you gain 1 additional die in any fight scene.
Lungs of Steel (gift affinity)

Whether you spent your youth as a pearl diver or just have an amazing capacity to go without air, you’re able to hold your breath far longer than an ordinary person. In any scene where this is helpful you gain an additional die, and once per session you gain another die for any scene where swimming is involved.
Sea Legs (gift affinity)

You were born for the sea. You have a great feel for the waves and how it moves a ship. Any scenes where movement aboard a ship is important you get an additional die (unless the water is absolutely calm). Once per session you also get an additional die for any scene aboard a ship.
Unkillable (gift affinity)

You manage to escape death more than anyone should. By spending a Story Point, any roll that results in the death of your character can be rerolled. The new outcome only affects YOUR character, who somehow manages to escape death (often just for the moment). The results of the original roll still apply to everyone else. There is no limit to how many times this can be done per session, but each scene can only be rerolled one time.

Zombies

For whatever reason, either a ritual cast on your corpse, toxic exposure, or “contamination” from a zombie bite, you are now an undead walking carcass. You lose all your Mind Descriptors and gain that many new Quirks. Any Matter Descriptors that involve speed or reflexes are also turned into new Quirks. All Traits are reduced by 2 levels (Strong becomes Weak). You don’t heal like ordinary people: instead, once you reach “dead” again, you will eventually (a few hours) get up at half your former total Health Levels (rounded up). Every time this happens you gain a new Quirk. Since this will always leave you with at least 1 Health Level, the only way to actually die is if your body is destroyed—fire, eaten by dogs, diced into a 1000 parts, crushed by massive boulder, etc.


Roleplaying a zombie may not be that easy, but you are able to remember a few things and have an innate sense of how you felt about people, pets and places. You do, however, have an overpowering need to eat raw flesh or brains (roll vs. Spirit on Hard). For every day you go without a good portion of raw flesh, the Hard Rate goes up. Even with a full stomach, you have to roll on Spirit vs. Easy anytime you get close to someone or smell blood.

A few Zombie Quirks: horrific smell, glazed eyes, slow, axe sticking out of head, holes in body, no left arm, clumsy, not very bright, hate bright lights, hate fire, not a good party guest, not good with children, irritable


There may be a storyline that could cure “zombieism” if it suits the game, returning the character to their former selves (although a quirk or 2 might remain...). Other creatures, like werewolves or vampires could have special Gift Affinities to reflect their powers.