Story so far
Carl's plan for the Surgical Theater is straightforward: walk in, eyeball the fire traps, make sure Burcu isn't in the line of fire, and cast Tripper to set them all off harmlessly. He has it prepared as he pushes open the double doors.
He abandons the plan the instant he sees the ring of traps. The Containment Breach Trap Mark IV modules carry an explicit warning that they are Tripper proof, and are additionally chained in sequence and wired to a dead man's switch. Without Tripper, Carl has no clean way into the room, which forces the Walk on Air table-hopping that ends in disaster.
Role
Carl's usual answer to trap rooms, deliberately countered by Houston's setup.
Relationships
Carl — His prepared but unusable plan for the theater
Sources — 8 recorded facts, by chapter
Chapter 18
- Spell that sets off traps prematurely, which the one-winged eagle trapper claims he can prevent.
Chapter 19
- A trap-detection or trap-clearing capability the Posse's no-man's land traps are specifically designed to defeat.
Chapter 39
- Carl's remote-detonation spell, used to set off the enemy's entire arming automaton bomb cache at once.
Chapter 40
- Spell in King Rust's stolen repertoire, one of several that mirror Carl's own abilities.
Chapter 41
- Trap-triggering spell; King Rust's level 15 in it gives each Posse trap a 90% chance to blow on command.
Chapter 56
- Carl's trap-springing spell, level 15 via his bandana, loaned to Imani as a blood tattoo for the raid.
Chapter 73
- Carl's ability that would set off the minefield's summon traps and bury the team in soldiers.
Chapter 78
- Carl's trap-triggering skill, useless against the containment breach traps that are built to resist it.