re: SFX, many of them are built very much the same way as they are in FATE, with the structure of:
- In this limited situation, gain this bonus (often stepping up our doubling a trait)
- Gain this bonus by shutting down or reducing this other ability/trait of yours
- Put yourself in peril to gain a PP
- Spend a PP to get this bonus
Sticking to these ones can work perfectly fine to learn the ropes. The only difference vis-a-vis Stunts here is that each SFX is tied to a Distinction or a Signature Asset, which I find helps enrich the flavour and further push the narrative.
Some examples from our games:
For an EMP arrow: When attacking or affecting electronic devices, spend 1PP to step up or double the effect die.
For a negotiator: When I inject myself into a situation I didn't create and try to defuse it, double Care.
For enduring hardship: When I have a Complication or Stress at a d10 or above, add or double the "Steely Survivor" Distinction to avoid being taken out.
For a mimic: When I am in direct opposition with someone, spend 1PP to gain the "Copycat" asset at a d8.
Also mimic: When I do the exact same thing as a friend before me, step up or double the Approach used.
For a digger: When I move earth, I can step up or double my Approach.
And here are a few that step outside of the confines from the formulas above, that get more narratively involved/creative:
For an explorer: As long as I walked somewhere, I can always retrace my steps.
For a percussive enthusiast: When I "don't have time for this", spend 1PP to jerry rig something to work... for now.
For a cloud headed person: When someone asks me a question (and, as usual, I'm not paying attention), spend 1PP to have the GM answer the question with unrelated but [probably] true and useful information.