Sound (Audiokinesis)

**Audiokinesis** is the use of sound and vibrations. Sound controllers achieve victory through strategic fighting. This can take the form of using sound and audio illusions in different ways, or specifically using vibration in different ways.

Sometimes referred to in slang as vibrators.

### **Common Strengths**

* Sound controllers tend to be fast, moving with the speed of their kinesis. They are among the fastest kineses.
* Audio illusions are a great tool of a sound controller. Combine this ability with visual stealth to mess with the heads of enemies. Disappear from view, and create a sound that makes it sound like you're coming from the totally opposite direction you're attacking from.
* Sound controllers also have control over vibrations in general. This opens a world of possibilities for them, such as causing physical strikes to vibrate extremely fast and thus deal more damage.
* Sound can be used to a powerful psychological effect. Inspire fear in enemies; put them off their guard with terrible sounds, scary voices or what have you. Intimidate them. Prod for their weak points. These aspects give sound above-average utility.

### **Common Weaknesses**

* While fast, sound dies off quickly. Sound controllers tend to be squishy. You may have speed over a Gravity user, but you have less toughness, being among the least tough kineses.
* A sound user's crowd control generally isn't great. They can create vibrations and use sound as a fear tool, but their ability to stop enemies with physical barriers is very limited.
* Sufficient physical strength on a foe's part can allow them to overcome powerful vibrations, unless subjected for a longer period of time.
* Sound controllers can do well in long fights using their combination of sound-manipulating tactics, vibrational damage and speed, but the damage itself is below average. They'll have trouble bursting other squishy enemies down, who might just defeat them early on in the fight.

### **Sample Abilities**

* Get creative with different sounds. Make sounds come from different directions, not appear at all, or create false sounds. Psychological warfare is a strong suit of sound controllers.
* Vibrations are the primary damage tools of a sound controller. Consider anything from a ranged magelike style of using spheres of pure force, to a close-coimbat style of striking enemies and sending vibrations coursing through them.
* Infrasound is sound that most humans can't hear. If you apply infrasound, you can actually make someone's head explode! Consider using this to kill people. https://www.youtube.com/watch?v=hmiCMZ9uFiQ
* Consider applying fast vibrations to yourself to allow you to very quickly evade projectiles!
* If opponents need vocalizations to use certain abilities, consider silencing them!
* Any unique abilities you want to give your character!

#### **Sample Archetypes**

Feel free to take inspiration from these archetypes when making your audiokinetic. Emulate one of their styles, combine their features, or go another direction entirely!

**The Boombox** opens fights with a blast of sound strong enough to deafen their foes, then bombards them from a distance with invisible sonic pulses. As a blaster-mage with sensory disruption and enough speed to stay at range, they're a formidable fighter, but their focus on sheer volume over nuance leaves them unskilled in the art of sound design, giving them few ways to deceive their opponents or employ clever tricks.

**The Orchestra** harnesses the power of audio illusions, employing a deceptive combat style that distracts with sudden noises from new directions and amplifies the sounds of their opponents' injuries—even if they're rationally known to be illusions, the psychological effect is just as real. Their cacophony of attacks grows stronger as their music progresses, but high-offense enemies might burst them down before the first chorus.

**The Ninja** is a silent assassin who goes for quick kills, sending vibrations through their melee strikes to devastate their rival's body. They channel all of their kinetic force into a single all-in sequence at the start of a fight, aiming to deal the highest possible damage in just a few turns—this decimates low-defense enemies, but tanks can exploit their weaker mode by forcing a drawn-out battle.