-snip-
NO! NO! NO!You know what? Elf, gimme that knife. I think it's time I ought to join in the stabbing.
Firstly, take that sheet, print it out, remove the post, burn that sheet. That'll fix it. Seriously, it would be quicker to reject every single one of those sheets than to even bother typing up a proper review.
Remove
Untapped Potential. Seriously,
remove it!Really Thin Thing and
Auto-Parry are absurdly powerful. They're basically just Perks that have been relabeled as Action. Hell, they're even more powerful than one of Alanis' own Perks (
Quick Reflexes) that only gives her a
chance to use Basic Defense!
Remove it!Attach should specify that further orders overwrite it. Lest Constructs start acting twice per turn.
Force Construct's
Attach might be game-breaking. I mean, holy hell it's a personal Tank that can be activated on the turn of summoning, completely overruling the usual 1 Turn delay. That is LITERALLY worse that Tank-Cannon Alanis, since at least that build can't summon more than one damn helper and activate the defenses from the first turn!
The other
Attach two aren't blatantly game-breaking as many of the other Actions but still concerning enough to be require heavy GM audiing.
MASSIVE KINETIC OVERKILL PUNCH must be
removed. Oh sure 96 raw damage taking 1.5 turns might not be too high for a Glass Cannon, but guess what? It's from an Action completely independent of stats. I don't think having an Action that someone with zero in all offensive stats that allow them to deal that much damage is going to ever be allowed. Even if it needs a Perk to use.
Hey Elf? You may want to drastically reduce the stat caps and/or stat total of Minions. Or at the very least give their summoning Actions cooldowns or other severe drawbacks. Because the single-summon ones can be awfully powerful and have the added bonus of being able to have multiple instances at the same time and be completely expendable unlike Companions.