Lawyer

Overview
Object to actions of your enemies and sue the heck out of them! With Lawyer, you can use your superior intellect to manipulate the game in your favor. If you don't like what's going on during a turn, you can immediately end it. If you don't like the idea of one of your opponents killing you, you can sue them to impose penalties when they do so anyways.

Objection_icon.png Objection! (9 turn cooldown)
Immediately end the current player's turn, interrupting whatever encounter or event the player is currently at. In at least one specific case, however, this skill will fail -- it cannot stop a player from picking classes.

Sue_icon.png Sue (7 turn cooldown)
Sue a target player. If this player commits murder in their next 3 turns, they are forced to pay you 10 rupees and skip a turn. If they are unable to pay 10 rupees, then they will be put to death.

Natural Liar (passive)
If you fail to answer a trivia or ORLY question correctly, you do not receive the penalty. Does not apply to the Sphinx encounters.

Strengths

 * Objection is a powerful skill, able to stop something really bad from happening to you or something really good happening to another. You can even stop a player from rolling the dice with it.
 * Sue, similarly, is a powerful skill. If it's noticed, it can cause aggressive foes to think twice before killing.  If it doesn't deter them from killing someone anyways, then you will likely get some rupees out of it and stop the aggressive player for a bit too.
 * There's no range limit on Lawyer's skills.
 * Saying No to The United Nations will sometimes result in being moved forward instead.

Weaknesses

 * Lawyer lacks movement-based skills.
 * Long skill cooldowns means the Lawyer really has to save their skills for something pivotal.

Strategies

 * If another player is about to use a lethal weapon, you generally have at least some warning and can Sue them. Gun, Diss Card: Death, Spider Mine, and Phaser all create chat logs indicating that player's intent to kill.
 * Objection can be used to save yourself (or a teammate) from dying in the Pyramid or suffering defeat in the Archaeology Dig or Dungeon Crawl by forcing an end to the encounter. It can also be used to stop an opponent from successfully completing the aforementioned encounters.
 * The Energize spell can be a boon to the Lawyer.

Dual-Class Synergies
(to be done later when other classes have their own pages)