Affinity

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Overview

In EPIC, there are eight energy types: Fire, Water, Earth, Sky, Sun, Moon, Void, and Rift. An affinity, with exception of Void and Rift, has advantage over one other affinity, which has advantage over another, and so on so that it forms a complete loop. Advantages are shown in the following list, with > meaning "has advantage over":


A hastily made chart showing the element advantages. Rift is set aside due to having no connections.
  • Water > Fire
  • Fire > Sky
  • Sky > Earth
  • Earth > Sun
  • Sun > Moon
  • Moon > Water


  • Void > Water, Fire, Sky, Earth, Sun, Moon
  • Rift has no advantage or disadvantage.


When fighting an opponent with an affinity yours is positive against (Example: You are Water fighting a Fire character.), you get +5 to your four battle stats (ATK, ACC, DEF, SPD).

However, these only apply to the people you have advantage over. So, if you're a Water character fighting both a Fire and a Sky, you get the +5s against the Fire, but not against the Sky.

Per this system, you should normally hold the upper hand against certain enemies. Conversely, certain enemies will hold the upper hand against you.


Synergy

There are three affinity combinations that yield positive results. On the chart, they are across from one another on the Wheel.

  • Fire + Sun
  • Sky + Moon
  • Earth + Water


When you have an ally on the battlefield, who is in fact an ally in view of all OOC knowledge about the plot, you carry the following positive effects:

  • Augments directed at your Synergized ally are 5% more likely to succeed.
  • Reactions to techniques directed at your Synergized ally are 5% more effective. (This refers to you reacting to an attack directly at your ally. It doesn't affect a reacting to an attack directed at yourself.)
  • Healing techniques you use on them heal 5 PLM more.
  • The Tier 2 Universal Passive Team Up is 10% more effective with synergized allies.


Affinities

Every character in EPIC possesses an affinity that resonates with their innate nature. Here follows a list of affinities, their relationships with one another, and the passive you carry with them.

Positive Against means this affinity gets Affinity Advantage over the listed affinities. Negative To means the listed affinities get Affinity Advantage against this affinity. Synergizes With means that allied characters of the listed affinity get Synergy with this affinity.


Water

Water characters are wise, intelligent, and/or graceful. Water techniques involve fluid movement of blades or marksmanship with bows. This can also be applied to some firearm moves, such as ones that rapidly fire or are brought out in a "quick-draw" fashion. Many martial arts and healing techniques also find roots in this affinity.

Sharpness (Affinity Passive): Status effects on your techniques are 5% more likely to succeed.

Positive Against: Fire
Negative To: Moon, Void
Synergizes With: Earth
Can Have Double Affinity With: Sky, Earth, Sun, Rift


Fire

Fire characters are passionate, wild, and lively. They become more powerful in the heat of battle as tension builds. Fire techniques are passionate, explosive, mechanical, or based around firearms.

Wild Strike (Affinity Passive): Enemy Reactions are 3% less effective for each *non-automatic Augment you carry.

Positive Against: Sky
Negative To: Water, Void
Synergizes With: Sun
Can Have Double Affinity With: Earth, Sun, Moon, Rift


Sky

Sky characters are free spirits, unbound by restraint. They may be naturally lithe and agile or fun-loving and freedom-seeking. Sky techniques are swift and unpredictable, often designed to catch an opponent off-guard rather than do direct damage.

Conserve (Affinity Passive): Reactions are 3% more effective for each non-automatic Augment you carry.

Positive Against: Earth
Negative To: Fire, Void
Synergizes With: Moon
Can Have Double Affinity With: Sun, Moon, Water, Rift


Earth

Earth characters are independent, conservative, or have a strong bond with nature. Regenerative abilities and attacks based around blunt or heavy weapons are usually Earth Affinity.

Hardiness (Affinity Passive): You heal 10 damage PLM whenever struck by a non-automatic Ailment. (This refers to your level of mastery, not the enemy's.)

Positive Against: Sun
Negative To: Sky, Void
Synergizes With: Water
Can Have Double Affinity With: Moon, Water, Fire, Rift


Sun

Sun characters strive for bringing about growth or improvement in others. It is the natural affinity of light or holy power.

Radiance (Affinity Passive): Techniques containing the effects Heal, Draining Hitpoints, or Overshield cost 5 less stamina. During an eclipse (Lunar or Solar), they cost 10 less stamina.

Positive Against: Moon
Negative To: Earth, Void
Synergizes With: Fire
Can Have Double Affinity With: Water, Fire, Sky, Rift


Moon

Moon Affinity characters are independent and selfish. They strive to realize their goals by any means possible. It is the natural affinity of darkness or unholy power.

Night Force (Affinity Passive): When effected with a non automatic augment, you receive 5 extra Stamina at the start of the following round. During an eclipse (Lunar or Solar), this bonus is increased to 10 extra Stamina.

Positive Against: Water
Negative To: Sun, Void
Synergizes With: Sky
Can Have Double Affinity With: Fire, Sky, Earth, Rift


Rift

Rift characters are staunch with an unbreakable will. They are conservative and dislike change, reflecting their stability. This is also the natural affinity of mechanical beings. Rift energy is neutral, created from when two opposing energies meet and neutralize each other. It is the affinity of stable and controlled techniques.

Staunch Body (Affinity Passive): Status ailments are 5% less likely to succeed against you.

Positive Against: N/A
Negative To: N/A
Synergizes With: N/A
Can Have Double Affinity With: Water, Fire, Sky, Earth, Sun, Moon, Void


Void

Void characters will seek or contain power at the sacrifice of all else, often including their own sanity and well being. Whether they initially acquired this power through their own actions, or by complete accident, it has since become an integral part of them. On its own, Void is the affinity of pure chaos, and is rumored to be capable of tearing apart even reality itself.

Baleful Aura (Affinity Passive): When using a technique which uses Charges to increase damage, you get an extra 10% bonus damage added to the technique. You accumulate Overload in battle even when not in awakening. If you do awaken, you automatically jump up a tier on the overload track, and must immediately roll for that tier.

Positive Against: Water, Fire, Sky, Earth, Sun, Moon
Negative To: N/A
Synergizes With: N/A
Can Have Double Affinity With: Rift


Core Rules
Basics: AffinityAlignmentExperience GainsLevelRacesSkills (Skill +)
Battle: ActionsAwakening (Overload) • Battle PenaltiesBattle TablesRangeReactionsStatus Effects (Broken LimbCrippled) • Techniques
Items: AccessoriesArmorEquipment UpgradesKeystonesLegendary Lore ItemsMisc ItemsShopsWeapons
Misc: AffectionDay and NightDeathFlightKnowledgesLanguagesRare EffectsRP CombatTraitsUnique PassivesUniversal Passives