holster -- concealed carry, back sheath, and stow / ready your whole loadout
Sheathed and holstered weapons still count as equipped for finishers and combat draws -- they are storage for the eyes, not your inventory.
How you play
holster <weapon> [hip|thigh|shoulder] -- tuck one weapon out of sight.
holster -- list what's in your body holsters.
draw [hip|thigh|shoulder] -- bring one holstered weapon to hand.
sheath <weapon> -- belt (one-hand) or back (two-hand).
sheath / unsheath [belt|back] -- list / draw a sheathed weapon.
stow -- holster or sheath everything in your hands, in one command
ready -- draw your whole stashed loadout back to hand, in one command
Three carry families beyond belt (help tuck):
hip / thigh / shoulder holster concealed -- never shows on look
belt / belt_2 / belt_3 sheath -- visible on look ("Sheathed at belt").
back sheath visible -- two-handed weapons only
Open carry in a public civic room -- a weapon actually IN YOUR HAND, not sheathed or holstered -- draws a deputy's eye.
Equipping, drawing, or unsheathing a weapon in town can flag brandishing heat (small, stacks -- help heat). Badged deputies, sheriffs, and feds carry openly. Bounty hunters get warnings and leeway, not immunity. Hunter Path and Slayer Background characters need cover -- flash a forged badge or license, an impersonate bluff, or a real PI license (help impersonate, help forgery, help holster) -- not the Survival hunting profession (help hunting).
Holstered and sheathed carry stays legal-looking.
``stow`` prefers a concealed body holster over a visible sheath, and never drops a weapon on the floor -- if every slot is full it just tells you what stayed in hand.
``ready`` fills your primary hand first, then offhand if a second stashed weapon and a free off hand remain.
See also: help equip | help tuck | help heat | help arrest