What is Scavenging?
Scavenging is a special action that all Player Characters are able to do. It represents combing through junk or organs to find things of value. Through this, they can take items from fallen bodies or containers.
Under no circumstances are you allowed to go through another person’s pockets or clothing. In fact, beyond a simple touch on the arms or shoulders, you are not allowed to touch another participant without their explicit permission.
How to Scavenge:
Perform 30-counts of Concentration with at least one free hand while in the prone position (i.e. sitting, kneeling or lying down)
After completing the count, invoke "Scavenge" to take an item from a fallen body or a component from a fallen monster.
Special Note 1: Some monsters or villainous Characters may be Scavenged multiple times -- these must be by different Player Characters.
Special Note 2: The process of Scavenging from other Player Characters is listed in the Health, Death, and Resurrection section.
What is Disarming?
Disarming is a special action wherein a Lock or a similar device is deactivated so that a container may be opened or a doorway may be accessed. Disarming is also used to render Traps or similar mechanical hazards inactive -- Skills that allow you to Disarm Traps may also allow you to salvage the Trap’s remains and convert it into usable Components. In certain scenarios, Disarming may also be used to bypass an obstacle or activate/deactivate a mechanism.
The following Skills or Spells allow a Character to Disarm Locks or Traps.
Explosive Elementalist -- Chemist (Builder)
Infuse Item-- Infusion (Arcanist)
Junk Diver -- Junker (Ranger)
Project Disruption -- Projection (Arcanist)
Disarm Device -- Tinker (Builder)
Transmute Material -- Transmutation (Arcanist)
How to Disarm (from the Disarm Device skill): When faced with a Basic-quality Device such as a Lockbox, a Doorlock, or a Trap, you are able to Disarm it. Such hindrances and hazards are typically clarified or labelled accordingly, being taped or strung to prevent opening the containers they guard. Basic Locks are designated with a Padlock symbol or a “L” while Traps are designated with a “<” or a “T”. Advanced Devices are encircled while Superior Devices have their symbols or letters enclosed in a rectangle or a circle and a rectangle.
This requires the completion of 30-counts of uninterrupted Concentration while simulating the appropriate role-play on the device in question. At the end of the count, invoke “Basic Disarm”. In order to perform this action, you must have at least a Basic-quality Scrap Kit and you may not have anything in your hands unless they are a Small Melee weapon such as a Dagger.
Locks and Traps
As mentioned previously, Locks prevent entry to an area or access to a container. Player Characters are able to create Doorlocks and Lockboxes, to secure their belongings or locations.
On the other hand, Traps are a type of hazard that inflict damage and/or an Control effect upon those that trigger them. Trapped containers or doors have telltale signs that showcase their dangerous nature. On the other hand, other Traps such as wire-triggered arrow Traps or electrified floors might not be as obvious unless one knows where to look -- usually the “T” or “<” symbol designates a place where a character may Disarm a Trap.
Disarming Advanced and Superior Locks and Traps: Some Locks and Traps require greater amounts of skill to Disarm.
The Greater Disarm effect allows for the Disarming of Advanced Locks and Traps. While the Superior Disarm effect allows for the Disarming of Superior Locks and Traps.
Traps vs. Hazards: Some Trap-like Hazards may not be Disarmed, representing machinery or magics that are too solidly made to be broken. Similarly, Hazards cannot be Disarmed. These represent bone-crushing river currents, deep pits, or irradiated patches of ground. Their effects will usually be described at the beginning of an Event or the scenario where they are present.
The Trap-Springer Skill: This Skill defends a Character and one ally they touch against a Trap.
What are Conjurations?
Sometimes called Ether Matrices, these are long-lived magical effects that accomplish a specific task. Many Conjurations function as traps or doors, punishing or preventing entry. Some Matrices power sorcerous machinery or light a room.
Despite their longevity, the energy loops within Ether Matrices are relatively fragile for those with the knowhow to disrupt them. Applied pressure or energy in the right location can disturb and deactivate a Conjuration.
The Disrupt Conjuration effect is available to many of the same Disciplines or Spheres that grant the “Greater Disarm” effect. The process for using Disrupt Conjuration is similar to the process for the Disarm effect -- 30 counts of Concentration and then invoke “Disrupt Conjuration”.
Superior Conjurations are far more difficult to Disrupt and may require specific stimuli.
What is Ancient Tech/Antech?
Ancient Tech refers to electronic technology that has somehow survived the Magna-Storms of the Long Fall. While these were built at the height of humanity’s ability to create such hardware and software, time and malfunctions have corroded their capacity for interaction. Thus, only individuals with the Junk Diver and the Tech Diver skill are able to interface and use such items -- to glean information from them or to activate their functions (e.g. opening a door, activating a factory process, etc).