Earth (Geokinesis)

**Geokinesis** is the use of rock and metal. Earth controllers fight with the sheer power of their attacks and their immovable durability.

Sometimes referred to in slang as quakers.

### **Common Strengths**

* Earth controllers are the single toughest variety. Geokinesis grants them the durability of stone and steel.
* Displacing earth controllers is hard and a lot of CC will be less effective against them. It's hard to force them to move and hard to stop them once they do.
* Their physical attacks hit like a truck; earth controllers have the single highest toughness of any kinesis while also having above average damage. It's kind of unfair.
* Earth elemental attacks can be unexpected and deal strong damage, as well as just knocking people away.

### **Common Weaknesses**

* Earth controllers are usually the single slowest kinesis. In a running race of the average member of each kinesis, Earth comes in last. It's hard to move a mountain. (As always, your character might be unique and not have this weakness, but they also need to lose something else to make up for this and stay balanced.) Enemies who can outrange most of an earth controller's range can also use their better speed to maintain that range.
* Their attacks are nearly entirely brute force, leaving little pure magical damage or non-toughening utility such as water's magical waters can do. The lack of versatility in most earth controllers leads to them having a below average utility rating, though it's still not abysmal due to the number of different materials they have to work with and all of their applications.
* Sustained damage dealers can whittle down their defences and defeat them, and if agile can dodge their slow attacks.
* Earth controllers usually can't channel their emotions into power as effectively as other users can.

### **Sample Abilities**

* Cause spikes of rock to stab out of the ground and impale enemies.
* Root enemies to the ground with earth, making it less likely that they can break free while also dodging another attack.
* Conjure metal into powerful armor and weapons.
* Cause rocks to float up from the ground and smash into enemies.
* Whatever unique abilities you want to give your character!

#### **Sample Archetypes**

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

**The Tank** strives for immortality, encasing themself in layers of unbreakable stone at the cost of capacity for evasive maneuvers. Their trudging pace can give them trouble reaching distant foes, but they can always try turning the ground to mud, or throwing boulders at flying foes who think they're clever.

**The Elementalist** journeys across the periodic table, borrowing a little from every material they're capable of controlling. This wide-sweeping investigation might take time away from training their durability, but it produces a fighter who can pick the best materials for a situation: metal for offense, stone for defense, pebbles for a brief distraction and magma for a gruesome finisher.

**The Sharpshooter** relied on firearms for protection before they discovered their kinesis, and they see no reason to stop now. They use guns and heavy firepower to reach a higher offensive potential, producing new bullets on the spot and guiding the flying metal midair to ensure accuracy. Their geokinetic durability helps them weather the assaults of melee brawlers, but the complex components of their weapons may not be so resilient.