Does the Psycher seem underpowered compared to the rest?

By SaveVs, in Relic

Looking through the characters, it looks like the Psycher is the weakest one. Pulling power cards is nice, but his limit isn't better than most (he doesn't even reach his max power limit before any other pc's, like I thought they would). His asset limit is the worst. It even looks like he's the only pc with a drawback.

I won't get to play the game until tomorrow, but is there something I'm not seeing?

Face value, maybe. But look at the gear, missions, spaces on the board and encounter cards to see where his semi-weakness may be offset. If the gear he can use best winds up being a bit tougher than say a bolter then there's your power bump.

I just got done with my first match of Relic about an hour ago. In it, the psyker was able to cycle through his power cards so easily that he had the perfect match when going up against the final boss, Kairos in this case. He won the final fight with absolute ease even having to go five rounds against him. The psyker's asset pool is limited to provide a hamper because he gets power cards more easily than anyone else and can use what he wants, when he wants to.

TL;DR: Psyker melts faces.

I just did a third solo test run to feel out the mechanics, and I have to say the Psyker actually feels the most powerful to me, at least of the characters I've tried. Constantly cycling through power cards is fairly obscene. The only complain I felt I could really make is the fact that he's limited on so few assets. That made it slightly difficult, but I flew through the inner tier.

Played our second game with one of us as the Psycher. Easily held his own. :-)

I too thought the Psyker looked like one of the less powerful, but having a new power card each turn is something of a blessing. Also, when fully levelled, he maxes out his Willpower AND cunning.

Only two games so far, but already my impressions are the Power Cards >>>>>>>>>>>>>>>>>>>Assets/ Wargear. Psyker might have a lower Asset limit, but he also only really needs one, the Relic, two at most if you want something to be able to lose so not to lose your Relic. Meanwhile, constantly cycling through the Spell, err, Power Cards, he is able to come up with those 6s more often than most, guaranteed explode nothing to sniff at. Wargear, especially those with Charges, have 2-3 uses, then you have to start all over. Even non-charge assets, only ones I've seen do much good as the gray battle bonus ones, rest you can easily do without.

No way man, 1 guarenteed free power card a turn is amazing. Power cards remove a lot of the chance from your die rolls for combat which means you can lower risk and really plan out your strategy alot better without having to rely on luck of the dice especially when worrying about those lower stats.