Elements (Ash)

The following list denotes all Elements that characters can meet while adventuring in Ash.
 * Non-lethal never damages HP, targeting FP instead. Trying to make a non-lethal attack with a bladed weapon reduces Attack Strength by 1/2. Penalty to the Grit Check to resist being Stunned is increased in case of a non-lethal attack.
 * Concussive damages FP. This damage passes through the Armor (if it's not concussion-proof). Being hit by a concussive attack while not breathing also damages Breath. Penalty to the Grit Check to resist being Stunned is increased in case of a concussive attack.
 * Wounding makes character Bleeding if damaged by it, which drains HP every Turn.
 * Traumatic makes character Bleeding if damaged by it, which drains HP every Turn. It also means an automatic Trauma and a loss of d10 SP.
 * Mutilating makes character Bleeding if damaged by it, which drains HP every Turn. It also is an automatic Mutilation and a loss of 2d10 SP.
 * Penetrating mitigate Attack Strength reduction by the Armor.
 * Piercing ignores Armor altogether.
 * Incendiary damages HP and makes target Burning, which applies continious damage to HP and SP, multiplying by 2 each turn.
 * Corrosive makes target Melting, which applies continious damage to HP and SP, decreasing by 1 each turn.
 * Sparking requires target to succeed a Grit Check with penalty equal to the Attack Strength * 10 or become Stunned.
 * Astral damages SP and ignores Armor altogether.
 * Aether ignores Armor altogether and makes target suffer from Aetherial Change.
 * Massive negates Active Defence.
 * Sudden negates Active Defence.
 * Unreal is reserved for otherworldly or widely unknown influences elements like radiation, temporal destruction, spatial distortion and so on. Thus, it largely remains within the purview of GM.