Concealing Items
Throughout most of Lur-Asko outside of Cevelky and
Macska - that is, those realms that follow the Declaration of Methods -
it is legal to bear weapons in public. Even where it is not, legal
exceptions are usually provided for adventurers. Still, if your party
takes missions related to spycraft, or if you simply want to pass as an
unarmed commoner for whatever reason, you may wish to conceal some
items. Furthermore, you can use these rules to hide any manner of item
you don't wish to reveal, not just weapons. Besides just hiding objects
from view, concealment rules also have other uses - for example,
another character using the special Grab Item attack in combat cannot
grab anything you have concealed.
Maximum Weight & Slots
Changing the items you have concealed presumes
you have at least a few minutes out of sight to prepare. The rules for
how much you can conceal are fairly simple:
-Only items of 1 carry slot or less can be concealed.
Any rule that ignores carry slots for purposes of encumbrance (for
example, armor when worn) also removes them for concealment rules.
-The total carry
slots of all concealed items cannot exceed 25% of your carry factor. If
you have Keeping It Somewhere (Stealth), this is increased to 50% of
your carry factor. Use your normal carry factor for this rule,
even if you currently lack your normal carrying rig (which normally
reduces your carry factor for most carry rules).
-The total weight
of all concealed items cannot exceed 25% of your weight factor. If you
have Keeping it Somewhere (Stealth), this is increased to 50% of your
weight factor.
-The concealed items must not make noise or emit light when carried normally (for example, armor with a noise level other than Low).
-If the concealed items follow device
rules, they must not be power packs attached to a non-concealed
device. Their effects may not be used while they are concealed, with the exception of armor attachments and modifications.
It is up to you to describe how your character is
concealing the items, and even concealment valid under the above rules
must survive the big question: does it make sense?
For example, if you are strong and skilled, you
might be able to conceal some quiet forms of armor, but not if your
description of your character's other clothing is currently "swim trunks."
Detecting Concealment
If you follow the above rules, your concealed
items are hidden from any observer that does not have clairvoyance or
darkeye. Concealment is effective against echolocation, and even
against thermal vision (assuming your concealed item does not emit
heat).
Extremely skilled and astute observers can
potentially detect concealment. This requires that they be no farther
away than normal conversation distance. They must spend 5 insight and make a 2d20 blind roll on INT.
If failed, they automatically fail any subsequent attempt on you the
same day, unless you have since changed the items you have concealed.
Even if they succeed, they only know that you are concealing items, not
any specific item. Because of the insight requirement, any location or
event involving a lot of people will usually not involve this rule,
unless you do something else to arouse suspicion.
Since it is so difficult to infer concealment just
by looking at someone - which is the whole point - characters truly
worried about concealment may frisk or strip-search others. Frisking is
considered highly impolite and paranoid in all but high-security
contexts, and strip-searches are illegal under the Declaration of
Methods unless a person has been lawfully arrested. An unwilling
character must be incapacitated, pinned, or otherwise completely
restrained before either can take place. Detecting
concealed items through frisking requires no insight; the frisker need
only make a d6 blind roll on INT. If you can reasonably make the case to the GM
that you have only concealed "soft" items, 2 Hindrance must be added to
this roll. If failed, the frisker automatically fails any subsequent attempt on you the
same day, unless you have since changed the items you have concealed. Strip-searching always detects all concealed items.
Keeping it Somewhere (Stealth) provides a +TN to the blind rolls for detecting concealment (either visually or via frisking).
Drawing Concealed Items
The rules above presume that you are prioritizing concealment above all. By
default, you cannot draw any concealed item as a free or minor action in combat;
it is a major action to draw a single concealed item. You may specify
that you are concealing your items "ready to draw," which causes them
to be treated like a normal inventory item for the purpose of inventory
actions. However, doing this causes all other characters to add 2
Easing in any blind rolls to detect your concealment. You cannot change in or out of "ready to draw" status unless you have a few minutes out of sight to do so.
Some items are not technically drawn, but still need
to be unconcealed in order to use (such as many devices).
You may unconceal
two such items as a major action, or one as a minor action. "Ready to
draw" rules are not usable on these items.