Bard of Mind


Powers: CA and TC

The Bard and the Prince make up the passive-active pair for the Destroyer class. Similar to how the Sylph and the Maid were hypothesized to be exclusively female Classes, Bards and Princes are hypothesized to be entirely male, but this is up for question, if not outrightly denied by Hussie given his affirmative answer to the question of whether or not a female Prince could exist. In any case, the Destroyer classes are fairly easy to understand. While a Prince actively destroys their aspect or destroys with their aspect, a Bard invites the destruction of their aspect or through their aspect. So take, for example, Gamzee, the Bard of Rage. Even without reaching god tier, he was able to manipulate people’s emotions (specifically rage) and get them to kill each other.
So take all that power and change its meaning: what would a Bard of Mind be able to do? More likely than not, they would be playing a hell of a lot of psychological games. Mind is the Aspect of thought and choices, and the most dangerous thing that can happen to a mind, especially the mind of a leader? Doubt. A Bard of Mind would be able to sow doubt in a person’s mind, they would be able to play every mind game possible, and actively make someone doubt every decision they’ve made until, put simply, it’s checkmate. They would make others destroy their own choices, destroy their own thoughts.
Well, I say doubt is the most dangerous thing, but there are a lot of ways for the Bard of Mind to manipulate other people, and doubt is just one of them. There’s fear, there’s distrust in others, there’s (for the egotistical) flattery. Again, it’s a lot of mind games that the Bard of Mind plays, and they play them very very well. They will use every tool at their disposal to block off any or all choices in their enemies’ mind(s). They would make their enemies destroy their own choices and destroy their own thoughts. They will make their enemies their tools, making them work exactly the way they want them to. Think of it as an extended puppet master metaphor. They would be able to get anyone to do exactly what they want to by making the only choice their enemies can see complete and utter submission.
“But how would they do that?” some of you might be asking. “Mind games do a lot, but they can’t do that much.”
Well, this is where the powers of a Bard of Mind come into play. To destroy thought and choice, they would make others do it for them, and to make them do that, it would take more than just human manipulation. Bards of Mind would have something akin to a charmspeak ability. They would be able to make anyone think for themselves what the Bard is saying. If they tell a Dersite that their royalty will betray them, if they tell their whole army that their royalty will betray them, they will believe it. The greatest weapon of a Bard, as one would imagine given their nomenclature, is their voice. And if it is heard, well…depending on who’s using it, it could be disastrous.
Anyway, to invite destruction through Mind is something I liken to the use of a Rube Goldberg Machine. A Bard of Mind would have something in the way of basic Seer powers and would be able to understand the choices that someone would make and the thoughts that would lead up to those choices. They know what pieces need to be in place to finish up this machine of destruction. The larger the destruction they need to create, the larger the machine that needs to be put together, and the more preparation that needs to go into it. There’s a lot of things that can happen with little preparation, but to turn, say, an entire army, or to turn someone or something who is very powerful? That would take a lot. And the Bard would be able to see it all as though it was just happening in front of them.
So, in conclusion? You give a Bard of Mind enough time and a loud enough voice, and they would be able to take down a government and set up the new one right in the palm of their hand, and only by using the power of their voice.


Weapons: CA and TC

As I said earlier, the Bard’s greatest weapon is their voice, and their ability to have people notice them and believe them. Therefore, their weapon should reflect this. Another possibility for their weapon is something that would possibly make their job easier. Something big, intimidating, and/or frightening that looks as if it could kill you quite quickly and/or painfully, perhaps?

  • Axekind: Who’s afraid of the big bad wolf? Well, definitely not the person who disemboweled him.
  • Bonekind: Is that a bone in your codpiece or are you just happy to see me?
  • Clubkind: This is mostly for the higher-level items.  What’s more intimidating than an opponent who swings about a sun on a stick?
  • Chainsawkind: 9/10 Bards who use this strife specibus report never having the same problem twice.
  • Diggerkind: Can you dig it?
  • Explosivekind: I recommend this mostly, if not entirely, for the megaphone. That’s right. Louder voice for the Bards.
  • Flamethrowerkind: Funny. It seems we’ve been recommending this weapon a lot.
  • Hammerkind: Stop- we’re not going to make that joke.
  • Launcherkind: Well, we don’t know where you’ll go from using a spud cannon, but have fun with it.
  • Macekind: Yes, you swing around that big pointy ball on a stick.
  • Ninjakind: Because nothing’s more intimidating than the enemy you can’t see.
  • Polearmkind: There is honestly nothing I can say about this one. But you can at least attempt intimidation using it.
  • Riflekind: Now THIS is more like it.
  • Scythekind: You are not fire. But you might be death using this thing.



Land and Quest: CA and TC

Here, given how we can’t use our lands as examples, so we’re going to talk about what makes a Mind land a Mind land, and how a Mind player’s quest would be special for them.
Of the Mind players we have known in Homestuck (Terezi, the Seer, and Latula, the Knight), we have only seen the former’s land, The Land of Thought and Flow, so all ideas we have about a Mind land comes from inferences we have drawn from Terezi’s. As with TC’s land, we suggest the use, once again, of this word list to aid you in the creation of your land, in both its quest and its aesthetic.
So, dissecting Terezi’s land. We don’t know what her quest was, but we know that both words can relate to Mind in some way or another. Thought is the obvious one, as Mind is the Aspect of thought, but what about Flow? Well, flow is a reference to either the rivers all over her land, or the lights flashing and flowing through the sky (the lights that look suspiciously like the Mind symbol). Either way, we can probably imagine that “Flow,” might have been the aesthetic word for her land, leaving “thought,” to have been both the word related to her Aspect. Although we don’t know which word was her quest word, we can at least dissect that much into her land.
Now, the word relating to the Mind Aspect is easy to make. But the quest, that is the harder bit. As we had said before, Mind is the Aspect of thought and choices, of consequences and possibility. This, as such, could lead to a variety of potential quests for a Mind land and Mind player. They could be asked to learn how to solve a puzzle, one that has perplexed the consorts of the land for generations. They could be asked to try and take down boss whose attacks happen to play out through a logical sequence, like a video game boss. But if you’re trying to find a quest that would make a Bard of Mind character really have to embrace their role, might I suggest one where they try to do something like making their consorts aware that a great disaster would befall them if they should not try to stop it, and then make them actually stop it? It would be something akin to an episode of Avatar: The Last Airbender called The Fortuneteller. For those of you who don’t know the show or the episode I’m referencing in particular, in that episode, the three main characters find out that the fortuneteller in a small village’s prediction that a volcano wouldn’t destroy their town was actually wrong, given how active the volcano was. By creating an omen of death for the fortuneteller to read, the group is able to convince the villagers to take the necessary precautions to save their village from the volcano’s wrath (thereby actually proving the fortuneteller correct, but that’s beside the point).
Although a Bard of Mind probably shouldn’t do this exactly as it was written (copyright issues), it does ring a lot like something a Bard of Mind should be able to do in order to understand their own abilities. They would essentially take the role of the fortuneteller, telling their land’s consorts of an impending doom and understanding just what kind of omen it would take for them to believe them. Furthermore, there would be consequences for whatever actions the Mind player would take, whether or not they manage to complete their quest, which is something all Mind players have to come to terms with, especially Bards. If they don’t manage to complete their quest, their group of consorts would likely die, or at least have to be relocated. If they do manage to complete their quest, the consorts might feel dependent on the Bard of Mind, feeling as though they’re capable of understanding the earth (or whatever disaster there might have been) rather than their Minds. It’s a balancing act between the saving and the consequences of the saving, which, although isn’t really something destructive, does lend itself to the choices the Bard will have to be able to see through to the end once they reach their god tier.

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