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PLANT TRAPS

General
PLANT TRAPS
Syntax: planttraps <type> <target>

A mechanist's art of sabotage. While a victim sleeps, a skilled mechanist can
slip traps onto their equipment that trigger under specific conditions.

Traps are not easily detected without the right skills, and removing a
trapped item carelessly may set it off.

A mechanist can plant one trap per hour, and a victim can carry at most two
planted traps at once. Traps wear off on their own after some time or after
triggering enough times.

Traps only take on another adventurer's equipment. Trying one on a sleeping
creature still trains the skill.

Available traps:

tripwire    Tangled around leg armor.                  [legs]
slickshoes  Grease applied to footwear.                [feet]
falseteeth  An explosive charge hidden in face armor.  [face]
flashoil    Tainted oil poured into a lantern.         [light]
straps      Shield straps carefully weakened.          [shield]
grips       A slippery coating applied to gloves.      [hands]

See also: TRAPS, DETECT TRAPS, MECHANIST