Shadowrun Play > Shadowrun: Anarchy

Weapons and concealment?

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ve4grm:
Just picked up Anarchy. Liking it a lot. I think I'll be using a (somewhat modified) version to run some quick SR games for friends.

But while they mention finding hidden items, does it ever give modifiers for hiding something in Anarchy? I'm trying to figure out why someone might pick a light pistol over a heavy pistol, or an assault rifle over an SMG, for example.

If there isn't a reference in the book, does anyone have suggestions?

Noble Drake:
I don't recall seeing concealment mentioned specifically, but I do have a suggestion.

Just have the players narrate how they are trying to conceal something, and assess whether that should involve a roll or not as described and based on the circumstances going down - and you can make the smaller (less damaging) weapons easier to hide by adjusting the difficulty of any roll that gets called for.

Gingivitis:
Palming is a Stealth skill, so concealing a weapon would be a Stealth + Agility + Modifiers (like concealable holsters, lined coats) vs. Logic + Willpower (Perception)

Just grant smaller weapons bonuses and larger weapons penalties.  I suggest +5 for a knife, -5 for an assault rifle. Some things should be narratively improbable (like hiding that Panther cannon down your pants).  I would likely assign a specific modifier to each category of weapon so players know what's up.

ve4grm:

--- Quote from: Gingivitis on ---Palming is a Stealth skill, so concealing a weapon would be a Stealth + Agility + Modifiers (like concealable holsters, lined coats) vs. Logic + Willpower (Perception)

Just grant smaller weapons bonuses and larger weapons penalties.  I suggest +5 for a knife, -5 for an assault rifle. Some things should be narratively improbable (like hiding that Panther cannon down your pants).  I would likely assign a specific modifier to each category of weapon so players know what's up.

--- End quote ---

Fair enough. I probably won't do a full +5/-5, but just adding some ad-hoc mods seems appropriate.

-2 Light Pistol/Taser
0 Heavy Pistol/SMG
+2 AR
+4 Sniper

or something like that. I'll have to look at what dice pools typically look like, and decide.

Hobbes:

--- Quote from: Gingivitis on ---Palming is a Stealth skill, so concealing a weapon would be a Stealth + Agility + Modifiers (like concealable holsters, lined coats) vs. Logic + Willpower (Perception)

Just grant smaller weapons bonuses and larger weapons penalties.  I suggest +5 for a knife, -5 for an assault rifle. Some things should be narratively improbable (like hiding that Panther cannon down your pants).  I would likely assign a specific modifier to each category of weapon so players know what's up.

--- End quote ---

You can Customize gear for 3 Karma a pop for minor mechanical effects.  So a Lined Coat that adds +2 Dice to Palming for concealed weapons is totally a thing, or a MAD-proof Ceramic Knife.  Some mechanical things are minor enough that they can be considered free.  The assorted gear rules in character creation give some examples. 

Make your gear yours!   

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