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> Concealability in SR4X, I had (what I thought was) a brilliant idea
Kerenshara
post Mar 29 2011, 03:03 AM
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I’m very fond of the base mechanics for dice rolling in SR4X, but I think the concealability system is... I’ll be polite and say “sub-optimal”. I liked the old amount of variation and the flavor it lent. (Otherwise why the line about the “obvious” nature of the Armored Jacket?) So, how do you use the old numbers with the new mechanics? And then it hit me: divide by three as a threshold for the observer. (Even better if you use the dice caps, where really small items are just impossible for a novice to notice, hence the value of the security professional...)

1 Threshold 1
2 Threshold 1 (-1 Observer’s DP)
3 Threshold 1 (-2 Observer’s DP)
4 Threshold 2
5 Threshold 2 (-1 Observer’s DP)
6 Threshold 2 (-2 Observer’s DP)
7 Threshold 3
8 Threshold 3 (-1 Observer’s DP)
9 Threshold 3 (-2 Observer’s DP)
10 Threshold 4
11 Threshold 4 (-1 Observer’s DP)
12 Threshold 4 (-2 Observer’s DP)
13 Threshold 5
14 Threshold 5 (-1 Observer’s DP)
15 Threshold 5 (-2 Observer’s DP)
16 Threshold 6
17 Threshold 6 (-1 Observer’s DP)
18 Threshold 6 (-2 Observer’s DP)
19 Threshold 6 (-3 Observer’s DP)
20 Threshold 6 (-4 Observer’s DP)


All modifications and calculations are based on the BASE levels of the item.

Long coats (and their ilk) add 50% (round down) of base item concealability.

Concealable holsters and similar items add up to a maximum of 50% (round down) of base item concealability.

Hits scored on a Palming skill test (to a maximum penalty of 50% round down of base item concealability) may be applied as a negative modifier to the observer’s dice pool.

So:

An assault rifle (Concealability 2) under a long coat (+1) being carried by somebody who can carry it just right (-1 DP) is Threshold 1, -2 to observer’s pool. It’s not that hard, just like in older editions. But a rank novice might still have issues.


A Cavalier Scout (Concealability 9) under the same long coat (+4) in a permanently mounted concealable holster (+2) being carried by a Palming specialist (-4 DP) is Threshold 5, -6 dice. That means you need a minimum of 11 dice to have even a chance to spot it, more like 21 on average. If you’re using the caps, you need at least Skill 3 (Professional) to see the thing. As it really should be.

Thoughts (other than “who cares!?”) or suggestions?

-Kerenshara


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