I miss the days when I could post a character sheet in the thread and get feedback from you guys.
I blame the endless pages of Magical Girls that got posted in the bad old days. It burned people out.
...I think I'll share this one.
My first thought is that she has a
lot of spells. Outside the Drives most character seem to only have two or three spells while Continental Drift has six.
Her Geomancy ability seems a bit much. Not only does it mean she can level
cities by messing with the ground underneath it also screws everyone who can't fly. I'd dramatically cut down the range or include some explicit limitations.
Finally there is
Pangea. The first thing I noticed about this ability is does way too much. ICORE has four functions (1hp survival, Immunity to Dots & Mental effects, 99% Immunity, 99% Reduction), Supremacy Zone has five (Air immunity, Dog-fighting boost, Auto-Intercept, Intercept Bonus, and Aerial Bombardment)
, and Veteran of Hope has four (Presence immunity, enemy regen debuff, human command buff, and magical girl buff) while Pangea has
six (7% immunity, 70% reduction, affinity ability negation, auto-Juggernaut, Unstoppable upgrade, and multiple spells per turn).
To make matters worse there isn't really a solid
theme in Pangea. ICORE is all about being immune to almost everything, Supremacy Zone is about ruling the skies, and Veteran of Hope is about being a badass commander.
I'm also kinda iffy on her having the ability to fire off multiple sells in general. Or rather that it seems like she can cast as many spells per turn as she has actions. That is something limited to Goddess Gold, and we got by basically being her apprentice, and Veteran of Hope which is a very Epic ability. If it was just an X-spells per turn thing I wouldn't mind so much but as it currently stands it feels like it's making Rei's and Nepgear's ability less special.