Master Miscellaneous
Official LAIRE career skill list featuring 11 specialized abilities.
This skill allows a character to determine the cause of death of a character in their Death Count or a corpse. This skill will tell if the cause of death is from a Slay, Assassinate, poison, general damage, magical effect, the spell and its school, etc. It can tell what type of weapon was used, but not what specific weapon it was.
A character can only Autopsy one character at a time. The use of this skill requires the character to concentrate while they are using this skill. The player should look at the character they are using this skill on and can only talk and invoke Latent spells while autopsying someone. If the use of this skill is interrupted by either taking damage or the character choosing to stop, the attempt fails. If the character wishes to try to autopsy again they must start from the beginning.
This skill does not stop a character’s Death Count, nor can their Death Count be stopped by any means and still use this skill. For example, a character cannot use Battle Surgery skill to stop the Death Count. This skill takes 1 minute to use.
This skill has only one use, to overcome obstacles encountered during game play which do not physically exist. It cannot be used to climb over a stone wall if the stone wall is there out-of-game, but if the Marshal only describes the wall or if the wall is only represented by a tarp, string or other such out-of-game item, then the character can use this skill. The Marshal will have final say as to whether the character successfully uses this skill. It typically takes the character 10 seconds to climb 20 feet, although the character can climb any height with this skill.
This skill can never be used to enter or exit combat, nor can it be used to attack from trees, roofs or other out of reach locations. A character absolutely cannot stand next to a tree and say they have climbed the tree and attack other characters. Ever.
When a character purchases this skill they permanently change their Death Count, effectively doubling the amount of time the character has at each stage. Therefore, it takes them 2 minutes to Bleed to Death, are Mortally Wounded for 2 minutes, and will be at the Brink of Death for 10 minutes. This skill does not affect how long they are Unconscious, when they are at 0 Body Points, or Waylaid; it is still 5 minutes.
If another character uses the First Aid skill or a Detect Life spell, in addition to receiving their Death Count status, they will know the character has the Coma skill.
When a character learns this skill, they may resist the effects of any and all fear abilities, spells or effects for 5 minutes. This skill will also resist the use of the Interrogate skill. The player should call “Courage” when they invoke this skill and when affected by any additional fear effects during the skill’s duration.
This skill allows the character to move through the Darkwood Forest unmolested by its denizens by knowing the safe paths to travel and how not to alert the creatures that live there. If the character wishes, they can lead a group of no more than seven other characters safely through at one time.
It does not give the character any special knowledge of what might live in the forest or where anything in the forest is, just how to navigate safely through it.
The more intelligent, free willed creatures in the forest are not fooled and can choose to act when they see the character normally. Additionally, these Darkwood creatures do not take kindly to intruders and usually act to kill anyone with this skill they find wandering where they are not supposed to be.
This skill allows the character to interrogate another character and force one truthful answer from them. It takes 5 minutes to use this skill and during that time the character should roleplay his interrogation of the target character. For every purchase of the Stamina skill the target character has, they can prolong the time it takes to use this skill by 10 minutes. So a character with three purchases of the Stamina skill could hold out for 35 minutes. This skill can be countered by the Courage skill. No other skill or spell will stop this skill.
Paladins and Dark Paladins are immune to the Interrogate skill.
This skill trains the character’s mind to resist charms. The character can use this skill to stop: any Charm School spell, any racial charms like Satyr/Faun charm, the Hypnosis skill, charm like effect Spell Songs, charm like effect Nature Magic, Ritual of Domination, Possession, Vampiric charm, Draconic or Hierarch charm, or any other charm affect.
This skill will not stop a fear effect. This skill has no obvious effects when used and does not need to be called out loud. This skill must be used immediately after the attack. A player could not wait until they are given a command they do not like then use this skill to free their mind to disobey the order. The one exception to this rule is charm effects that have a base duration of longer than 1 hour. The character may use his Iron Will to regain self control for 10 minutes. Some examples are: being an undead under the control of another, being under the effects of a Ritual of Domination, or a Demonic Charm. A spell that has been augmented with the Spell Binding skill does not fall under this exception as the base duration is still 1 hour or less.
This skill can never be used to stop any Follower of the Light or Servant of Darkness turn or control skill.
This skill has only one use, to overcome obstacles encountered during game play which do not physically exist. It cannot be used to jump over a stone wall if the stone wall is there out-of-game, but if the Marshal only describes the wall or if the wall is only represented by a tarp, string or other out-of-game item, then the character can use this skill. The Marshal will have final say as to whether the character successfully uses this skill. This skill cannot be used to prevent falling damage of any kind.
The character is able to jump 10 feet straight up, 20 feet out, or 30 feet down. This skill cannot ever be used in a combat situation, in other words the character cannot use this skill to jump into a fight, out of a fight, as a means to escape pursuit, or to leap to an unreachable location and attack. It can never be used as a means to jump from tree to tree as a mode of travel, regardless of the character. This skill can only be used to overcome non-existent obstacles
This skill has only one use, to overcome obstacles encountered during game play which do not physically exist. It cannot be used to swim across an actual lake or river if the water is there out-of-game, but if the Marshal only describes the water obstacle or if the water is only represented by a tarp, string or other out-of-game item, then the character can use this skill. The Marshal will have final say as to whether the character successfully uses this skill. The character walks across the out-of-game representation at a slow walk and can swim any reasonable distance.
This skill allows the character to interrogate another character and force one truthful answer from them using physical harm and pain so long as it conforms with the decency standards of LAIRE It takes 30 minutes to use this skill and during that time the character should roleplay his torture and interrogation of the target character. For every purchase of the Courage skill the target character has, they can prolong the time it takes to use this skill by 10 minutes. So a character with three purchases of the Courage skill could hold out for 60 minutes. This skill can be countered by the Iron Will skill. No other skill or spell will stop this skill.
To use this skill, the target character must be restrained and unable to resist. The character may either inflict pain without causing Body Point damage or cause damage if they wish at any point while using this skill; they may even deliver a Killing Blow.
The character using this skill may also force the target to perform one action provided it does not cause the target character to lose permanent Body Points or Power Points or takes longer than 30 minutes. This action can be anything the character is capable of performing. For example, a character can be made to cast a spell or lower a Ward. They can be forced to pick a lock or disarm a trap so long as they have the appropriate skill. If the character cannot perform the action they are directed to do, the skill fails and the Tag is used. The action does not have to be performed immediately. The character may bring the target character to a location where the action will be performed, but they must always be present, the target character must remain restrained, and 7the action has to occur within 30 minutes.
For example, Illium is captured by some Servants of Darkness and tortured. After 30 minutes they want him to lower the Ward on his barracks. They take him to the building and the torturer orders him to lower the ward. Illium must comply unless he has an Iron Will. Also, if the torturer wanders away from Illium, he frees himself from his bonds, he runs away, or the trip to the building takes over 30 minutes, Illium does not have to lower the ward. Finally, if Illium does not know the word to the ward or is not a caster of the ward and has no ability to lower the ward, the torture fails. In all of these instances, the Tag is used for that Tag Cycle.This skill does not allow a character to mutilate the target character without doing damage or magically preserving the character in anyway. For example, a character cannot remove an internal organ or bone without delivering a Killing Blow. They can remove fingers or toenails but not hearts, intestines, or spleens. This skill does not allow the character to alter the target character’s physiology in any way, the Evisceration skill is used for that.
The character can use this skill to inflict pain upon an unresisting target character without doing damage and without using a Tag for that cycle provided they do not try and force the answer to a question or perform an action.
In order to successfully use this skill, a Marshal must be present. This skill allows the character to track any character that leaves visible signs of its passing. While using this skill the character must move at a slow walking pace. The Marshal has final say as to the successful use of this skill. If no Marshal is present, this skill fails. In addition, the Marshal must know the whereabouts of the character(s) being tracked. If the Marshal does not know, or cannot discover the whereabouts in a reasonable amount of time, the attempt fails.
For example, Kenai wants to track a necromancer and his undead that attacked some Avalonians. He gets a Marshal who knows where the NPC’s were headed to and marshals the tracking skill. However, when the players arrive at the encounter site, the NPC’s are not there. The Marshal has no idea where the NPC’s are and therefore the tracking attempt has failed.This skill can be used to cover tracks as well. While using this skill in this fashion, the player must move at a slow walking pace, one step per second. The Marshal has final say as to the successful use of this skill.