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. 

We can assume that "perfect first aid" means the epideromancer has a medical identity at 99%. The penalty for performing medicine on yourself lowers this to an effective 89%. With that in mind, it takes about a week to recover from generating a significant charge, on average. I wrote a program in anydice to do the math if you're interested in checking my work.

However, this isn't a likely scenario for a player character. They'll probably have 60% in their adept identity and 60% in another one with the Medical feature. In that case, they'd need an average of 9 days of R&R to fully recover.

If you're severely injured, natural healing slows down as you have to succeed on a Fitness roll each day to heal. However, this only kicks in at 25+ wounds and damage from a significant charge caps out at 23. If you try and generate two significant charges in a row, there's a 36% chance you'll hurt yourself that badly. 

But that's not the only path to generating charges on a timetable. A skinner could rack up a reckless number of charges, spend them, and then ask their local faith healer for help. The treatment probably falls outside of the golden hour, but that doesn't matter because "surgery" can heal wounds equal to the roll, even if they're waving expensive crystals instead of stitching you up. This breaks taboo, but you don't have any mojo to lose. The main drawback with this strategy is that you'll never have any magick on tap unless you store it in constructed artifacts. Plus, the cognitive dissonance is probably worth a Self check.

Alternatively, you can use magick. You can't directly heal the damage you took while charging, but there's roundabout ways to deal with it. If you invent a minor formula spell that lets you substitute your adept identity for a medical one, you can heal twice as many wounds thanks to the power of flip-flopping rolls. With an adept identity of 99%, you'll have an average of 5 wounds left over after self-administering quasi-magickal first aid, or 8 wounds if it's just 60%. However, this limits you you to minor magick, as you break down each significant charge you generate. If you're smart, you'll set aside one sig to be broken down and used to help you stitch up the self inflicted wounds from your next 10 sigs. 

No comments:

Post a Comment