I'm curious if GMs consider these following homebrew abilities as overpowered in a game. Other homebrew powers have been selected by some players, but I am curious as to your collective opinion of these:
Special Techniques [-varies] Description: Supernatural martial arts moves, more or less. A staple of any decent fighting manga. Skills Affected: Fists, Weapons, Guns Effect: Special Techniques. When you take this power, choose fists, weapons, or guns. Then pick a number of techniques from the technique list equal to the number of refresh points you spent on this power. Whenever you make an attack with the chosen skill, you may spend a fate point to add the effects of one of your chosen techniques to the attack.
With: Rapid Strike. You can make a number of attacks up to your skill with one action. Each attack suffers a penalty equal to the number of extra attacks made. B
And finally: Ironhide [-1] Description: Dodging attacks is for cowards and weaklings. You are so strong that you can hold your ground while absorbing attacks. Musts: The character must have a supernatural template and likely toughness powers that justify this. Skills Affected: Endurance Effects: You roll endurance instead of athletics to avoid attacks. Additionally, all armor you have is converted from giving you a damage-reduction bonus to giving you a bonus to your endurance to avoid the attacks. A success doesn't mean the attack doesn't hit you, it means it glanced right off you or you're so tough it didn't affect you. This power must be attached to any catches the character has.
These would be taken, obviously(!), by a melee focused character. Thanks in advance for your opinions!