The character looks very interesting, Sgt. I'll go with the "okay" census.
Right, which is why he uses Mediumship to speak with whatever was made into a crater and figure out what to do. Again, by granting your character immediate and relevant knowledge as soon as you want, you carve out the most fun parts of an investigation. Want to catch a murderer? Ask the ghost! Ghost doesn't know? Learn everything from the murder weapon! Caught the murderer in the act but he's got a gun on you? Telekinetically disarm him! There is no problem you can't solve, sport! The sky's the limit!What exactly would make a murder significant? I'm talking about something historically significant.
Also lets not forget being able to sense thoughts from people around you at all times, so hey you just take a walk around town and listen in to people's heads and whadayakno, that guy's the murderer because he thought about it in detail that could be known to no one but the killer himself, now all that's left is to prove how with access to all the knowledge of what happened provided by the ghost, the crime scene and potentially the murder weapon as well. And no I can't really come up with ways to replace this umbrella of metagaming abilities with chess. I can, however, suggest replacing the swords with some kind of decorated mace scepter, because clearly you're the king in chess terms.Again, it has to be of historical significance, and I might put a limit that it can't be from a recent event. I might consider using a crucible upgrade to something like a scepter, but I dunno yet. I do admit you all have very valid points, so I think the issue here is I automatically assumed you all understood the limits I had in mind about the character (major personality flaw of mine, and one not likely to change due to circumstances outside my control).
He only gets a view of the past, and where something significant has happened. He doesn't get any details that aren't relevant to said event. So, in your example, he'd just know that the crater was made by Omrok and that he was looking for the Crucible, since that's all that's relevant. I wasn't planning on abusing the power like your example stated.The main reason for including the Psychic abilities is more for exploration/puzzle-solving, and the swords are so he's not completely reliant on the Chess Pieces. I might get rid of the swords (not sure of that yet), but I want the psychic powers to stay, again mostly for exploration and puzzle solving.What kind of exploration and puzzle-solving do you think would require absolute the ability to completely understand every aspect of the past, present, and future, and still maintain the kind of visceral problem-solving that makes an intellectual character useful? There's no procedural or thought process to be found here, it's just your character seeing a smoldering crater, picking up a shred of ash, and instantly knowing that the crater was made by Omrok The Flesh-Despoiler on his quest to find the Crucible, situated some five miles to the northwest in the village of Berlinia? There's no satisfaction in immediately solving any problem whatsoever!
The powerlevel was kind of totally not the issue people took with the guy. It was more getting rid of the chess pieces, which were a fun gimmick that set the character apart and had good progression to them, and replacing that with just ripping off the Monado. Getting rid of something nice and fun that no one else was doing in favor of being yet another magic swordsman, not even an original one to boot. Also, that the given elemental weaknesses made no sense what with being immune to ice magics, but cold harmed him and whatnot. Honestly, and this is just my opinion, I'd get rid of the cyber swords and super duper psychic powers and just work with a cool chess set gimmick. It's something fun, that no one's doing, lets you fill in the petmaster role which is a fun one and meshes better with the super IQ, actual chessmaster stuff. Like, the cyber swords and psyker powers seem tossed in because you think they're cool and they kind of are, but they don't particularly mesh all that well, neither with eachother nor the chess powers beyond correlating high intelect to psychic abilities.The main reason for including the Psychic abilities is more for exploration/puzzle-solving, and the swords are so he's not completely reliant on the Chess Pieces. I might get rid of the swords (not sure of that yet), but I want the psychic powers to stay, again mostly for exploration and puzzle solving.