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. 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
