Emp, while I acknowledge you are the voice of reason in this thread, what are you talkin' 'bout.
Basically, since there are Actions that have effects completely independent of stats, it is currently possible to just spam as many Minions as possible with one Action who will utterly devastate foes if they aren't taken out before they can act.
Tower Stance redirects 50% of damage to one person to the user. Now imagine what happens if the user is an expendable Minion with as low as 1 HP and there's an entire swarm of them. Effectively halves damage for one hit for each Minion.
Taunt would just force all enemies that fall for it to attack a decoy Minion. Again, imagine a whole swarm of those.
Calm Vigil redirects 25% of all damage to the party to the user. 25% of all damage redirected to one of many expendable pawns.
And of course, imagine a swarm of Minions with
Deep Pass.
It's not
as much of a problem if it's being clarified that Summons cannot act on the turn in which they appear, but I'm not sure if the GMs are still comfortable with those implications.
Plus it's possible to make a very efficient Tank that summons a single Tank Minion that uses
Calm Vigil each turn, and then just chains them together for a 25% party-wide damage reduction from the first turn onwards.
Also, Summons CAN'T act on the same turn as summoned already. I'll add that as the OP isn't finished yet (I need to add the Table of Contents, some rule fixes, a Recap).
Okay so that's The Fist of God Build nerfed. Now all you need to do is figure out whether or not you want to thwart the creation of the Deep Pass Amplification Array! :3
Oh and consider rejecting the
Untapped Potential Passive of the Electromagnetic Constructs. Just stamp it out. Firstly, it may be viewed attempt to circumvent the lower stat total and caps of Minions. Secondly, it permits a less-efficient Ramp Cannon Alanis. She could just be respecc'd to be as durable as possible and then start summoning some better optimized Electromagnetic Constructs that act as Glass Cannons.
Come to think of it, under the current ruleset, Tank-Cannon Alanis is still viable. Weaker sure, but still viable
-snip-
Not sure if
Blood of the Elders has any precedent since similar Perks add the points directly to the stat, meaning they are affected by caps, but they also give more points per Level. So it seems reasonably balanced. But check with Elf and Sanure to be sure. Consider rewording it as "gives a +Level bonus to SYN" to avoid mixups between it and the similar-but-not-quite Perks.
Strong Flier seems fine as a utility so long as you don't start giving him dodge Perks or Passive Actions that are considered to be flying maneuvers.
Harry and Harass seems okay. Yes, I'm well ware you could make all of his attacks take place in-flight, but seeing as there are PCs with 1.4x multipliers for using a specific weapon class which they never switch out and autolevels, it won't really be an abuse. Not a new abuse at any rate.
Child of Lightning I have no idea how often electrical damage even pops up. Might be fine. Well, so long as you don't try to use interpretations of it to further extend it. Plus he can't use equipment anyway (I say he should still be able to use baubles, like a nice top hat and monocle
seriously having no way to boost STR when he uses STR for contested rolls is a bit of an issue).
The SYN bonus to
Savage is fine. Double check whether or not doubling the hits is allowed though.
Wind Buffet might actually be underpowered since
Dodge Charm: Amigara Evasion covers all dodgeable attacks with opposed DEX rolls, while
Wind Buffet pits STR against what is likely that foe's strongest stat and doesn't work against all dodgeable attacks.
Dragon Breath is rather anemic. I mean you could probably get an attack with damage in terms of Basic Attack but using SYN as well as STR without any cooldown. You could probably get away with making it chain twice at 50% damage rather than one chain at 50% and another at 25%. You could probably be allowed to choose which enemies it chains to. That would be more powerful, only Level 4, and have no cooldown.
Devour might be better off having a chance of autocasting
Terrifying Presence rather than allowing it as a free Action. The effect against small foes is too great, a free Basic Attack each turn they fail to escape is pretty damn powerful. Consider making the healing against larger foes scale with damage inflicted.
Terrifying Presence is probably the first Fear effect Action thus far. So you're best off asking the GMs about it.
Reach doesn't do much. I mean it'd really only be useful for grid-based combat, and this game was never designed for grid-based combat.
Airborne Assault is sort of pointless considering you could just have him airborne for the entirety of the battle with certain effects or taking too much damage being able to shoot him down for a bit. That'd be like if Anna could only use Hunter Weapons in a specific action.
Transform seems like a decent utility. You might be able to make it escape from Bind (by shrinking and escaping or growing and bursting free) when used as well for little to no penalty.
-snip-
You realize that Volx doesn't actually have any Actions related to being a sword right? I mean, just checking that you're aware of that
Incorporeal seems pretty damn overpowered right now. Completely negating Physical damage is too powerful in my opinion. Having some Physical damage reduction is fine, but flat-out negation, might be too much.
Attunement: A perma-active
Tower Stance might be a bit too much. Maybe have it that each takes more than 50% damage, so that the total damage is higher but each character takes less damage? But if Elf and Sanure say it's fine, then it's fine.
Vastness of Knowledge: Going to need to ask someone else about that. I have no idea how often knowledge checks pop up, if at all.
Bound Weapon will likely be wasted because the PCs stick to semi-practical weapons rather than favoring telemarketing calls and cheesegraters for attacking
More seriously, it seems fine. More of a utility skill than anything else. Still great if a plot ever needs a seemingly unarmed PC so shank someone in a back alley with an enormous blade.
The closest approved actions to
Eye of the Predator that come to mind would be
Deep Pass (doubles damage, 1 Turn Cooldown, only works if the attack is Ranged and/or Magical),
Aura Charge (doubles the damage of the user's next attack),
Focus (an attack that hits last in the turn but with increased critical chance) and
Aim to Kill (increases critical chance amongst various other effects against a single target). Issue is, all of them are completely independent of stats. So you'll going to need to have a feel people look over the formulas or just change the percentage to be stat-independent.
Advice of the Strategist looks okay at a glance but you'll definitely want a second opinion on it to be sure.
Energy from the Void might be overpowered. Since
Tricordrazine, a healing action used by a dedicated Healer only healed for
1d6+INT at Level 1.
Intellect Crush is definitely overpowered. A ruling regarding,
Advise, a Level 5 dedicated Debuffing Action, by Elf noted that it cannot subtract the entirety of the user's relevant stat as that would be overpowered. Granted,
Intellect Crush sacrifices the weapon damage and can be autodispelled after one turn, but it also deals damage, lasts indefinitely, Stuns, and is only Level 2.
Swiftness of the Wind looks okay to me.
You're going to want to have the GMs and/or Shade and/or Slacker to check those formulas to be sure.