Traps
Begun Training to Skilled
Trip an enemy up with some pre-placed rope.
1 Day Cooldown
Fall into an enemy's trap.
1 Day Cooldown
Successfully prank an ally (or lightly harm an enemy) with a trap planned in advance.
1 Day Cooldown
Plant something under the ground that cannot be seen by a passer-by.
1 Day Cooldown
Identify a trap that is not your own, and make it known to your allies.
1 Day Cooldown
Feat
Skilled to Proficient
Take down up to three enemies with a single trap.
4 Day Cooldown
End a combat encounter before it can begin using traps.
4 Day Cooldown
Defeat a group of NPCs through the usage of a land mine or similar hidden explosive device.
4 Day Cooldown
Defeat an enemy on a vehicle with a trap.
4 Day Cooldown
Design a trap with a mechanical trigger.
4 Day Cooldown
Feat
Proficient to Highly Proficient
Create a trap on the fly in the middle of a combat encounter, and deploy it successfully.
1 Week Cooldown
Succeed in a legitimate combat encounter through one or more traps you set up before the encounter occurring.
1 Week Cooldown
Disarm one of your own traps in the middle of a heated, dangerous, combat encounter.
1 Week Cooldown
Successfully eliminate a hostile opponent through the use of a trap set up in a vehicle that they use.
1 Week Cooldown
Defeat a giant creature, e.g. Aklay, Rancor, Krayt Dragon, Mire, Skriton, etc, using only traps.
1 Week Cooldown
Feat
Highly Proficient to Mastery
Defeat an opponent you otherwise would not have been able to defeat through the usage of traps.
2 Week Cooldown
Design and employ a trap that targets a specific weakness of a player character.
2 Week Cooldown
Teach someone in Traps to the level of Skilled.
2 Week Cooldown
Design and create, or commission, your own unique trap; and deploy it in a legitimate combat encounter.
2 Week Cooldown
Deploy a series of elaborate traps to protect an artefact or something of value.
2 Week Cooldown
Feat
Mastery to Extreme Mastery
Successfully deploy a trap on a hostile player character who is a higher tier than you.
5 Week Cooldown
Successfully lure an opponent who has Farsight or Battle Precognition at Mastery or higher into a trap in a legitimate combat encounter.
5 Week Cooldown
Successfully use a trap to destroy a capital ship.
5 Week Cooldown
Defeat a Middle 2 or higher enemy through use of an extremely basic trap, i.e. stick trap, rope trap, etc.
5 Week Cooldown
Rig an entire combat scenario/plot that is one giant trap for another player character.
5 Week Cooldown
Feat
Extreme Mastery to The Mastery
Successfully use a trap on a player character legitimately that was planned up to three weeks in advance.
8 Week Cooldown
Defeat an equal-tier or higher player character in a legitimate combat encounter using only traps.
8 Week Cooldown
Successfully deploy a trap on a Tier 0.
8 Week Cooldown
Create a comically large trap and hide it in plain sight.
8 Week Cooldown
Deploy a trap that wins or turns the tide in a galactic-level engagement.
8 Week Cooldown