Initial thoughts:
Perks:
Granting additional AP is iffy. Then again, it's not a huge amount at all, so this looks fine.
I think a stat-based penalty of some variety might work a bit better than just a flat out "you can't resist these." You could add a clause saying that you can bypass immunities at a penalty or something like that instead of just saying "this is unresistable."
First action looks really, really underpowered. We have actions that double damage for a turn; this is a total of 45% damage increase over the duration, which isn't that great.
CDR is also situational since there are a lot of characters with no cooldowns on their actions. I'd rework it almost entirely or at least say "if target has no cooldowns, do X buff instead"
Limit Break has the same issue.
The bauble looks rather weak as well, but could come in handy at some point.
Firstly, thank you for taking the time to look through it and give feedback ^__^
The Perk isn't meant to help Status Effects at all, rather just protect the buffs they apply. I might change it to making Dispellation/Steal reduce its lifespan rather than flat-out removing the Buff.
I'll try and give A1 a better bonus. Main reason for setting it so low was because I was going to pump it all the way to Level 6 and was worried that having it do a 2.5x damage multiplier or something would anger the GMs (even though Deep Pass seems to give a (n+1)x multiplier).
I'll rethink the Cooldown-based Actions since it only benefits few people (but massively so).
Not too worried about the Bauble being weak. It can always be switched out for better loot, it's just there for the world-building implications. I was worried that disallowing escape for a for might derail a plot or something.