Carl's trap skill allows him to arm triggers selectively and mount trap components on moving objects.
Carl knows that ordinary two-part traps require the same user to place both halves. Trap Master expands his placement options to non-static objects such as automata.
He fixes anchor halves to three small spider robots and later arms matching triggers around the Havana clearing. The first trigger is configured so only Carl can activate it.
This skill interaction creates the mobile-anchor loophole that neither Mordecai nor the marketplace assumptions initially account for.
A trapmaker's hand fixing a glowing rune plate to the back of a walking metal spider.
Trap Master turns fixed battlefield traps into a programmable transportation system.