Conceal Weapon

Creativity
Presence
Agility

Short Description

Hide a weapon or dangerous item on your person or in your surroundings to avoid detection or prepare for a surprise attack.

Success Criteria

Roll 1d100 + Conceal Weapon skill vs. DR 80 + target's General Perception

Effects

If successful, the weapon remains undetected for the current scene or until retrieved.

Modifiers and Restrictions

+10 to +30 DR if weapon is large, metallic, or shaped awkwardly

–10 to –30 DR if hidden in customized clothing or purpose-built container

+20 DR if under direct inspection (e.g., guard search or scanner)

-20 DR if not under direct inspectoin

–10 DR if target is distracted or rushed

+10 DR if scanning equipment is used

Action Examples

Hiding a small knife before entering a security checkpoint: DR = 80 + 20 (direct search) – 20 (custom sheath) = DR 80

Roll = 114 → SR = 34 → Success: knife is not found.

You casually step forward and to the side as tension rises, hiding your small crossbow behind your leg while taking a flanking angle.

DR = 90 → Roll = 116 → SR = 26Crossbow remains hidden, you're in position.

Long Description

Conceal Weapon is the ability to hide dangerous items such as knives, pistols, or explosives from visual or physical inspection. It can be used before entering high-security zones, when preparing for ambushes, or simply to avoid drawing suspicion in social or diplomatic encounters. The skill relies on subtle movement, knowledge of blind spots, and familiarity with detection routines, including body searches and sensor protocols. Higher levels of success can allow for hiding multiple items or embedding gear into the environment. The skill becomes significantly harder when dealing with advanced scanning devices or military-grade searches.

Sequencing

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Potential Counters

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How to use this page

All the information above is intended as a guide to help you navigate the many situations that can arise during your game. Since it's both impossible—and frankly uninspiring—to plan for every possible outcome, players are encouraged to think creatively when using their skills. Game Masters, in turn, are encouraged to embrace and support that creativity.

Whenever possible, aim to resolve situations through narrative choices, logical thinking and role playing. If that’s not feasible, agree on a Difficulty Rating (DR) using the provided Success Criteria and Modifiers. These are not rigid rules, but suggestions - starting points to help you find the right level of challenge. The player describes their intended action, and the Game Master proposes a DR. This should be open to brief discussion at the table, ideally resulting in consensus. If not, the Game Master has the final say.

It’s important to emphasize that all suggested effects, modifiers, and action examples are exactly that: suggestions. If you’re unsure how to resolve something, they offer a reliable fallback—but wherever possible, we encourage you to push boundaries. That’s where some of the most memorable and exciting moments in play are born.

Sequencing and Potential Counters are far from exhaustive. With hundreds of skills, spells, and tech modules in the game, the possibilities are too vast to list. You’re encouraged to explore combinations that make sense in your story and setting and in the situations that arise in your game. Sequencing and countering are core to Cosmic Odyssey - they’re where strategic depth meets dramatic flair, and where legendary moments often take shape. Even if no sequencing and counters are mentioned, some certainly exists and can be smartly utilized.

So explore boldly, improvise wisely, and enjoy the game as it unfolds around your choices.