Updates and Rulings

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Updates to Epic and its system are listed here in descending order from most recent to least recent. Many of the early ones are reposts from the Annoucements forum. These are usually small rulings that are noted here for reference. If a rule has no place anywhere else, it should go here.


24 July 2015

  • All characters' death counts reset when the death rules were changed in December 2011. From the start of 2012, all death counts for system purposes returned to 0.


15 July 2015

  • If a character has two racials which are supposed to overwrite original racials (such as someone being an Archon/Vampire, or a Werewolf/Zombie), you can choose which one is their main racial. However, you should still use the RP attributes of the other race as needed. (Such as an Archon Werewolf having the Werewolf racial, but still dealing with the madness from two souls in their head.) You must also list your other race on your sheet for the sake of racial modifiers.
  • The exception to the above ruling are Revenants. Being ghosts, they will always be the primary racial over any other.


4 February 2015

  • People with Knowledge License uses remaining recieve refunds, due to Lore being gone.


26 January 2015

  • The EXP Buy system has replaced the old level system, starting v6 of Epic.


10 May 2014

  • When rolling for a random ailment or augment, if a character receives one that is not map-specific but also serves no purpose at the moment, it is rerolled.
  • You cannot heal the same person twice in one turn, whether it be healing yourself twice or healing Ally A twice. However, you can heal twice if each heal targets a different person, such as one heal on yourself and the other on Ally A. This change applies to the tech element "Heal (2)".
  • If Double KO occurs in a Deathmatch, both participants die unless one of the two passes the death mark. In that case, only the one who actually died is killed.
  • Counter does not do double damage if the attack it's countering against gets Vital Hit.


24 April 2014

  • If you drop a character, transfer their EXP/Credits/etc. to someone else, and then pick that character back up, you can't transfer these things again if they get re-dropped.


13 April 2014

  • Deathmatches no longer automatically cause Death 3+ rules.


12 April 2014

  • Consumables such as potions, grenades, and bottles may stack up to 5 of one type in one consumable slot. For example, you may have 5 Ginger Ales in one slot, but you cannot have a Ginger Ale and a Tincture of Rue in the same slot.


9 March 2014

  • People on the winning team in a stat battle who were KOed get victory gains for the amount of time they were in the battle until they were KOed.


29 January 2014

  • Falling damage into water is cut in half, as long as the water is possible to swim in.


18 November 2013

  • Satchels have been removed from the game. If you have a Satchel, you are hereby refunded 120 Credits. In exchange for the loss of Satchels, your basic default inventory has been expanded from 5 slots to 10. Everything that was in your satchels are transferred here now.
  • You can only unequip a backpack if it's empty, if you're discarding it completely, or if you give it to someone else.
  • A character may not have more accessories than they can wear. (An exception would be made, of course, for a blacksmith making accessories that they're just selling to other characters.)


24 October 2013

  • When recieving quest gains that you need certain levels to obtain or differ depending on your level, your level is considered as it would be after recieving experience from that quest.


27 September 2013

  • If your character uses an RP-only ability not given by some sort of game effect, such as making light with magic, whether or not it does anything to help you will be up to the GM. In a Free RP, just go with a quick general consensus if it really matters.


1 August 2013

  • In non-movement battles, movement-based abilities such as the Stance passives (Universal Passive Tier 3) or the Tank Cat Awakening kickback, cannot be used. Basically, if it gives you a bonus at the expense of movement, you can't use it in non-movement battles.


30 July 2013

  • In the event of a tie for a roll, a re-roll is permitted, while in the past a tie meant a failure. This is because in some cases it would be very difficult to determine who would fail in the event of a tie. However, a GM in a quest is allowed to override this if they choose and allow a failure in the event of a tie. (This is a decision that was made a while ago but was never added to the rulings list.)


8 June 2013

  • The rule against a character being in multiple board quests at once has been removed.


24 May 2013

  • The 20 limit on reagent stacks has been removed.


5 April 2013

  • Addendum to 18 February 2011 and 12 February 2013: When retiring a character and transferring their EXP, only up to 2,500 EXP can be transferred to a single new character (Putting them at Level 11). Additional EXP must be scrapped or sent to another new character.


12 February 2013

  • Addendum to 18 February 2011: If you retire a character who has unassigned paragraph tickets from a quest they completed, you can transfer them as if they were from a quest that new character did, ONLY if they are unassigned. If you spent them already on hookers and booze, tough luck.


22 August 2012

  • Androids can still be affected by Spirits thrown at them in battle. Most of them actually have excuses to work. Those that don't have clear ones? They just tossed a liquid on your circuits.


16 August 2012

  • Unless otherwise stated, you can have multiple Charge Manipulating elements on a technique. (Startup and Pump Charge cannot be used together) However, when a technique does have more than one, used charges must be split between them, rather than being used on both at once. (For instance, if you have Force and Pump Charge on a technique and 5 Charges, you can give 3 to Force and 2 to Pump Charge.)


14 July 2012


24 June 2012

  • You can still get a Skill Plus in your secondary craft, the one that maxes at 50 points.
  • If you write a board quest about an NPC or someone who is otherwise not one of your normal characters, you can still select a normal character to get gains from that quest, but they cannot recieve character-specific gains from it. These include Skill Pluses, returning from Death (aside from the second-person helping with another player's death revival as specified for Death 3+), Rare equipment, or Legendary equipment.


13 June 2012

  • The crafting limit has been raised: You can have two crafts, but only one can go up to 100 points. The other can only have a max of 50 points in it.


17 May 2012

  • Starting with negative points in Lore will not affect your two starting languages or knowledges.


16 May 2012

  • Death is not canon in spars unless both players involved in the spar want it to be. Death still matters in proper quest and plot battles.
  • If a Counter is used with Damage Roulette, and Damage Roulette somehow gets Vital Hit, that Counter does still get the Vital Hit despite normal Counter rules regarding it.


1 April 2012

  • You can act out of your alignment if you have a good reason to do so, and the alignment killing rules are stupid.


11 May 2011

  • If you roll exactly the number to beat when harvesting, blacksmiting, or the like, it counts as a failure rather than a re-roll.


10 May 2011

  • Your Battle Stats have a floor of 1. No ailment or kickback can reduce them below this point.


3 April 2011

  • The Blacksmithing reagent Alexandrite has been removed from the game because, uh, it didn't do anything.


21 March 2011

  • Minions are removed from the game. Anyone who previously had minions now has a Personal NPC instead.


17 March 2011


16 March 2011

  • Atrophy now reduces healing effects by half.
  • 91-95 on loot rolls now grant Keystones.
  • You can quest for Keystones at 50 paragraphs a pop. A reduction is feasible, but don't assume it's definite. Just don't.


9 March 2011

  • Due to Seth's prolonged absence, the number of Owners has been (temporarily) reduced to three: Aaron, Dave, and Jared. If Seth wishes to take his position back and passes the probation period, he will be reinstated as an Owner.


18 February 2011

  • If you retire a character, you may give their EXP, Credits, and Keystones to another character of yours. HOWEVER, you may not give another character any starting items, such as their one starting keystone or 500 starting credits. That would be cheating.

You do not transfer equipment or anything relating to it. Ever. It doesn't matter if you earned it. We don't have Bind on Account equipment.


9 February 2011

  • If using a technique with Burst Speed makes you have a higher speed than someone else in the battle, your turn order does not shift.
  • If you permanently retire a character, you may give their EXP to a new one. However, if the character is sufficiently leveled, they would become an NPC if retired instead, and cannot have their EXP transferred. Ask the Owners if you're unsure.


6 February 2011

  • If a passive or something gives your character a minus in a skill, that means their max for that skill is forever lowered by that amount as well. For example, if you had a -10 in Stealth, not only would the Stealth skill start at -10, but its skill caps would become 40, 65, and 90, if you chose to ever put points in it. Likewise, a plus in a skill raises the cap by that amount. So a +10 in Stealth would make the caps 60, 85, and 110. However, the Owners warn not to stack things to stupid limits (Such as breaking skill caps to something like +25) or they will not allow it.
  • Having a 4/1/0 Armor build gives you the corresponding 5/0/0 Armor Passive.


31 January 2011

  • Reffing gains are now 40 EXP instead of 15 EXP.


30 January 2011

  • When a character dies, you now have the option of either writing a 35 paragraph revival quest, or paying 1 Keystone. This way, you cannot be stuck as being dead just for running out of Keystones.


10 August 2010

  • Passive alignments have been cut from the Psychosis kickback, and now Chaotic/Lawful Good, Neutral and Evil are included on it. A numbers issue has also been fixed.
  • Ailment time limits have been clarified. If they have a duration, the duration ends them, whether or not the Awakening is active.


7 August 2010

  • The Two Year Gap is now established to have begun on 1 November 2319. On this date, travel to and from the New Epic Universe is also closed off, and characters from Old Epic arrived in New Epic.


15 July 2010

Your evil overlords have brought you gifts and good tidings.

  • New Muckraker racial. They're insane. And they'll make you insane, too, for kicks.
  • Revamped Vampire racial. They no longer die in sunlight! They just take more damage.
  • The Ambitious trait has been nerfed. It can't make you first anymore, but it still grants the AP bonus if you are first.
  • Anti-Parry and Weak Link have been clarified. The answer is no, they don't stack, you twit.
  • That one armor passive Isabel pointed out can be an exploit is fixed so that the effect only activates once per battle.
  • Resting has been removed from the game in its entirety. Whereas some traits still contained elements related to it, not they don't. Because they're fucking gone.
  • Maximize's effect is applied to techniques AFTER Efficiency and Fluid Reflex. (Looks like it's not useless, after all!)
  • Oh, right, and a new Cyborg racial is on the way, scheduled for completion (and hopefully approval) over the weekend. Should be pretty tits.


11 June 2010

  • Equipment levels are now determined by your level group and a 2d3 roll. If you're level 1-10, it's just 2d3; if you're level 11-20, it's 10 + 2d3; if you're 21+, it's 20 + 2d3. Saves is the trouble of having to deal with shit like someone winding up with a level 1 item at level 5 or something because you had to subtract a roll from your level.
  • Guard is back to normal. (+10% DEF bonus at Basic, +5% per level of mastery; costs 10 AP.)
  • Alchemy's gone in favor of a new equipment system. oh shit is that some progress. Needless to say, anyone who used Alchemy or had items related to it will get compensation, provided it's not some ridiculous bullshit. (If you had Skill points in it, you can put them elsewhere. If you got an item, you can get a small/appropriate compensation for that.


30 May 2010

If one does not participate in Epic for sixty (60) days (two [2] months), then all domains that one owns is nullified and that property is allowed to be done by another entity.

Exceptions to this rule are:

  • Notification of Owners as to why one is not RP'ing. (Example: "I don't want to RP", "I have a paper I have to do", etc.)
  • Lack of inactivity by everyone that lasts for a month. This period ends on the date of the first RP done.


What will be taken:

  • Nations
  • Races
  • High lore/level items that are under one's domain (Not owned by one's character, but under one's supervision)

What will not be taken:

Note: This is not to force someone out, but rather, a surefire way of allowing another person in the game to own a race/nation/etc if the original owner of the object no longer plays, but has not yet officially quit.


7 March 2010

Minor updates to the game, as well as lore developments.

  • As of now, there are only four Owners.
    • Greg is no longer an Owner.
  • Reagent "stacks" now reach a maximum of 20 reagents per stack, whether they're carried on your character, kept in a deposit box of some kind or held in a backpack/satchel.
  • At level 17, characters can now quest for a unique Rare rank Weapon or Armor, unique to that character. These items will need to be approved in the Approval forum.
  • New lore, building upon a concept established in a previous version of Epic, with King-ian lore added in. The universes are held together by a sort of binding that loosens its hold on reality and allows things to slip between in times of great turmoil. However, as the universe of Epic is stable, there are no cracks through which anything can slip. As such, there's no "immigration" or "emigration" into or out of this universe. (Yes, this will become a small part of the memory loss plot line.)
  • New lore, establishing part of the game's core story: Gurivians and Infernals (the latter of which will be renamed) are no longer playable races and now serve as neutral, somewhat antagonistic parties to the worlds of Epic. They have existed for millennia, long before recorded history on Disparatus or Earth, constantly in a power struggle. At one point, they were active in the world, but they've long since retreated into the shadows for unknown reasons, now acting through agents and exerting force where they can.


10 November 2009

  • Unique Passives are back, after having been gone due to player complaints. You gain a single unique passive at level 14. This requires approval by 3 Owners.


9 November 2009


7 November 2009

Your psychotic dictators have issued a mandate:

  • New tech element: Zapper (2): Automatically deals damage to targets in water if it targets the body of water. (Not exactly what it says. I did it from memory, so shut up.)
  • "New" firearm weapons: Shotgun, Automatic Weapon, Explosive Weapon
  • Reactions thinned out to Dodge, Guard, Counter, Parry and Special Guard (They were originally removed, but put forward again. The draft they were in was approved, but we decided to cut them out once more.)
  • Revised Grenades/Explosives in Engineering, with new items to come


5 November 2009

As decreed by your almighty leaders, the times, they are a-changin'.

  • HP and SP now have 400 each at level 1. HP gains 150 per level, while SP gains 100 per level.
  • Linguistics and Knowledge have been merged once more into Lore.
  • Demolitions is once again part of Engineering, which has a new draft coming. Ooooohhhh.
  • Players now gain one new technique at every FIFTH level, instead of every SIXTH.


27 October 2009


1 October 2009

  • Start of Epic v4. The Epic system is overhauled, and I'm too lazy to reprint the tons of changes.