This skill allows the Rogue to trap an area or location. These traps represent the ability to set snares, tripwires, and and pitfalls, as well as an understanding of how to disguise them. Rogues with Area Traps gain the ability to set “Suspicious Locations” These are areas that look suspicious upon inspection, even to the untrained eye, but only a Rogue can safely determine if they are truly trapped or a ruse. These traps can be used to ensnare/hold a player for a number of minutes equal to the Tier of the Rogue that set the trap in a location, or cause damage equal to the Tier of the Rogue to anyone in the area of effect that applies to a targeted hit location of the Rogue’s choosing (i.e., a dart trap that targets the torso, punji sticks that do damage to a leg, etc.) Along with Poison Use, Area Traps can be made to not only cause damage, but also have other effects, see Tier 3 Create Poison. A Suspicious Location can be trapped or safe, and for every one actual Area Trap a rogue sets, they can also set a Suspicious Location that is not trapped in order to confuse, delay, or lead astray their victims.
Prerequisite: Trap Use 1
Phys Rep
Suspicious Locations are represented by a folded 8.5x11 sheet of paper of any color, one side labeled “Suspicious Location” and the other side denoting if the area is safe or if it is trapped, what kind of trap it is, including a description of the mechanism, and the effects.The Suspicious Location marker must also include the Tier and character name, or Guild Mark of the player that set the trap Setting Area Traps takes 30 seconds per Tier (may be incorporated into the actual physical setup of a location), higher Tier traps are more complicated and deadly so take longer to set. A black ribbon is used to denote the location of the trap in an area of up to 10’ in diameter. Suspicious Location markers should be easily discernible for other players.
Limitations
Players can only set 1 Area Trap per Tier per day. Area Traps are limited to 1 per 10’ area.