Concealment Ratings
Concealment ratings seem off more often than not with a lot of cyberpunk guns (particularly bullpup rifles).
I've come up with my own semi-homebrew guidelines on what can be stashed where depending on the weapon's length and a little bit on body type. Generally anything that's on the margin of a concealment rating could be concealed by someone with a BT of 8 or better. Obviously most guns in cyberpunk don't mention their length, but this should be a useful guideline for people wanting to make their own guns or convert existing ones. I do suggest revising most Bullpup or folding-stock Assault Rifles to be L-Conc.
POCKET: Overall length 6.5" or less (And generally with a Width of 1.5" or less). Pocket guns can also be carried easily in Ankle holsters. Width is really important for true pocket carrying, but less important for ankle or other concealed holsters. Reff's choice, but you could allow an Ankle rig to count as bod 8 for concealment purposes on small guns.
*BOD 8 can probably stash a gun up to 7.5" long in a pocket. Pockets aren't very forgiving. But that does cover some fairly small full-frame autos and mid-length revolvers.
JACKET: Overall length 16" or less. Jackets hide a lot of sins, they can also hide a giant super-magnum revolver with a big long barrel according to the books. (Super Chief and Arno are both J, so I checked the length of the S&W 500 for comparison.)
*BOD 8 can stash up to 20" of lethality into a jacket
LONG COAT: Overall length 30" or less. Sure, long coats are long, but if you;re not wearing it as a giant pencil skirt, it's going to be somewhat open around your legs to allow mobility, which means you can't just sling a full sized assault rifle under there and not have people notice the barrel hanging between your legs. 30" covers a whole lot of bullpup guns, however. Most bullpup assault rifles, and all bullpup SMGs should be under 30" Likweise, traditional rifles with folding stocks should also usually be under this length when the stock is collapsed
*BOD 8 could probably get away with 36" under their coat before they start flashing the populace.
I would strongly suggest making most assault rifles L concealability since Bullpup is supposed to be the standard format, and most non-pups should have a collapsible stock.
HUGE DUDES
For super-huge guys (Bod 12+ or most borgs) you could probably double the difference in length between normal and bod 8 carry. (So 8.5" pocket, 24" jacket, 42" long) but chances are if you're that jacked up you're getting patted down everywhere you go.
Thus ends the title segment of this thread. What follows are suggested houserules for handingling concealed carry in Cyberpunk
NEW CONCEALED CARRY RULES
The following are some suggested rules for handling concealed weapons in Cyberpunk since as it stands there are no rules for how hard it is to spot a concealed weapon. You can use the quickie summary here or scroll down for more in-depth explanations for why things ork the way they do.
SUMMARY
BASE DIFFICULTY
NA/30 for most normal peoiple to spot at a glance. Only bother rolling for Bystanders if Diff is 25 or less.
Diff 25 for anyone with 5+ points in Awareness/Notice, or Streetwise, or 3+ Ranks in Combat Sense, Authority, Streetdeal or Family.
Skill Bonuses: Cops, Fixers and Nomads add HALF their Special Ability to A/N to spot concealed weapons. EVERYONE adds HALD their Streetwise to A/N to spot concealed weapons.
CONDITIONAL MODIFIERS (All stack unless otherwise stated.)
- Tipped Off/Actively scanning: -5 Diff (already mentioned above)
- Improperly Concealed Guns: -5 Diff (Concealing a gun in one-worse type of clothing than required, cover garment worn open, etc. Multiple improper concealments stack.)
- No Holster: -5 Diff (stacks with improper concealment due to size)
- Multiple Guns: -3 Diff for each gun concealed beyond the limit of your garment (2 P or J weapons under a Jacket, 1 L and 1 J/P, or 2 J/P under a Long Coat. One P weapon in an external pocket per garment)
- Pat-Down: -5 Diff, makes the search touch-based (in addition to -5 for actively searching). CC Holsters give no bonus!
- Extra Cover: +3 Diff for each class of garment above the weapon's rating. (Does not apply to multiple guns past the garment's max). Doesn't apply to pat-down.
- Concealment Holster: +3 Diff Doesn't apply to pat-downs
- Group of people: +3 Diff (3-8 people. Does not apply if you pull someone out for screening. Obviously you cannot pat-down groups all at once)
- Lots of People/Crowd Scene: +5 Diff (8+ people. Does not apply if you pull someone out of a crowd for screening. Again, pat-down doesn't apply unless you single someone out)
Obviously, forcing someone to remove covering garments will make any uncovered weapons plainly visible. Likewise, turing out/going through one's pockets will reveal a pocket gun. Ankle holsters are usually missed in these cases (unless the screener is a professional and has them hike up their pants, and Black Widows (see holster section) are almost always left covered short of a strip search.
Improperly Concealed weapons due to size and L-Conc weapons are always found on a pat-down.
NOTE: Cybernetic Holsters & Pop-Up guns are IMPOSSIBLE to spot until they are deployed. Thermal optics or x-rays will reveal the presence of the limb but you won't be able to tell what's inside it or that it has any hollow spaces at all. High powered scanners like a Cyberscanner or a Scanman will reveal the hidden gun, but short of opening the thing up, you're just going to see a blob of metal with anything else.
DRAWING FROM CONCEALMENT
-3 to Init when drawing a Concealed weapon. Fast-Draw can negate the penalty but does not provide the normal +3 bonus.
CARRING WITHOUT A HOLSTER
In addition to -5 to the A/N Diff, carrying a P or J--conc weapon without a proper holster (in a pocket, waistband, etc) will reduce its Reliability 1 level after a week of such treatment.
Furthermore, the chance of an accidental discharges increases greatly when carrying without a holster. Whenever the character stashes, draws, or performs a vigorous activity (running, jumping, HTH combat, athletics, or damage to location). Roll your LUCK x 1.5 vs Diff 15 to see if it discharges accidentally. If UR +5 to the Diff, if VR -5 (Remember to account for the downgrade if they've been carrying this way for long)
If the weapon goes off, roll 1d10; 1-2: Weapon discharges harmlessly. 2-4: Weapon discharges and is dropped. 5-8: Wound Self (If in a pants pocket, whatever leg. Waistband, random leg, jacket pocket torso, etc), and is dropped. 9-10: Wound an ally (or self if you're alone), and weapon is dropped. Downgrade SP of cover garment by 1 afterwards.
Revised for shortness and simplicity
Concealment ratings seem off more often than not with a lot of cyberpunk guns (particularly bullpup rifles).
I've come up with my own semi-homebrew guidelines on what can be stashed where depending on the weapon's length and a little bit on body type. Generally anything that's on the margin of a concealment rating could be concealed by someone with a BT of 8 or better. Obviously most guns in cyberpunk don't mention their length, but this should be a useful guideline for people wanting to make their own guns or convert existing ones. I do suggest revising most Bullpup or folding-stock Assault Rifles to be L-Conc.
POCKET: Overall length 6.5" or less (And generally with a Width of 1.5" or less). Pocket guns can also be carried easily in Ankle holsters. Width is really important for true pocket carrying, but less important for ankle or other concealed holsters. Reff's choice, but you could allow an Ankle rig to count as bod 8 for concealment purposes on small guns.
*BOD 8 can probably stash a gun up to 7.5" long in a pocket. Pockets aren't very forgiving. But that does cover some fairly small full-frame autos and mid-length revolvers.
JACKET: Overall length 16" or less. Jackets hide a lot of sins, they can also hide a giant super-magnum revolver with a big long barrel according to the books. (Super Chief and Arno are both J, so I checked the length of the S&W 500 for comparison.)
*BOD 8 can stash up to 20" of lethality into a jacket
LONG COAT: Overall length 30" or less. Sure, long coats are long, but if you;re not wearing it as a giant pencil skirt, it's going to be somewhat open around your legs to allow mobility, which means you can't just sling a full sized assault rifle under there and not have people notice the barrel hanging between your legs. 30" covers a whole lot of bullpup guns, however. Most bullpup assault rifles, and all bullpup SMGs should be under 30" Likweise, traditional rifles with folding stocks should also usually be under this length when the stock is collapsed
*BOD 8 could probably get away with 36" under their coat before they start flashing the populace.
I would strongly suggest making most assault rifles L concealability since Bullpup is supposed to be the standard format, and most non-pups should have a collapsible stock.
HUGE DUDES
For super-huge guys (Bod 12+ or most borgs) you could probably double the difference in length between normal and bod 8 carry. (So 8.5" pocket, 24" jacket, 42" long) but chances are if you're that jacked up you're getting patted down everywhere you go.
Thus ends the title segment of this thread. What follows are suggested houserules for handingling concealed carry in Cyberpunk
NEW CONCEALED CARRY RULES
The following are some suggested rules for handling concealed weapons in Cyberpunk since as it stands there are no rules for how hard it is to spot a concealed weapon. You can use the quickie summary here or scroll down for more in-depth explanations for why things ork the way they do.
SUMMARY
BASE DIFFICULTY
NA/30 for most normal peoiple to spot at a glance. Only bother rolling for Bystanders if Diff is 25 or less.
Diff 25 for anyone with 5+ points in Awareness/Notice, or Streetwise, or 3+ Ranks in Combat Sense, Authority, Streetdeal or Family.
Skill Bonuses: Cops, Fixers and Nomads add HALF their Special Ability to A/N to spot concealed weapons. EVERYONE adds HALD their Streetwise to A/N to spot concealed weapons.
CONDITIONAL MODIFIERS (All stack unless otherwise stated.)
- Tipped Off/Actively scanning: -5 Diff (already mentioned above)
- Improperly Concealed Guns: -5 Diff (Concealing a gun in one-worse type of clothing than required, cover garment worn open, etc. Multiple improper concealments stack.)
- No Holster: -5 Diff (stacks with improper concealment due to size)
- Multiple Guns: -3 Diff for each gun concealed beyond the limit of your garment (2 P or J weapons under a Jacket, 1 L and 1 J/P, or 2 J/P under a Long Coat. One P weapon in an external pocket per garment)
- Pat-Down: -5 Diff, makes the search touch-based (in addition to -5 for actively searching). CC Holsters give no bonus!
- Extra Cover: +3 Diff for each class of garment above the weapon's rating. (Does not apply to multiple guns past the garment's max). Doesn't apply to pat-down.
- Concealment Holster: +3 Diff Doesn't apply to pat-downs
- Group of people: +3 Diff (3-8 people. Does not apply if you pull someone out for screening. Obviously you cannot pat-down groups all at once)
- Lots of People/Crowd Scene: +5 Diff (8+ people. Does not apply if you pull someone out of a crowd for screening. Again, pat-down doesn't apply unless you single someone out)
Obviously, forcing someone to remove covering garments will make any uncovered weapons plainly visible. Likewise, turing out/going through one's pockets will reveal a pocket gun. Ankle holsters are usually missed in these cases (unless the screener is a professional and has them hike up their pants, and Black Widows (see holster section) are almost always left covered short of a strip search.
Improperly Concealed weapons due to size and L-Conc weapons are always found on a pat-down.
NOTE: Cybernetic Holsters & Pop-Up guns are IMPOSSIBLE to spot until they are deployed. Thermal optics or x-rays will reveal the presence of the limb but you won't be able to tell what's inside it or that it has any hollow spaces at all. High powered scanners like a Cyberscanner or a Scanman will reveal the hidden gun, but short of opening the thing up, you're just going to see a blob of metal with anything else.
DRAWING FROM CONCEALMENT
-3 to Init when drawing a Concealed weapon. Fast-Draw can negate the penalty but does not provide the normal +3 bonus.
CARRING WITHOUT A HOLSTER
In addition to -5 to the A/N Diff, carrying a P or J--conc weapon without a proper holster (in a pocket, waistband, etc) will reduce its Reliability 1 level after a week of such treatment.
Furthermore, the chance of an accidental discharges increases greatly when carrying without a holster. Whenever the character stashes, draws, or performs a vigorous activity (running, jumping, HTH combat, athletics, or damage to location). Roll your LUCK x 1.5 vs Diff 15 to see if it discharges accidentally. If UR +5 to the Diff, if VR -5 (Remember to account for the downgrade if they've been carrying this way for long)
If the weapon goes off, roll 1d10; 1-2: Weapon discharges harmlessly. 2-4: Weapon discharges and is dropped. 5-8: Wound Self (If in a pants pocket, whatever leg. Waistband, random leg, jacket pocket torso, etc), and is dropped. 9-10: Wound an ally (or self if you're alone), and weapon is dropped. Downgrade SP of cover garment by 1 afterwards.
Revised for shortness and simplicity