What do you think of making personality traits as elementals for a game in a modern setting? I am working on my database right now for my game and I want to add an elemental system because I think it will add more depth to my heroes and enemies. Such as one of my main characters has a wrath or hatred elemental which is weaker against love. The only problem I'm having is that it sounds silly in my head. Like "Attacks an enemy with kindness damage!" doesn't make much sense. There are other issues I am coming across. -How would personality traits with apparent weaknesses beat honorable personality traits? I was thinking of making on of my elementals "addiction" but how would someone with an addiction elemental cause damage to someone with an awesome elemental like "Benevolence"? -How would a personality trait elemental system be easy for the player to understand? Hate and love are easy concepts. So if there was "love damage" it may make sense that it would damage hate elementals. But trying to make "logic" damage "laziness" just doesn't make sense. When researching elementals I came across a suggestion of using 7 Deadly Sins as elementals, which I thought sounded great at first. But it doesn't make sense as to how they would overpower or defeat each other. Is this something that can be done or am I coming at the idea all wrong with making personality traits as elementals?