Well, here are a few of mine that I've put together over time:
Banishing: Banishing is no longer it's own skill. It is now simply an option tied to the Binding skill. When banishing, you suffer drain equal to half the spirit's force. If your banishing attempt fails, the spirits force is treated as one higher for each net hit it gained for the purposes of drain. If the spirit's force is greater than your Magic attribute, drain from banishing is Physical rather than stun.
A banished spirit may immediately be resummoned by the banishing magician. If the banishing magician already has an unbound spirit, the banished spirit will still grant the banishing magician a single service if successfully resummoned. If the banishing magician received a critical success on the banishing test (4+ net hits), he gains a +2 dice pool bonus to resummon a banished spirit.
Electricity: High amounts of electrical damage can cause physical damage to metahumans and even machinery or vehicles. If the Electrical Damage is greater than the targets Body x 2 (for metahumans) or Body (for vehicles), then it's damage is staged to physical. Damage in these cases must follow all normal rules for damaging attacks, and is staged back to stun if it does not exceed the targets modified armor rating (including non-conductivity bonuses). Bonus damage from autofire and similar multi-attack situations does not apply for the purposes of staging damage to physical. Characters may choose whether or not to apply net hits for DV bonuses when making electrical attacks (in order to reduce lethality).
Elemental Spells: Elemental Combat Spells may take advantage of the Call Shot and Take Aim actions from the combat section. In addition, a mage can make an Attack to Knockdown with an elemental spell. In this case, the spell deals no damage and will knock the target down it's Force+net hits exceed the targets Body. Target's still suffer secondary elemental effects from the spell.
Critical Strike: This power may be applied to any melee attack. If the character rating in the power exceeds the DV bonus of his weapon, the weapon is broken during the attack.
Shock Lock Ammo: Sock Lock Rounds are treated as explosives for the purpose of damaging locks and door hinges (see destroying barriers, pg. 166). This replaces their normal bonus. Against all other targets, including other barrier types, they are still treated as firearms with explosive ammunition.
Soft Weave: May only be applied to Personal Armor Suits, Military Armors, and the specific armor Full Body Armor. All other armors are considered to already make use of Soft Weave technology. Softweave reduces both armor ratings of the armor by the wearer Strength score.
example: James is wearing Full Body FFBA under a suit of SWAT Armor and a SWAT Helmet. The SWAT Armor has been Softweaved. James has an encumbrance rating of 3/1 for the Form Fit Body Armor, and because his Strength is a 4, the SWAT Armor and SWAT Helmet gives another 10/8 (normally 14/10)Encumbrance. This puts James at a total encumbrance of 13/9. Since James has a Body of 7, he is still under his encumbrance limit.
SWAT Armor: SWAT Armor can be equipped with a Chemical Seal.
Environmental Conditions: Extremely hot and or humid conditions cause fatigue much quicker than usual environments. In such environments (such as jungle and or desert), character must make a fatigue check every 15 minutes if they exceed their Body in armor rating, wear bulky clothing (such as jackets and coats), or tight non-breathing clothing (such as form-fit or second skin).
Shotguns: Shotguns can make use of Gas Vent technology.
Exotic Weapons: Exotic Weapons fired remotely still use their appropriate Exotic Weapon skill rather than Gunnery.
Call Shot: Call Shot to negate armor may be taken at any penalty the character desires rather than only negating the target's full armor. If the target's full armor is not negated, he is still considered to be wearing armor for the purposes of flechette ammunition and other positive AP modifiers.