Time is the battle’s Pulse. The need to complete it. The Action. With little time, a battle will be likely to stop and make peace, or simply empty, slow, with few combatants.
Time weapons switch up turn orders, slow people down and speed them up, add or remove combatants. Extra fast or slow weapons that cut between the turn order or stun or don’t look for openings. Daggers, claymores.
Space is the Terrain, the space between. The complexities and creativities of the battle. With little space, the battle is up close, fighting with fists or spears, not complex weapons, no fancy move just hit harder than the enemy.
Space weapons push, they’re complicated to use, many moving parts. They lay traps and affect the terrain. Hammers, grappling hooks, caltrops.
Light in battle is Information, Clarity, those things that are required for tactics. A battle high in light involves everyone knowing everything about everyone else. A battle low in light is foggy or dark, metaphorically or physically.
Light weapons may require, or specifically not require luck, or knowledge. Sniper rifles, wands, dice.
Void in battle is Confusion. A battle in high void is obscured, an ambush, where opponents know little about their enemy, and had little time to prepare.
Void weapons confuse and obscure, or benefit from stealth. Smoke bombs, pocket sand, and then while you can’t see the void player punches you to death
Breath is the battle’s Freedom, it’s Movement, it’s Agency, it’s Flow. A battle high in breath may be in the sky, or on an open field with ladders and platforms everywhere. A battle low in breath is in a claustrophobic area, low ceiling, prone to tripping, difficult terrain.
Breath weapons move people, they’re light. They’re often ranged. Whips, bow and arrows, grappling hooks
Blood is, well, the opposite of breath. Restriction, claustrophobic places, tripping. Also, more bloodily, Cooperation, organized armies, the having of Allies.
Blood weapons make you betray your allies. Or, more frequently, restrain. Also they make you bleed, just because. They’re made of metal for thematic purposes. Knives, nets, anything involving a chain.
Hope is the battle’s Courage. It is the power of friendship, the will to fight. A battle high in Hope is kids on the playground with lasers and laser proof shields and shield penetrating lasers, in which no one will back down, because there are no consequences.
Hope weapons are weird, like Ahab’s lightning harpoon. Mundane weapons are not hope weapons, and hope players often end up using weapons that aren’t particularly hopey. Hope players name their weapons.
Rage is the battle’s Discretion, its Fear. The idea that “mm, no, lets not fight, bad idea” A battle high in rage is gritty and depressing, full of trenches and brutality, it would end immediately, if there weren’t powerful people far off that keep giving orders.
Rage weapons are big and intimidating. Brutal, loud. Their goal might not be to kill the opponents, but just to scare them off. Battleaxes, spiked armor. Or simple, as the rage player doesn’t really want to fight. Baseball bat, whatever they have on hand.
Life is the battle’s Energy. And also the participant’s healthiness. A battle starts high in life and gets less as people slow and die. Life weapons are often not really weapons, and life players are often healers.
Life weapons have effects regarding just doing more damage or also healing allies. Their thematic meaning is more relevant than their effects. Symbols of wealth, improper use of first aid kits.
Doom is the battle’s Drag. And also the deadness of the combatants. A battle starts low in doom and gets more as people slow and die.
Doom weapons have collateral damage and work by attrition. Bombs, poison, fire.