The Lord of Mind is quick and confident - they appear always to have the correct course of action thought out without a moment’s consultation, as they may sift through years of memories, facts, figures, and can construct an entire worldview from the slightest tells and clues.
Possess - The Lord can hop their consciousness into another host provided they have line-of-sight. If they leave that new host, the body will usually be braindead, as SBURB artificially reinforces the brain of the Lord’s original body. If the Lord dies when possessing a body, then god-tier resurrection brings the Lord back in their original body. (this means that the host body is transformed into the Lord’s)
If the Lord fears a Just or Heroic death, then a slightly different version of this power can be used: on death, the Lord’s consciousness will be transferred into the nearest living being, as a kind of ‘subroutine’ with no ability to control the new host, that slowly grows in influence until the Lord can fully possess their host.
Psychic Overdrive - The Lord is the most powerful psychic that can possibly exist, with the ability to control, read, wipe, and reformat the mind of nearly any being.
Lightning Strike - The Lord can call down many electrical strikes from the sky that will utterly obliterate most targets.
Ascendance - The Lord may become a ghostly figure of pure Mind energy, their body melting away into nothingness. The form is taxing to maintain, but grants resistance to being damaged and a mental clarity due to being a purely neutral state of mind, unclouded by any restrictions chemicals in the mind may produce. In this form, the Lord may pass through any object not possessing the ability to think or otherwise process information complexly. Objects possessing this ability will resist being passed through and will be damaged by attempts.
The Muse of Mind is a calm, impassive tower - unmoving in the face of insurmountable odds, and it rubs off on their allies, constructing unfathomable machinations to crush their enemies when it seems they have no plan at all. The Muse of Mind holds all the cards, while allowing the opponent to think the converse.
Supercomputer - The Muse has a passive deductive capability that allows for incredibly quick problem solving and data processing, allowing them to almost instantly make connections and insights that would usually take far longer to reason out.
Megavolt Discharge - As an attack of incredible power, the Muse can produce a semi-directed discharge of electricity on the order of several million volts, burning nearby targets and frying electrical equipment.
Mass Telepathy - The Muse may impart knowledge or messages into the minds of creatures that they either: can see, are within 1 AU of, or know personally.
Interrupt - The Muse may disrupt the logical reasoning of those around, preventing complex reasoning and allowing the Muse to convince people of things they would not usually believe.
Multifariousity - The Muse has an innate skill for constructing plans, particularly those that rely on the foreknowledge of people’s courses of action, and will often be able to outmanoeuvre even the best strategists if there is too much of a human component in the unfurling of the future.
Purifying Psychology - Exposure to the Muse of Mind will naturally clear the minds of others of panic, mental illness, fear, doubt, and overconfidence. In short, those around the Muse become specimens of perfect mental health. The Muse can accelerate this process via direct exposure through a mind-meld, but this risks damaging the fragile minds of non-Mind players.
The Mind masterclasses are likely to appear in sessions where a huge amount of planning or strategy are required, given their ability to outplay their opponents, or reality at large.