Disarm Trap

The Rogue now gains the ability to completely disarm a trap that they have detected. The rogue leaves the trap operationally ineffective and all players can now move an item, open an unlocked container, or pass through an Area Trap without hindrance thereafter. The player may disarm a trap set by a Rogue equal to or lower than their Tier. The trap setter is made aware their trap is disarmed by a Disarm Trap card left by the Rogue. Or the trap may be rearmed and left in place.

Prerequisite: Destroy Trap

Phys Rep

Disarm Trap card with character name or Guild mark and Tier. RP 15 seconds per Tier of trap to be disarmed.

Limitations

If the trap was created by a higher Tier Rogue then the effects of the trap take place immediately.