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.