Thursday, October 22, 2026

Entropomancy Charging Math


The Secret Prayers of Gamblers (Mark Pernice)
 

Entropomancy initially appears to be surrendering yourself to chaos. However, when you look at how you get charges, it's more about taking calculated risks. In an ideal world, you'd find an activity with an exactly 10% chance of injury or monetary loss. However, that's easier said than done. Casinos try to keep a player's chance of winning a game below 50% so that they can make money in the long run. Your best option is to wager large amounts of money at blackjack, where with perfect play you can have a 49.9% chance of winning or breaking even. Though if the house uses multiple decks and certain rules, that can drop down to just 48%.

Saturday, April 25, 2026

Epideromancy Significant Charge Math


Book 5 - Mine
for Unknown Armies updates the iconic Epideromancy adept school to 3e. However, it misrepresents how frequently a fleshworker can charge up.

It takes up to the better part of a month of rest to recover from generating a significant charge. Even with perfect first aid, the skinner would still need two weeks of taking it easy to be back to full.

This just isn't true. Sig charging inflicts 2d10 wounds with an extra +3 if the dice match, giving us an average of 11.3 wounds. Without any medical attention, that's still less than two weeks to heal, not "the better part of a month." You could get unlucky and roll 16+ wounds, but there's only a 16% chance of that happening.