Hidden Weapons (Holdout)
Using the Holdout Skill to hide weapons.
The GM rolls in secret for the PC. The roll is usually unopposed, but against an alerted observer it becomes a Quick Contest vs. Observation or Search if searched.
On a failed Holdout roll, any potential foes count as alerted observers.
For a rigid melee weapon, take weight in lbs. and add longest reach in yards (counting C as 0), rounding up and applying a penalty of that size.
For a flexible weapon do the same calc, but use the shortest reach.
Example: a dagger weighs 0.25 lb, and has a reach of C; 0.25 + 0 rounded up becomes -1 penalty.
For a ranged weapon, Holdout has a penalty equal to its Bulk.
Concealed-Carry Rigs
Cost: 50 for a +1 to Holdout; Cost 200 for a +2.
It replaces the weapon's usual sheath or cover so adds no weight.
The bonus applies for a specific weapon, or one just like it.
Fast-Draw is at a -1 from such rigs.
Trick Weapons
Modifying the weapon. Eg. Removing the handle or stock and replacing with a mechanism to extend it, like a sword on an bracer, or a crossbow hidden and fired from a sleeve.
This adds 50% to the weapon's cost. The added mechanism replaces the grip, so there is no effect on weight. This adds +2 to Holdout.
To use a trick weapon the wearer requires a free hand for a wrist-blade, a bow from the waist for a back mounted crossbow, etc, and a DX (not Fast-Draw) roll.
Success readies the weapon instantly, or fires the ranged weapon.
Failure means nothing happened; repeated attempts are possible.
Critical Failure means the weapon falls off, stabs the wearer, or whatever the GM likes.
Trick weapons are notoriously finicky.
A strapped-on weapon is awkward. Melee weapons give -1 to skill. Missile weapons have Acc 0 and never get Aim bonuses.
Special Clothing
Clothing designed to hide things gives a Holdout bonus for all weapons. This is cumulative with the bonus for a rig or a trick weapon.
A price equal to cost of living (p. B265) for the wearer’s apparent Status purchases an outfit that gives +1. Four times that amount buys +2.
Disguised Weapons
Building a weapon into something obvious doesn’t involve Holdout. Those looking for it must use Search to learn its true function.
A weapon that works “as is” but looks like a harmless item – normally possible only for blunt instruments – costs double. For instance, a yagyuzue (p. 225) is a presentation-quality jo, which would normally cost $50. Disguising it as a walking stick doubles that to $100.
A thrusting-only pole weapon can have a cap crafted to let it look and function as stick of the same overall weight until uncapped (a Ready maneuver). Add $30 to cost – $150 if presentation-quality – and 0.5 lb. to weight.
A makhila (p. 219), for instance, is a presentation-quality javelin. That’s usually $150, 2 lbs., but the fancy cap makes it $300, 2.5 lbs. and disguises it as a light club.
A weapon sheathed entirely inside a larger item has its usual weight but costs triple. The decoy item has its full weight, too; its cost is normal if fake, tripled if functional (like another weapon).
Example, a kusarijutte (p. 219) built from a functional jutte ($40, 1 lb.) with a 2-yard kusari ($40, 2.5 lbs.) inside is $240, 3.5 lbs.
Blades hidden this way, like sword canes, are thin – quality is a level lower than what’s paid for.
Effects of Hidden Weapons
A sudden assault with an undetected weapon counts as a surprise attack (p. B393).
When one weapon is merely hidden inside another, the target knows a weapon is present.
- On the turn the hidden weapon pops out, his first defense against it is at -2.
In either case, defenses against attacks after the first aren’t affected.