BTW we will most likely remove pit traps no matter what options you choose.
Oh and this is a pc trap discussion we as plot can always do funky trap type things since we will be there to narrate
Ok so vote

Moderator: Admin
.Searching of someone else's cabin or through their in-game belongings is perfectly within the rules of the game, as long as a few precautions are taken. You are required, before beginning your search of another cabin or sleeping area, to find a "Rogue Marshal" who will be there to watch and alert you to any defenses the victim may have set up in the room such as contact poisons and traps. If you are setting up defenses against such measures, you are also required to find a rogue marshal to verify correct set-up of these traps. This allows the marshal to alert all other rogue marshals in case another player searches your cabin. It is not permitted to search any other PC's cabin or sleeping arrangement without the presence of a Rogue Marshal
Apprentice Trapsmiths:
Apprentice Trapsmiths can only set/disarm/craft Alarm and mechanical type traps. Only Apprentice Trapsmiths and above may attempt to disarm traps. At no time does a standard trap cause damage to multiple people, although one trigger can be used to set off multiple traps. The person closest to the actual trap takes the full effect of the trap, unless the trap is area effecting. All traps made of modern materials are required to be disarmable. The player is required to provide the phys-rep for all traps, and they must be plot approved before use. The trap must have a box or storage device for the actual gas or explosive discharge. The size of the container must be big enough to hold a standard alchemical vial(s). The trigger must actually open the container to set off the trap. Traps can be reset and reused as long as the phys-rep lasts, or until the traps expiration date. Traps may be made on the fly, but you must have a Tag for a trap if you are attempting to set it. If you set off a trap while setting it, disarming it, or collecting, it goes off on you. A Rogue Marshal must be present for the Disarming of traps. It is requested that if you have time, a Rogue Marshall be present for the setting of a trap as well. If you find yourself having set off a trap, find a rogue marshall immediately, if one is not present.
Alarm: A simple trap that alerts you when trigger (i.e. Rings a bell, pulls on your big toe, etc..) 1 None
Mechcanical: A trap that does "XX body" to person who triggered the trap. 1 per 25 pts. None
Journeyman Trapsmith :
Journeyman Trapsmiths can attempt to set/disarm/collect any trap. A Journeyman can craft alchemical traps (except area effect), rock falls, and acid pools. If they know alchemy, they can use a strengthened Oil of Slipperiness in the same quantity as an acid pool, to neutralize the pool.
Alchemical: A trap that sprays out an alchemical liquid/gas onto the nearest person. 10 Appropriate Alchemy
Rock Fall: A trap that drops boulders/rocks from the ceiling/wall. 10 massive damage per boulder, 5 damage per rock. (I.e. Rocks suspended by a sheet/ropes, released by a trip line) 10 Rocks/Boulders
Unshatterable Container (12") A box/bag/pouch/etc that is impossible to break by normal means. 100
Less then 12" in all directions
Unshatterable Container (24") A box/bag/pouch/etc that is impossible to break by normal means. 200 Less then 24" in all directions
Unshatterable Container (36") A box/bag/pouch/etc that is impossible to break by normal means. 300 Less then 36" in all directions
Acid Pools: A trap that does 50 pts of acid damage per second a person is in contact with it. (Denoted by a green cloth in the size/shape of the pool) 5 per sq. ft. 50 pt Appl Acid per sq. ft.
Master Trapsmith:
Masters can craft massive mechanical traps, shatter traps, pressure plates,area effect rune traps, and area effect alchemical traps. The appropriate alchemy for an area effect alchemical trap would be a vial of natures water, an alchemical fire, paste of stickiness, oil of slipperiness,light poison, or an area effect gas. In the case of paste of stickiness, all those in the area would be stuck to the floor, and anything they touch would stick to them for XX minutes. In the case of Oil of slipperiness, all those in the area would immediately fall to the ground, not being able to stand up nor hold/pick up things for XX minutes. In the case of a light poison, all those in the area would immediately be "Stunned" (Same effect as stunning blow) for XX minutes. In the case of area effect rune traps, only elemental/magic damage runes may be used.
Massive Mechanical: A trap that does "XX body", 10 ft radius. 50 + 1 per 10 pts None
Area Effect Rune Traps: A trap that triggers a elemental/magic damage rune, and magnifies the damage to a 10' radius. 50 Appropriate Rune
Shatter Trap: A trap that does Shatter,10 ft radius. 100 None
Pressure Plates A trap that when stepped upon does "XX body" to person who triggered the trap. (I.e. A few finger snaps underneath a piece of paper). For an extra 5 production, this plate can trigger a trap that is adjacent to it. 25 + 1 per 25pts. None
Area Effect Alchemical Traps: A trap that when triggered, releases the alchemyinto the air. 25 Appropriate Alchemy