Hey, folks,
My friends and I will be having the second session of our DF game in about 16 hours or so, hopefully the first actual story session since the last time out was building characters and nailing some things down about where we want things to go. Since we live in the Baltimore area, we're using the setting from Your Story, but with original PCs, at least until we get really comfortable in the game and then we'll probably change locales.
Anyway, there's four players in the group (plus myself), and we're playing at the Chest Deep level. One of the characters is a supernaturally-talented thief/grifter type, more or less Focused Practitioner level. The player (Gil) is having a bit of trouble nailing down the exact powers, and I'm not completely sure myself what the best route would be. His general notion for the PC's powers is a form of shadow manipulation -- a bonus to stealth, shadow tendrils providing a limited kind of telekinesis (useful for pickpocketing, lockpicking, limited combat), very short-range "teleportation" between shadows (like essentially opening a portal to the Nevernever, but not actually going through to the other side, just sort of skirting along the boundary) which is easily thrown off if he's in a hurry or his concentration is broken. Any suggestions for how to handle this? Homemade powers? The basic TK and Teleport powers from the book don't quite seem to fit. Should I be looking at spells and evocation to represent this rather than supernatural powers?
I saw a Shadowmancer template on the resources wiki, but that's far more powerful than we want the character to be.
Also, this is my first time GMing any RPG, so I'm kind of nervous about the whole thing. Hopefully I won't suck at it and the group will have fun. Any suggestions for a newbie GM?