For Call of the Deep, the 2 success/4 dice comes from the fact that I wasn't really sure what it would merit. I feel like I'll probably go with 4 dice though.
The extra cost comes from the fact that the AoE is both non-optional(meaning every use costs the extra amount for AoE), and doesn't differentiate between Friend and Foe(which I felt would merit less cost than normal AoE), I'd like to know how it should be handled if not that(I'm not against making it almost objectively better by making it regular optional AoE, I just kinda want to keep the double edged sword aspect because that's sorta this characters 'gimmick')
I misread, sorry. You're right, it should be 6 SP, not 4. I am fine with keeping it double-edged and non-optional in that way, it fits what you're aiming for.
And yeah, Range 1 is fine on Submerge, I just didn't know how to word it with the system given.
No worries. I know how funky of a system I've made.
As for Regrow, it's meant more as the double-edged heal, but one that can be used to hit an enemy extra hard in a pinch. What changes would you recommend for that?
I'd drop the debuff to -1 to all rolls for a turn, and the target is marked for the rest of the battle to trigger Gnaw's conditional or similar abilities. Then you can either do 3 healing per DS for 3 SP cost, or 2 healing per DS for 0 SP cost. If it proves to be too overpowered it might need tweaking but that should be fine. We'll see how it works in battle.
Anything else I need to look over or talk about? I haven't been feeling the best so I might have missed something.
Means lots of backup characters should you die, then!
I would honestly be shocked if anyone died in this game. The mechanics are very forgiving.