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DyingLight Core Rulebook

Special thanks and considerations to Laughlin ‘Lucky’ Bradley and Wolsey Bradley.
Rights to the world concept reserved for the original authors: Lucky and Wolsey.
All other rights reserved by Brian Ragsdale.
Permission given to print copies for personal use.


Welcome to the Dying Light LARP Core Rulebook!

This rule book provides all the basic information you need to participate in a DyingLight event. It details out the mechanics by which we do conflict resolution, information on character creation and development, and short lists of all the skills and feats you character has access to. In addition this contains the rules by which we expect all participants to conduct them selves with, which is important for the safety of all the people who participate.

New Players

We recommend that you take a look at the New Player Guide  to get a good start on building a character and getting involved in the game world. You will need to have read through this rule book before attending, and have a solid understanding of it’s contents.

Player Conduct

At your first game, please be ready to show us proof of age. At this time, we cannot accommodate accompanied minors or minors with permission slips. First time players will be asked to produce proof of age at check in. Acceptable proof is defined as any document issued by the State or county, city, or the federal government. A driver’s license, state-issued ID or a passport will work just fine.

Be respectful of both players and staff.
Dying Light will not discriminate against anyone on the basis of race, ethnicity, gender, sexual orientation, religious belief, physical, or mental disability, or age (excepting our minimum age requirement of 18 years old.) We expect the same of our players.  Respect also includes refraining from vulgar displays of temper. Everyone has moments where they are upset, disappointed, or unhappy (and that’s ok) but this doesn’t give players license to lash out.

Familiarize yourself with the rules and follow the intent behind them.
If you find a loophole, tell us. If we find a loophole, we reserve the right to correct problematic interpretations as needed. If you have a question regarding what a rule means, a member of our Rules team will be happy to answer any concerns you have. Rules Lawyers are a giant wet blanket on fun, and players who repeatedly exploit or argue about loopholes will be issued a warning.

Take good care of yourself and be aware of your limits.
LARPing can be a strenuous activity. Pair that with long nights, irregular eating habits and bad weather, and you can end up feeling awful come Sunday morning cleanup. Dying Light expects its players to bring clothing and footgear for wet, cold weather (this includes snow gear in all but July and August), enough food for six nutritious meals that meet a player’s personal dietary needs and restrictions, and a tent with gear or bedding that will keep the player warm and dry at night. See the What to Bring section for further details. Players requiring daily prescription medications should have enough doses for the entire weekend as most of our sites are not within convenient driving distance of a pharmacy. We strongly encourage our players to get some sleep during game. Energy drinks, coffee and other caffeine delivery systems are not an acceptable substitute for sleep.  A special note on chronic conditions: Dying Light encourages those players dealing with chronic illness to assess their capabilities and use good judgment regarding participation. We expect all players to assist in the cleanup of the site on Sunday morning and to participate in game with minimal accommodation beyond our yellow headband policy (see None Combat for details). While no one can predict the onset of an illness-included bad day, we will remove players that consistently suffer medical issues due to a lack of self care or self awareness as this poses a safety issue to both the affected player and the community.

Assist with site cleanup.
Keeping a good relationship with the owners of the sites we use is critical to allowing us to continue to run events. LARPing can be rough on a site, so we like to go the extra mile when cleaning up to make sure we remove anything we brought onsite. On the final day of the event (Usually Sunday) You will be expected to pack up the goods you brought with you, followed by assisting in general site cleanup. This typically involves patrolling the grounds for packets and darts, cleaning the bathrooms, sweeping cabins, cleaning the kitchen, and any other cleaning tasks that staff directs you to do.

Bullying, Domestic Violence, Sexual Harassment and other forms of social aggression will not be tolerated or ignored.
Social predators can manifest a variety of unhealthy behaviors, most of which involve dominating, excluding and abusing vulnerable individuals in a variety of social settings. Because LARPing is inherently a social event which has a tradition of being “accepting of everyone,” it is especially attractive to these types of individuals. Dying Light does not tolerate social aggression in any form. Should our staff become aware of a player behaving in such a way, we will immediately remove the offender and take steps in order to ensure the safety and comfort of the target. At Dying Light, we have one member of staff who is formally trained to identify, intervene and provide support in these situations. We consider this rules violation to be a serious offense and will handle the situation accordingly, which may include contacting the authorities.

No buying and selling goods or services at site with real world money.
Dying Light is a 501c3 private nonprofit organization. Because of our status, we cannot allow any for-profit buying, selling or trading at game. In addition to this, we rent our sites from other nonprofit entities which also prohibit for-profit activities on grounds, which means the parking lot and any time before/ after game is included in this. The only exception to this is in circumstances where all profits of sale would go to the betterment and upkeep of the organization.

Consumption of alcoholic beverages, illegal drugs, or prescription drugs for which you do not have a prescription for, is prohibited.
We here at Dying Light feel that boffer weapon combat and any substance that impairs your judgment are a bad mix. For the safety of the group, we have a zero tolerance policy regarding the possession or consumption of these items at game.

We do not allow marijuana use for any reason.
We understand that medical marijuana is regulated in both Oregon and Washington at a state level, and the recreational use of marijuana is legal in Washington and Oregon. So…why is it still not ok? Because our games are held on private property, and the owners do not tolerate marijuana consumption for any purpose on site grounds. Legally speaking, the wishes of the private land owner supersede any otherwise legally permissible activity. Marijuana consumption is also still illegal on a federal level, and as a result is not treated as a permissible substance for any reason by our insurance company. Individuals who cause property damage or bodily harm while under the influence of marijuana void the protection of our insurance policy. This is a firm rule. Please respect the financial and legal risks marijuana consumption poses for Dying Light.

Felony crimes and convictions disqualify players.
We take player safety and security seriously. Should Dying Light learn of a felony conviction in a player’s history as an adult, supported by an official copy of a criminal record, the player will be permanently banned. If you admit to a staff member that you participated in a felony crime or a staff member witnesses you committing a felony crime in or out of game, regardless of conviction or arrest, you will be banned. This is a firm rule with only two exceptions: a state felony arrest or conviction regarding civil disobedience, or a none-violent offender. Should your conviction fall under these exceptions, tell us. We are much more likely to work with a player who has been open and honest about their past.

Players who show signs of intoxication and/ or impaired judgment will be removed from play.
In addition to illegal drugs and alcohol, pain killers, allergy treatments, sleep medications, and severe emotional stress can leave a player distracted, groggy or worse. Because Dying Light is a physically strenuous game that includes simulated combat, we require players to be able to exercise good judgment at all times. If at any point a player is judged to be too impaired to interact safely with the game, he or she will be removed from play. At no time will an intoxicated or impaired judgment player be allowed to leave the site by car. Failure to follow both these rules will result in the staff contacting the authorities with your vehicle information and a permanent ban.

Our designated smoking area is the parking lot of the site. E cigarette use is limited to outdoors.
Both of our sites are designated as nonsmoking. Players who wish to smoke must leave game space and go to the parking lot to do so. Due to small amounts of nicotine and inconclusive health studies regarding indoor use, E cigarettes may only be used outdoors.

No Poaching…so what is poaching?
Poaching is when a player joins a LARP not so much with the intention of actually playing the game, but to advertise for another LARP. Usually, poachers put on a big show of finding fault with the LARP in progress, then pitch their LARP as being a better alternative. Poaching is disruptive, pulls people out of the game, is disrespectful to all the time and effort the staff have put into an event, and casts the LARP which the offender comes from in an ugly light. Anyone caught poaching will be asked to leave site immediately without a refund.

Players will not give medical or mental health advice or assistance unless appropriately certified.
Rendering first aid or CPR untrained can be dangerous and hurt an injured player further. Expired licenses, insufficient training or past training that is not current by an official certifying body’s standards, or ” my mother/ boyfriend/ dog is a doctor/ therapist/ psychologist” do not qualify as certification. Anyone caught practicing medicine without a license (this includes advice) will be asked to leave the game. In short, unless you have a statement from an official certifying body that says you can dispense medication, perform CPR, or diagnose depression, don’t do it.

Players will report any injuries to a member of Safety.
At the time of this handbook’s writing, we have staff members, who are currently licensed to perform CPR and basic first aid. Copies of their cards will be kept in the organization’s records for site and insurance purposes.  Should anyone become injured during game, even if it’s “no big deal,” contact either of the named staff members above so they can assess the injury and write a safety report.

Do not bring real weapons to an event REGARDLESS of licensing, training, or permits.
This includes forms of nonlethal personal self defense, including but not limited to pepper spray, stun guns and batons. Having weapons of any sort in your car, (even the trunk) counts as bringing weapons to an event. Leave these things at home.

Players will refrain from misrepresenting the organization of Dying Light, its membership, or its intent at any time.
While the staff of Dying Light welcomes players with constructive points of criticism, we will not tolerate trash talk or gossip. If you are found to be the likely source of a destructive rumor against a player, staff member, or the organization, you will be asked to leave the game. Misrepresentation also includes falsely claiming to be a staff member. We rely on the generous support of our players with things like NPCing, administrative duties, and prop creation, but this does not confer staff member status (or authority to act as such) to any player, even temporarily.

Before touching another player, ask permission.
We recommend players ask out of game “Do you accept physical role-play?” to the player being acted upon and then describe the action. The receiving player may give the go ahead, at which time the scene plays out as described. Should the player decline, the scene is described by the actor, at which time play resumes. Witnesses are to treat the described scene as if it physically occurred. Err on the side of caution on this one, comfort levels can vary depending on person and the scene. Violating another person’s physical space can be uncomfortable at best and a form of bullying at worst.

Rape and sexual assault are off-limits subjects.
There is only one forbidden subject with Dying Light. That subject is rape. We do not think that a real life subject that causes so much emotional havoc is appropriate for the game. Plot will never touch this subject, neither will players. This includes back stories. We don’t care if you kill, steal, kidnap, or torture people, as long as rape doesn’t come up.

To recap: Have fun! Be awesome to yourself and each other.
While we have attempted to be a complete as possible here, there may be inappropriate behavior that arises that isn’t explicitly covered in this section. For this reason, Dying Light reserves the right to remove any person from game for any reason, or deny a person entry into the game, temporarily or permanently.


Disciplinary Actions

Philosophy about disciplinary actions

Our Code of Conduct (CoC) is written with the safety of our players in mind. In order to provide an environment that players can have trust in, we must have consequences for behavior that is outside of our CoC.

We view any disciplinary action as a serious matter. We understand that it is possible to unintentionally violate one of our codes, which is why we have a Conduct Action Plan (CAP) as one of the disciplinary actions that we can  take.

We also understand that being the subject of any disciplinary actions can be very stressful.  To help with this we provide a written form that includes the details of the conduct in question, why we are taking the action, along with the expected change for the player to make.


The involved staff will not discuss the details of a disciplinary action excepting when either  law enforcement is involved,  or the health and safety of any player is as risk.

All final accounts and records will only be available to the staff who issued the action and the owners.

The logistics staff will be exposed to the dates and category of actions taken but not the details, as these are present in the player record. As an example: “Staff Warning – June 2017”.

We take these steps to respect the privacy of the individuals involved in any disciplinary action, and to eliminate any possibility of rumor mongering, defamation or libel.

Actions that may be taken and why:

All actions will be presented in a standard form including the pertinent details of why an action is being taken, what changes or reparations need to be made, and the consequences of the action. At the bottom will be a place that both the presenting staff and the player will sign acknowledging receipt of the form.

Anytime a disciplinary action is taken, two staff members will be present for the conversation.

Conduct Action Plan (CAP)

A Conduct Action Plan, or CAP, is the most minor of actions we will take and is used to bring problematic conduct to a players attention so that it can be addressed before it turns into a larger situation.

A plan will be worked out with the player to prevent re-occurrence or escalation of the conduct into something more serious, including a written follow up to make it easier to for the player to digest the content of the action.

Staff Warning

Staff warnings are used to highlight infractions to the CoC. This is used for violations that either need immediate attention or are clearly against our CoC. This will include details on how behavior must change to fall within CoC.

Multiple staff warnings usually result in either a suspension or a ban.


Suspensions are a temporary ban from attending events hosted by DyingLight and Oregon Interactive Literature. The seriousness of the infraction(s) will determine the length of time.

Suspensions are used to give a player both a physical and mental separation from the gaming environment, and time to review actions and behaviors that resulted in the suspension. This will often include an action plan presented by the staff of steps outside of the gaming environment that we will require before allowing the player to participate again. Repeat offenses warranting a Staff Warning, or singular egregious  violations of our code of conduct will result in this action.


Banning permanently exempts a player from attending any events hosted by DyingLight and Oregon Interactive Literature.

This is typically only used to address the following situations:

  • Where state and or federal laws are broken
  • Serious concerns over the health and safety of any player, including the player banned
  • Continual / multiple lesser infractions.

Requirements to Participate

Release forms

We require each participant to have a release of liability form on file for each year. If we do not have one on file you can sign one at check-in. We also have an optional form allowing O.I.L. authorized photographers to use your likeness in promotional and commercial material.

Site Fee

Each event has a clearly posted site fee, payable in advance through our website, or in person.

Personal Items

These include, but are not limited to:

  • Medications
  • Sleeping equipment – Most sites provide thin sleeping mattresses in a shared bunk house. Consider blankets, sleeping bags, ear-plugs, masks etc…
  • Food (details covered below)
  • Personal Hygiene products


Saturday night we hold a potluck, we ask that all participants who can, bring a dish for the potluck. Coordination of the potluck theme is primarily done on our Facebook group. Participants who can’t bring a dish will be assigned additional cleanup duty.

We recommend that you bring five other meals to cover Friday night, Saturday morning and day, and Sunday morning.


We use Headbands to indicate the status of a player/character. These should be kept available to you so that you can put one on to indicate a change in your player/characters status, the four colors that a player generally should have available are:

  • Orange (Out Of Game)
  • White (Spirit)
  • Yellow (None-Combatant)
  • Blue (Invisible)

These are detailed out in the Core Mechanics section.


For the first three events you attend, you will only need to meet the minimum requirements to participate. You will need to supply your own boffers, dart blasters, and spell packets. These items can often be borrowed from the rest of the player-ship, so feel free to reach out on our forums and Facebook group to ask for assistance.

After your third event, you will need to have all of your tags phys-rep’d, and be able to meet the costuming requirements for your chosen race. Please see the item rule-book for details on what each tag requires for it’s phys-rep.

We encourage creativity when doing costuming, however we do ask that you make sure that it’s safe for incidental contact. We don’t want any thing sharp enough to hurt a participant or to damage a boffer were it to be struck. If you want that sharp and pointy look, then those pieces will need to be made out of a flexible material, such as EVA foam. It’s also wise to keep in mind that this can be a very physically active environment. Costuming and Garb that is designed to be flexible and something you can run around in, will serve you well.

Boffers must always be checked by a member of the safety team each event before they can be used at the event. This is a “Lightest Touch” LARP, so the boffers must be soft enough to not cause bruising when used to strike someone. This means that the core can not be easily felt when the striking surface is compressed. We accept Latex style boffers, and most professional LARP equipment manufactures pass our safety check with little issue.

The two brands of boffers that we strongly suggest you avoid are “Hero’s Edge” and “Calimacil”. The former produces a very cheap product and we’ve seen a large number of failures from them, the latter produces and excellent quality product, but find that the foam used is usually far too stiff.

Core Mechanics


Damage: If you are touched with something (Nerf dart, spell packet, boffer) while a number and sig call are made you subtract that number from your HP. If you have a defense against that damage type then subtract your defense from the original number. I.e. with 5 armor if you are struck with a “10 edge” damage call, you would subtract 5 HP.

Dodges: Dodges allow you avoid all basic attacks. If a feat is stated with them, such as ‘Lethal’, then you must use a feat dodge to avoid the attack hitting your character. All standard dodges refresh after 10 minutes of rest.

Healing Magic: Healing simply adds HP back till you reach your current maximum. If you’re touched with “10 Life” you add back to your HP. You must wait 60 seconds after being attacked (damaging or not) before healing magic will work. Only Empowered healing and Life-giver bypass this rule.

None-Magic Healing: Healing by other means does not require the character be free of harassment like healing magic does. A character can start their work immediately.

Feats: Special abilities that a character develops, indicated by a signature call. To counteract a feat you must use a countermeasure feat, see the Countermeasures to Feats section for details.

Signature Calls

Due to the nature of LARPing, we must user verbal indications to quickly explain what we are Mechanically doing in game. Signature calls are those key-words used to indicate an effect.

Most signature calls are accompanied by some sort of physical indication as to the target or area of effect. This is most commonly a boffer being used to strike someone or something, or a spell packet being thrown at a target.


These are the calls you will hear in game to represent the various types of damage you can take.

Any damage call that has a number must include the type. E.G. “10 Edge” “5 War”

Damage types Description
Edge Cutting weapons
Blunt Blunt weapons / Fists
Claw Natural weapons, claws, spikes etc.
Explosive 6’ diameter Area of effect
Gun Gun projectiles
Magic Non-specific magic damage
War/pain/death Specific magic damage
Poison Makes you sick in various ways
Wrath Counts as all damage types, including whatever type of damage a character is vulnerable to


These are the calls that represent an ability to restore HP to a character.

Call Description
Health HP restored through physical efforts
Life HP restored through a magical means


These are the calls that represent a variety of skills that may affect your character.

Call Description
Taunt Causes you to engage with provocateur
Waylay Causes you to fall into a unconscious state


This is the short list of feats that you’ll hear players call. This only includes the feats that can used on your character by another character. If you have a feat that only effects your own character you will need to reference the rulebook.

Between each feat call you must wait 3 seconds before calling another feat. Feats that target Self Only, are not subject to this restriction.

Defensive Feats Effect
Armor Other Gives same armor value as source
Deflect Cancels a non-AOE or magic attack
Dissipation Cancels an AOE effect
Intercept Redirects attack to user of Intercept
Riposte Reflect melee attack back to attacker


Offensive Feats Effect
Agony Causes target to drop handheld objects and 3 seconds of intense pain
Banish Sends target to pocket dimension of their personal nightmare, player steps out of game for duration
Control Emotion Causes intense emotion
Cripple Strike Cripples hit limb
Death Hex Prevents healing
Death Turning Prevents approach/attack
Deep Wound Slow walk, can’t heal
Empowered Numeric call has been multiplied
Explosive Shot AOE damage at target
Fear Causes target to actively run away from caster
Fumble Strike Knocks item out of hand
Halo Causes 100 points of fire damage in an area
Keen Doubles next damage call from targeted weapon
Leach Steals life and heals attacker
Lethal Shot/Strike Instantly kills target
Necromancy Controls spirits and undead
Nullify Dispels all active magical effects and removes magical protection
Obsession Target becomes obsessed with activity they were doing
Shatter Shot/Strike/Magic Breaks item struck or called
Silence Prevents target from using Magic calls or feats. Target can’t make noise and is unaware of being silenced
Slay Instantly Kills target, heals caster
Sleep Makes target unconcious
Subdual Shot/Strike Instantly fall asleep
Thunder Shot Drop handheld objects, 3 second stun
True-Shot Bypasses all defenses
Wither Cripples a limb
Wracking Touch Continual agonizing pain as long as touch is maintained, target can’t do anything while in pain.


Defensive Magic Effect
Bestow Doubles HP for 30 min
Cure Madness Cures thought altering effects
Cure Poison Cures poison
Restore Instant full heal/restore from spirit
Personal Ward Creates impenetrable 6’ Barrier
Protect Other Gives target casters magic protection
Protect Vs Feat Grants protection from feat
Reflect Reflects magic back to caster
Feign Death Body appears dead
Sanctuary Creates impenetrable barrier on room
Resist Negates effect of call effecting target
Regrowth Slowly regrows target limb
HeatSink Resets cooldown timer for all equipment


Special Powers Effect
Berserk Immune to all non-numeric damage effects, must attack closest enemy. If no enemies are present will attack closest ally
Paralyze Completely frozen in place for 10 minutes. Target is conscious but unable to move.
Frost Nova Area effect, 25 damage paralyzed for 10 seconds
Thunder Shock Area effect, causes targets to fumble items held in hand and to fall to ground
Enthrall Target is under complete control by user
Compulsion Under compulsion specified in call. Can use feats and attack so long as they are satisfying compulsion
Phantasm <optional name> Everyone the victim sees appears to be the object of their most extreme emotion, alternately the creature specified by the user.

Epic Feats

Epic feats are, feats with much a much grander ability to effect the world. To avoid an Epic Feat another Epic Feat must be used.


Epic Feat Effect
Create Greater Undead Target becomes undead and under the control of the caster
Sever Spirit Removes spirit from target
Curse of Doom Continual debilitating pain, Target can do nothing but express being in pain
Suppression Makes target unaffected by magic and unable to use magic
Nuke Deals 300 true fire in area
Sunder Shot/Strike Removes spirit from target
Disintegrate Removes spirit from target
Overclock Doubles numeric bonuses provided by equipment


Special Calls / Call modifiers

In addition to the above list there are a few other calls that you won’t hear as frequently. These calls are used to modify other signature calls used. This provides more versatility to our call system, without having to add a new call every time something new is created.

Call Effect
Greater Makes a Exceptional, this means it can only be circumvented by a similar Exceptional feat (usually an Epic Feat)
Mass Causes the effect to operate over a 6′ diameter or weapons reach of the user.
Scatter Indicates that multiple projectiles are being used. Takes 10 uninterrupted seconds to charge up a scatter. When struck with any number of projectiles the target will only receive one instance of the stated damage call.
<call> Effect <type> In order to circumvent the effects of a call you need to know how it’s being delivered.  This call modifies the previous signature call to specify the type so you know what resistance or avoidance effects you can use.

Countermeasures to Feats

Countermeasures are feats used to prevent the effects of other feats from taking place on the character. All Countermeasure feats can be called within three seconds of an event that you wish to use them for. There are Physical and Magical countermeasure types, and they can only affect feats of the same type.

There are three categories of these feats—Avoidance, Prevention, and Reduction.

Avoidance countermeasures are used to directly evade the event. Generally these are the Dodge feats. The event still happens, but you are able to move out of the way at the last second thus preventing the effect from taking place on you. Avoidance cannot be used to avoid an Area of Effect event, or a touch delivered Mental effect.

Defensive Feat Effect
Magic Dodge Avoids Magic Feats
Melee Dodge Avoids Melee Feats
Ranged Dodge Avoids Ranged Feats
Riposte Reflect melee attack back to attacker


Prevention countermeasures are used to ignore the effects of a feat. Generally these are your Resist feats. The event still happens, but the effect does not take hold. See the individual feat for details to what they apply too.

Defensive Feat Effect
Deflect Cancels a non-AOE or magic attack
Dissipation Cancels an AOE effect
Resist Magic Cancels the effect of a magic attack
Toughness Cancels the effect of a physical non-damaging attack

Reduction countermeasures are used to reduce the amount of damage received from a single source. These are generally your defense boosting feats. The event still happens, but you are able to bolster your defenses in time to reduce the incoming damage.

Defensive Feat Effect
Empowered Defense Multiplies the characters armor value by 10 for a single attack

There are some feats that can Avoid or Prevent exceptional feats, the details of those will be covered in the individual feats description.


In the effort to maximize immersion, we use headbands to indicate several things other participants need to know about the status of a fellow participant or the character they are portraying. We do this through a simple color coded headband system. We currently use five colors to indicate various things about what your are, or are not, seeing in game.  Headbands should be clearly visible and worn around the head. We find that the plastic “Marker Tape” available at most hardware stores is a cheap, effective way to make headbands.


This indicates that the person wearing is Out Of Game(OOG). A character can not interact with someone wearing an OOG headband, nor are they aware of the existence of that person. You may go OOG if told to do so by staff, if your character has left the play area, while you are in the restroom, or if you have gone into any OOG area. In the case of a minor injury you should reach out to a safety staff members as well as going OOG while you are attending to it. This is not a ‘get out of jail free’ card, and can’t be used to escape a situation.

We request that players stay In Game as much as possible to assist with immersion, and only use OOG headbands in the above situations.


This indicates that the participant is a Non-Combatant. This means that you are not allowed to physically engage with that participant. All participant’s that wear yellow need to notify staff that they are doing so, and are encouraged to inform the safety team the details of the reason why so that they can be prepared in case the participant finds themselves in need of assistance.

To engage in combat with a Non-Combatant all participant’s must follow these guidelines

  • For melee, approach the Non-Combatant and get within weapons striking range. Menace your boffer at the participant and make your calls, no more than one every full second.
  • For ranged, be within fifteen feet (5 yards, or 5 large steps away) of the participant, point either your phys-rep or finger at the participant and make your calls, no more than one every full second.
  • If the participant is faced away, or focused elsewhere please add “Non-Com” too your call, such as “Non-Com 10 Edge”. If that fails to get their attention call their name followed by Non-Com and your call.
  • When pursuing/evading someone who is Non-Com you may only move at a similar pace to them.
  • All calls are assumed to successfully land on both parties when they are made.
  • If a shield is used, it is assumed that the shield blocks the appropriate calls from either party.


This indicates that the character is a spirit. They have no corporeal form, and unless your character has the appropriate skill “See Spirits” or something granting your character that effect, your character is unaware of them. Spirits may only speak in low towns, are able to pass through most barriers and physical objects. They do not leave a presences, nor can they interact with any physical objects. See the section about Death and Dying for details on how a character enters this state.


This indicates that the character is invisible. Unless your character is also invisible, or has something that allows them be aware of characters who are invisible, your character is completely unaware of the character who bears this headband. Invisibility is most often granted by the Protection feat “Invisibility”. When a character is invisible they are unable to hear anything but a loud howl. Verbal communication is impossible and it can’t be used to spy on conversations. If a character elects to physically interact with anything not already on their person, it will cause them to cease being invisible. Similarly if a character who can see and interact with something invisible and choose to do so, it will cause the invisibility to cease. This means that someone who’s invisible is unable to open doors, pick up items, or attack without causing the invisibility to cease.


This indicates that the character is ethereal, or translucent. The ethereal character is able to pass through all barriers, and can be interacted with by magic.  Purely physical interactions pass right through this character. Ethereal characters are generally only able to make gross interactions with the world, attacks, knocking objects over ect. Fine manipulation of objects is beyond most creatures that are Ethereal.



There are four primary statistics (hence forth referred to as ‘stats’) in game which govern the measurable representations of a character’s natural capability: Strength, Intelligence, Constitution, and Dexterity. These scores afford a degree of customization that extends beyond the character’s race and skill sets.

Each character receives four stat points at character creation. The allocation of these points is dependent upon the race of the character. Fey, Beastman, Dwarf, and Felinae begin with two stat points devoted to a specific ability score—see Table 2.1—while the remaining two stat points are available to distribute as the player desires. Divergent to this, Terran characters may freely assign all four stat points with the provision that no single ability score may exceed two. Revenants and Mutants, similarly, may freely allocate these stat points with the provision that no single ability score may exceed three.

The standard development of these ability scores is through the acquisition of stat points; when a character reaches their 100th Skill Point, abbreviated to SP, they receive one stat point to place where the player deems appropriate. Subsequently, every 50 SP reached thereafter yields one stat point.

As previously stated, these four stats are expressions of physical and mental abilities. The average stat of an ability score is zero, any ability score beyond this numeral denotes extra-ordinary capability.

Race Stat Point Assignment
Terran Single stat cannot exceed 2 points
Fey/Dark Fey 2 Intelligence
Beastman 2 Strength
Dwarf 2 Constitution
Felinae 2 Dexterity
Mutant Single stat cannot exceed 3 points
Revenant Single stat cannot exceed 3 points


This ability represents how physically powerful a character is. For each point a character possesses in this ability, they receive a +1 bonus to melee or ranged damage, excluding gun damage.


This ability represents how mentally gifted a character is. For each point a character possesses in this ability, they receive a +1 bonus to base magic values—this includes damage, healing, and protection.


This ability represents the physical durability of a character. For each point a character possesses in this ability, they receive an additional 10 health points and an additional physical armor point if wearing armor.


This ability represents the physical coordination and agility of a character. For each point a character possess in this ability, they receive +1 called dodge. You cannot use this additional dodge with any physical armor.


Health is the measurable value of a characters ability to receive and survive damage. In the event that a character’s health reaches zero, that character dies—for further details of death and its in-game consequences see Combat, PVP, and Death.
All characters at creation begin the game with 10 Health. Further development of this factored stat requires an investment of stat points to the ability score of Constitution or purchases of ranks within the Body skill path.


The bonuses, health, and called dodges which these stats provide have a maximum ability score of 10, unless otherwise noted.

Race Maximum Ability Score
Terran No Exceptions
Fey/Dark Fey +12 Intelligence
Beastman +12 Strength
Dwarf +12 Constitution
Felinae +12 Dexterity
Mutant +9 All stats
Revenant +9 All stats

Negative Stats

There are affects that can temporarily or permanently reduce your stats. Below are listed what the consequences of your stats effectively going into the negatives.


You are so weak, that you cannot hold a weapon, stand, engage in any physical activity or use any physical feats. You can’t walk, but are able to talk, you still breath and your heart beats.


You lose the ability to speak, perform any feats, and recognize objects or people.


Your health points are reduced to 5, are unable to use any resistance feats, and are only able to move at a slow walk.


You are unable to hold on to any objects, can only clumsily move at a slow pace, and are unable to use any dodges.



Constitution represents your character’s health and stamina. To help, we provide a general reference for how our constitution stats translates into something a bit more descriptive.

Constitution Description
0 Occasionally contracts mild sicknesses, average healthiness
1-3 Can take a few hits before being knocked unconscious
4-5 Able to labor for twelve hours most days
6-7 Easily shrugs off most illnesses
8-9 Able to stay awake for days on end
10-12 Very difficult to wear down, almost never feels fatigue
13-16 Virtually tireless, practically immune to mundane illnesses and diseases
17-20+ Nearly immune to any level of fatigue, illness, disease, or infection- such a creature’s stamina is god-level


Dexterity measures agility, reflexes, and balance. To help, we provide a general reference for how our Dexterity stats translates into something a bit more descriptive.

Dexterity Description
0 Capable of usually catching a small tossed object, average agility
1-3 Can catch or dodge a medium-speed surprise projectile
4-5 Able to often hit small targets at a distance
6-7 Light on feet, able to often hit small moving targets at a distance
8-9 Graceful, able to flow from one action into another easily
10-12 Very graceful, capable of dodging multiple thrown objects
13-16 Moves like water, reacting to all situations with almost no effort
17-20+ Moves like the wind, capable of reactions unseen by mortals, reaction-time is virtually instantaneous


Intelligence as a stat, provides and indication of how focused a persons mind is, their strength in critical thinking, and ability to piece together information that they have to present a more nuanced whole. To help, we provide a general reference for how our intelligence stats translates into something a bit more descriptive.

Intelligence Description
0 Knows what they need to know to get by
1-3 Picks up new ideas quickly and learns easily, knows a bit more than is necessary, fairly logical
4-5 Noticeably above the norm, fairly intelligent, able to understand new tasks quickly
6-7 Can solve most problems without even trying, able to do math or solve logic puzzles mentally with reasonable accuracy
8-9 Genius-level intelligence, may invent new processes or uses for knowledge
10-12 Able to make amazing leaps of logic
13-16 World-famous level intelligence, sought out for advice constantly
17-20+ Unfathomable intellect


Strength is frequently associated with the amount of mass a person can move around. To help provide a general reference for the how our strength stats translates into some more hard number we’ve developed a chart. We assume that a character can dead-lift their own weight, the strength stat lists how much weight in addition to the characters body weight they can lift as they become stronger.

Strength Deadlift
Bodyweight +lbs
1 25
2 75
3 150
4 250
5 375
6 525
7 700
8 900
9 1125
10 1375
11 1650
12 1950
13 2275
14 2625
15 3000
16 3400
17 3825
18 4275
19 4750
20 5250

Combat, PVP, and Death

Dying Light is a classified as a boffer LARP. This means that simulated combat is a part of the game experience and even if you aren’t swinging a sword you should know how the rules work. If you are playing a character that uses any form of damaging attacks from spell packets to swords you will need to know how the damage is dealt and how it will affect your character. All weapons both melee and ranged must be phys-repped and all of those phys-reps must be cleared through Safety before they are used in game. This includes spell packets that are brought to game as we have guidelines concerning their safe construction. Below is everything you need to know for combat in Dying Light.

Combat Basics

Weapon Check
Before game begins, all players must undergo a weapons check by a safety officer. This is to ensure that all weapons are safe to use in game.  After you have checked in find a safety officer and have them look over all the weapons you intend to use at game. Your weapons must be checked before use every event. This is to make sure that they are still safe as boffer weapons can degrade over time.

Stand Down
If there is an injury during combat a staff member will call for a stand down. Upon hearing this all players should take a knee immediately and cease talking. A safety staff member will check on the situation and once it has been resolved a call of 3, 2, 1 game on will start the action again.

A Non-Combatant is signified by a player wearing a yellow headband. This means that you are not allowed to physically engage with that participant. All participant’s that wear yellow need to notify staff that they are doing so, and are encouraged to inform the safety team the details of the reason why so that they can be prepared in case the participant finds themselves in need of assistance.

To engage in combat with a Non-Combatant all participant’s must follow these guidelines

  • For melee, approach the Non-Combatant and get within weapons striking range. Menace your boffer at the participant and make your calls, no more than one every full second.
  • For ranged, be within fifteen feet (5 yards, or 5 large steps away) of the participant, point either your phys-rep or finger at the participant and make your calls, no more than one every full second.
  • If the participant is faced away, or focused elsewhere please add “Non-Com” too your call, such as “Non-Com 10 Edge”. If that fails to get their attention call their name followed by Non-Com and your call.
  • When pursuing/evading someone who is Non-Com you may only move at a similar pace to them.
  • All calls are assumed to successfully land on both parties when they are made.
  • If a shield is used, it is assumed that the shield blocks the appropriate calls from either party.

Legal Targets
For safety reasons there are certain targets that are not legal to strike with any weapon or projectile. In Dying Light these targets are the head, hands, neck and groin. Every other part of the body is considered a legal target for striking. When striking use only as much force as is necessary to let the target know they have been struck. Since character costuming can vary greatly this may mean you have to strike certain people harder than others. A person wearing full SWAT armor will not feel your light tap the way a person wearing a T-shirt would. Use common sense to decide how much force is enough to get your point across. As with anything else, if someone complains or tell you that you are striking them too hard; lighten up your strikes accordingly.

Yellow headbands are markers worn by people who for either health reasons or an aversion to physical combat play, have opted to not be struck with a boffer weapon. See the Non-combatant section above.

Proper Swinging vs Machine Gunning
The purpose of combat in LARP is not only to get in as many valid hits as possible, but to provide excitement and character interaction and progression. Dying Light combat is focused more on theatrical and fun combat and our rules reflect that idea. A melee weapon must describe at least 45 degree angle between each strike, which means that it must retract a certain amount after each swing so that the combat can be a back and forth exchange rather than seeing who can swing the fastest. A good rule of thumb is that each attack and call must be clear and understandable. You should not be swinging so fast that your calls become garbled and unintelligible. If the target cannot understand the damage call they are under no obligation to take the damage. The term for swinging too fast is called “machine gunning” if someone is doing this swinging without drawing back to at least 45 degree angle or so fast that calls are getting hard to understand let them know to slow down. For stabbing or straight line attacks the weapon should be pulled back to its starting point after each attack. Stabbing is only allowed for weapons that have been approved for stabbing. In addition, to prevent “machine gunning” players must wait 3 seconds between using skills and feats. This restriction does apply to feats that target self only.

Dying Light plays outdoors in wooded areas at all times of the day and night. We strive for safety but during a grand melee the most important aspect of safety is to be aware of your surroundings. Rocks, branches, ditches, and other players, all of these things can pose hazards if the player is unaware of them. Remember, it is okay to break character to warn another person of an impending threat or danger. If you are fighting and the goblin that is furiously back pedaling is about to step on a rock, let them know immediately so there are no injuries.

Weapon Contact
Aside from shields and armor, your weapon will be what you use to block with the most. Remember that players should not be swinging so hard that they endanger the player OR the weapon they make contact with. If you notice a player striking so hard that they are bending the phys-rep in a dangerous manner, let them know to ease up. If you cleanly block a strike, but the momentum carries it through to your body, it is still considered blocked. If there is a question about whether the block or the attack happened first, priority goes to the defender. Use good judgment when making a call and remember we are all in this to have fun.

Charging and Safety
It is important that even in the midst of combat everyone feels safe and secure. Aside from proper swinging etiquette it is important to be aware of what you are physically doing with your body. Charging is described as rushing at someone in such a way that they feel you are going to physically impact them. Whether you do or not is unimportant to the charging rule, it is only important that they feel like you would have. You may run at people but you may not force them back by physically colliding or making them feel that you would.

Grabbing, Throwing, and lifting Counted Actions
Sometimes it is necessary to move people or to make them move. To do this safely we use counted actions, the same way you would with first aid or detect magic. If someone is lying on the ground unconscious you can do a counted action, lifting you 1, lifting you 2, lifting you 3 at this point they should stand up and follow you as though you were carrying them. This same rule applies for throwing and grabbing someone. Remember a counted action can be broken by any resistant action such as shrugging off your arm or attacking you. If you wish to engage in more immersion play you can ask the target if they accept physical role play. If they answer yes, then you can SAFELY maneuver them more physically. Such as actually picking up or dragging someone to a different location. The rule as with everything is that if they become uncomfortable or change their mind for whatever reason you must stop the action.

Different Types of Combat
Different combat scenarios will resolve themselves in different ways. A sword/mace/axe for instance does edge or blunt damage and can be blocked by armor, other weapons or dodged. Firearms however cannot be dodged with a regular dodge but can be dodged with the feat ranged dodge. This is an exception as a feat usually requires another feat to avoid or negate the effect. Guns simply travel too fast to be dodged without a feat; however their damage can be lessened by armor. Magic is able to circumvent all mundane armor (non-magical), if a character is struck by a magical packet or touched with a magical spell then armor does not prevent the damage nor does catching it on a weapon. The magic simply bypasses all non-magical defenses unless it is dodged. If however, a magic caster is being attacked then they cannot cast magic (except feats) until they are out of immediate danger (three full seconds without taking any damage from a physical attack). Only then can you begin casting again.


Since we are not actually causing physical or otherwise debilitating harm to each other, we use a number system to determine how much damage your character has taken. Your character has an amount of health as determined by your skill point allotment and Constitution score at creation. When you take damage from a weapon simply subtract that amount from your health points. If you have armor or dodges then you may take less damage or no damage depending. We will deal with what happens when you hit 0 health a little later on. You may always call for less damage if you want to with any weapon. Aside from a number damage call you will also need to declare what type of damage you are doing with your weapon. Different monsters may be affected differently by different types of weapon damage. Skeletons for example are more susceptible to blunt damage than edge or gun damage.

Types of Damage

  • Edge: This is used to signify weapons that have an edge such as swords, axes, arrows and daggers.
  • Blunt: This is used to signify weapons that use crushing force such as maces, clubs, hammers, and fists
  • Claw: This is used to signify natural weapons that grow out of a creature. These can be animalistic such as with the Felinae or bone as with the revenants.  Claws are able to damage creatures that are normally only harmed by magic.
  • Explosive: This is used to signify bombs and other explosives. Explosive damage affects a larger area (six feet in diameter). This damage type can only be avoided with a Prevention countermeasure.
  • Gun: This is used to signify projectile weapons such pistols and rifles.
  • Magic: There are two types of Magic damage. First there is the raw magical damage drawn from the paths. Second are weapons that have been enhanced with magic. Path magic ignores regular armor and shields. Damage dealt to armor and shields goes straight to the target.
  • Poison: This is used to signify chemical concoctions that are harmful to living organisms; they are usually delivered via blowgun or feat such as poison touch for mutants.  This damage type can only be avoided with an avoidance countermeasure.


          Pistols and rifles are very powerful weapons that were used by humans during the gate wars (and long before that). Sadly, the ability to manufacture new pistols and rifles has been largely lost to time. Most of the guns found in game are holdovers from the gate wars. This means they are old and don’t function at peak capacity. During the gate wars they would fire all day long, using whatever material or slag available to create new rounds. After so long, the batteries and parts have begun to corrode on even the most well maintained weaponry. At present time, most guns are able to only fire six shots before overheating and requiring a ten minute cool down time to recharge. Some items such as extended clips will allow for slightly higher firing capacity, but they are hard to come by. Guns come in two forms standard and high tech. The main difference is the amount of punch they pack and who can use them. Standard guns can be used by any race; however high tech guns can only be used by Terrans.

 Magic vs Magical Weapons

          There are two types of magic calls in the game, the type of magic that is thrown via a spell packet and enchanted weapons. If a weapon has an enchantment on it, whether permanently or temporarily, it can call for “magic” damage. The difference between thrown magic and enchanted weapons is that enchanted weapons will not ignore armor and shields. The purpose of enchanted weapons is to allow them to harm creatures that normally are immune to mundane weapons. This enchantment is not strong enough however, to break through regular armor and shields. So, an enchanted sword would be able to harm an incorporeal being but would be stopped by regular armor or a shield. Magic that is thrown or “casted” would be able to harm incorporeal beings and go through shields and armor. However, magical protection as granted by the protection path would mitigate thrown magical damage.

Status Effects

The first aid skill allows a character to know what effect a character is under. There are several different types of status that a character can be under.

  • Normal Unconscious: You have been rendered unconscious by a subdual or waylay. This last for 10 minutes from the event that caused it.
  • Poisoned: You have been poisoned through some means whether ingested or through an attack.
  • Dead: You are dead.


          There are many ways for your character to loose health in game, luckily there are also ways to restore health. The two main ways are the Life path magic, and the Medic skill. If you receive any numbered effect, followed by ‘Life’ you are to return that many hit points, up to your maximum to your character. Unconsciousness can be remedied by the Medic skill and a 60 second count.

It is worth noting, that normally all magical healing effects that restore hit points require the receiving character to have not received damage for 60 seconds. If a character receives healing before this duration, they must call “No Effect”. This rule is true of both standard calls and feats unless noted.



So, you struck with just enough force, remembered all your calls, didn’t charge and you sadly fell in combat. You have died, now what? Well, fortunately it takes a while for your spirit to shrug off its mortal coil. When you reach 0 health points you are dead, you fall down and are completely immobile. You should not speak or move unless it is dangerous for you not to or you are answering a question from a counted action. For the first minute of being dead no healing can be done to you since your body is still in shock from your wounds. After a minute, a healer or medic can bring you up. If you lay on the ground with no healing for ten minutes then your spirit will leave your body. Things get more complicated from there.

When you die there may be several effects running on you at the time. Perhaps you are poisoned and have power boost going when you fall. All effects last through death, this means that if you are poisoned when you die, if you have not been cleansed of the poison then when you are revived it takes hold of you again. The clock on feats and other effects is still running while you are dead, so if you have a Powerboost running with three minutes of the effect left but are dead for five, then it is over when you awaken.

Spirit Pop

After ten minutes of being dead on the ground your character’s spirit will leave your body and wander looking for someone who is able to resurrect them. Leave something to signify that your character’s body is on the ground and then begin to wander around with a white headband on. This headband lets everyone who can see spirits know you are dead. You must only whisper while you are a spirit. You do retain all the memories of what you saw while you were a spirit. You can use this time to walk about and see the unique sights of the spirit realm.


Once you have found a person who has the see spirit skill and the resurrection skill it is possible to begin the process of returning to the land of the living. Resurrection requires the head and torso of the person and their willingness to be resurrected. You cannot forcibly resurrect someone (unless they are under the effect of control spirit). Once all these components are together it takes a half hour to resurrect a person. More purchases of the resurrection skill means less time to perform the resurrection.        A resurrection will not restore lost limbs, which is what the regrowth feat is for, all it does is put the spirit back into the body with full health.

Decapitation / Liming

If your head is removed or eaten then sadly you will have to get a body kit or use the regrowth feat before a proper resurrection can be performed. A removed limb should be phys-repped by wrapping the missing limb with orange tape, to indicate that that limb is missing and out of game.

The Three Deaths

Each player in Dying Light begins the game with three boxes on their character sheet. These boxes represent pieces of the character’s soul. Each time the character dies and pops to spirit, they lose another piece of their soul as resurrection is taxing on the energy that composes the spirit. Whenever a character pops to spirit they need to find a logistics, rules, or plot staff member and get an X marked on their sheet. This represents the lost piece of your soul. Once you have died three times your soul is considered tattered and another death to spirit pop will cause you to become Shattered.


A Shattered spirit is when you have zero resurrections available on your character card and an event happens to cause your character to go to spirit. Your character has an hour as a spirit before it moves on into the void and the character must leave play.While in this state, your soul is too fragile to be brought back with a simple resurrection, there’s not enough left for a resurrectionist to work with. However, once a character has been shattered there is still a possibility of them coming back, just in a reduced capacity. First, the spirit must find someone with 5 ranks in resurrection, which gives them access to the resurrection from shattered ability. Then it takes a full hour of work on the part of the character doing the resurrection. At the end of that time your character can come back to the land of the living but they lose half of their skill points (although not below 50). This represents the taxation that the soul must go through to return.


Lying, Spying, and Manipulating

Since all interaction in the game is based on what you see and hear there is a high probability that you will be lied to at some point. Whether this is by a character or an NPC they may tell you things that are untrue or manipulate you in ways you do not expect. There are no take backs or rewinds in LARP, if you are lied to and believe it then that is the situation and your character must deal with it as such.


Aside from combat, there are cases where a character is murdered. Perhaps they crossed paths with a dangerous cut throat, or while they sleep an assassin sneaks in and stabs them in their sleep. Remember that these are all the actions of characters not the players. If you do want to attempt to murder a character while they sleep you must have a plot staff member present and then perform a counted action of “killing blow 1, killing blow 2, killing blow 3” if they do not awaken from your call (it can be whispered) then they die in their sleep. Plot will notify them that they are dead. If they awaken then they can defend themselves in whatever way they can. Remember there are no take backs or rewinds, if you botch a murder attempt, the repercussions could be bad for your character.

Looting and Theft


Since Oasis is host to a variety of beings who have very different ideas about the sanctity of ownership it is possible that you may have things stolen from you, or steal from others during game play. If an object is left in common space, such as axe on a table or a gun left on the ground then stealing is as easy as picking up the item in question and holding onto it. Once you have the item you can fence it to another player or use it yourself but be careful about those that want their property back. Once you pick up an item, leave the tag on until end of game and keep the item in play space. You can hide it in game, but may not remove it to an out of game space. Provided you continue to have the item at end of game, go to plot and tell them you have looted an item and if you know the owner, tell them that too. They will see if the owner wants the phys-rep back (you keep the tag) or if they want the tag and the phys-rep to stay together. If they do then you must keep the tag and phys-rep together. This makes it so that if you steal a distinctly designed blade the owner may recognize it.

If you want to steal from bunks or tents that are in game, you need a plot staff member with you to make sure that out of game stuff is not touched and that there can be no question of privacy violations or real theft. The staff member will look in the area and determine if there is anything in game that could be stolen, and then will watch you as you take the item, or in the case of tents provide you with the items found. DO NOT STEAL IN GAME ITEMS WITHOUT A STAFF MEMBER PRESENT.


A primary source of income for many in game, looting is the act of taking gear or credits from fallen foes. To loot you simply touch the creature on the shoulder and say searching you 1, searching you 2, searching you 3. At which point they will give up the loot. Sometimes a being might have a secret compartment that holds desirable objects. This can be things such as secret pockets or compartments that are actually phys-repped. Players can do this too but must actually phys-rep the location on their costume. To find hidden compartments you must do a counted action for each location such as searching your right boot 1, searching your right boot 2, searching your right boot 3. If the compartment is in the boot, congratulations you have found the item.

Character Creation

This is a quick overview of the character creation process. For a more nuanced view, along with example builds, please visit our New Player Guide.

The basics of creating a character can be broken down into the following steps.

  1. Work out the basic character concept
  2. Assign SP to the most critical skills for the character
  3. Assign SP to the  important path skills for the character
  4. Assign remaining SP to supplemental skills and path skills
  5. Pick your feats from your Path Skill purchases
  6. Pick your Characters Race and Racial feat
  7. Assign your remaining stat points after accounting the ones that come with the race
  8. E-mail in a workup of the character to Logistics@dyinglight.org or submit it through the logistics update page


Character Advancement

Dying light represents character growth through giving them skill points to spend. Skill points are used to represent the various skills and knowledge that a character has developed over their life.

There are several ways to earn skill points for you to spend your character, listed below.


For every game that you attend, you are eligible to receive skill points for the character you played. Blanket is awarded to all players provided that the campsite has been cleaned and ready to present to the rangers by checkout time.

This keeps us in good standing with the campsites we use and helps encourage our community approach. Please focus on cleaning and packing up your personal belongings and the area you were using.

All players much assist in cleanup of the campsite in order to be eligible for Blanket.

The amount of skill points your character will receive from Blanket is dependent on the total skill points your character currently has. It is a sliding scale to help keep the game balanced and fun for everyone playing.


Blanket Skill Points Awarded

Current Skill Points Amount Awarded
0-99 15
100-149 10
150-199 5
200+ 1


Bribe is our way of saying ‘thank you’ for assisting with the game. Bribe is something like a currency, in that you can exchange bribe for various benefits.

We will award bribe for most things done to help out the org. For instance the donations of packets, costumes, props, and cash will all give you bribe. In addition, taking time away from playing your character and offering to run one of the ‘None Player Characters’ that help to represent the world will also net you some bribe.

Activity Reward
NPC 20 per hr
Donations 3 per $1

Your donation may be tax deductible. Check with the owner for details.

We limit the amount of bribe you may use per game to 750 points, when used to convert to skill points.

Bribe Rewards

Bribe Cost Reward
50 1 skill point for any character
1 1 in game credit(our monetary system)


Valor Points

The Valor system is something that a character gains access to once they are over 200 skill points. This reflects the generally epic nature of characters at this skill point level and allows you to make further customizations to produce a truly unique character, without drastically increasing the overall power of the character.

For each game that you attend you will gain 1 Valor point that can be spent during your character update.

What follows is an example list of the changes you can make with the Valor system. All of these changes are valid, and you can request the majority of them and we will grant them with no further need for discussion. If there is another change that you would like to use valor points for, you will need to send your idea in and we will discuss it with you.


Name Cost Effect
Self Limb Restore 1 Use the Medic skill to fix your own limbs
Self Surgery 1 Use the Medic skill to perform surgery on yourself
Ritual Specialization 1 Count your Ritual skill as being higher for specific ritual applications
Minor Call Alteration 1 With Plot and Rules approval, change a feats’s call to one in the same ballpark but slightly different flavor (Shatter could become a Corrosive call)
Magic Claws 1 Call for Magic with claw weapons
Claws 2 Gain the ability to grow claws
Surpass Ritual/Engineering 2 Increase Ritual or Engineering to 6
Magical Substitution 3 Replace a base magical call with another unrelated one for 30 minutes (Life as a weapon, War used to heal)
Additional Feat 4 Gain an additional 3 uses of a feat you would otherwise qualify for (at least 3 ranks in the appropriate path)
Prestige Race Lvl 2 4 Increase and existing prestige race to Level 2
Thunder Shock 5 Use Thunder Shock 3 times/event
Frost Nova 5 Use Frost Nova 3 times/event
Prestige Race Lvl 3 6 Increase existing prestige race from Level 2 to Level 3
Additional Epic 8 Gain an additional Epic Feat that you would otherwise qualify for (at least 15 ranks in the appropriate path)


Prestige Class / Race

Prestige Classes / Races are something a character can earn there way into. They are a further customization to a character, are only obtainable through roleplay, and are not guaranteed to be accessible to any given character.

The initial introduction into a prestige class or race is available at any time, but can only be increased by the expenditure of valor points, which a character starts earning after 200 SP.

The creation of a new Prestige Class / Race requires heavy involvement from the rules team and from Plot. If you wish to have your character enter one of these, you need to search out in the game world a way to get introduced to the prestige class / race you’re after. This will require a significant investment from both the player and character, so caution is advised if you are only in it for the mechanical benefits that they offer and are looking for a ‘quick powerup’.

Due to the above factors we do not present a list of prestige classes / races, but instead leave it up to the player and character to discover during game while interacting with the game world.


Within the setting of Dying Light, there are seven playable race groups; two of which possess sub-races.  There are no known half races within the Nexus Realm and as a rule; a character will always be the same race as their mother.

Each race provides mechanical bonuses to the character, along with a cultural heritage and history.  This is provided in greater detail within the Player’s Guide.

Racial Bonuses

Race Bonuses
Terran High Tech Use
*Additional bonuses
Fey/ Dark Fey High Magic Use
*Magic Path feat OR Claws
Beastmen Warrior Feat OR Claws
Dwarves Body Feat OR Merchant and Contacts
Felinae Quickness Feat OR Claws
Mutants Claws AND Poison Touch
Revenants Claws AND Undying

Please note that some of these races have make-up or costume requirements which must be worn at all times while playing.

See the racial feat Description: in chapter four.

Also of note, each race has its own starting equipment list that will be presented to you at the time of character creation.

Racial Costume Requirements

Race Physical Representation
Terran No Requirement
Terran: Tinker Gear “tattoo” located on the head, neck, hands, or wrist.  Cannot be hidden in hair
Terran: Cyborg Approximately 1” by 2” barcode located on the head, neck, hands, or wrist.  Cannot be hidden in hair.
Fey/ Dark Fey: Elves Pointed Ears
Fey/ Dark Fey: Fairies Pointed Ears and Wings
FeyKith Must phys-rep the distinct race. Must not be able to be confused with other races.
Beastmen Horns
Dwarves Three braids
Felinae Cat Make-up
Mutants Must obviously have a deformity
Revenants Must be obviously undead


Beastmen are a race of bovid-humanoid hybrids.  Characteristically bovids are cloven-hoofed, ruminant mammals with unbranching horns such as those of a goat or bull.  All Beastmen have horns, while many also possess digitigrade hindquarters, hooves, fur, and tails.  The maximum racial ability score for Beastmen is ten with an exception of twelve for their Strength.  Beastmen receive either one Warrior Feat or may choose to have the natural weaponry of Claws as their racial bonus.

This race is not native to the Nexus and accounts to their origination differ; Beastmen claim to come from a realm called the Dreaming, while the Fey argue that the race is a result of Elvin experiments during the Gate War.  This society is typically very tribal and war-like, showing high regard for acts of strength, bravery, and prowess while hunting.  The Beastmen at large place great importance on the size of their horns—larger horns signifying strength and virility.  The lifespan of a Beastman can extend to approximately 80 years.

Beastmen clothing is usually very tribal in design, with the fur and leathers of fallen prey along with preserved trophies to adorn their costume.

Racial Costume Requirement: Horns

Racial Bonus: One Warrior Feat or Claws


Dwarves are a subterranean race of humanoids.  Despite living primarily underground, their stature and eyesight are unaffected by the conditions under which they live.  The race is capable of existing above ground and does not show any signs of light-sensitivity.  Their height is human-like. Some Dwarf females have been known to have beards.  The maximum racial ability score for Dwarves is ten with an exception of twelve for their Constitution.  Dwarves receive one Body Feat OR Merchant and one Contacts as their racial bonus.

Dwarves are supposedly an indigenous race of the Nexus Realm and occupy underground cities carved from rock.  The culture is rigid and steeped in traditions placing high value on metallurgy and craft.  There are three Kingdoms, five Clans, and numerous Families.  The people represent their commitment to these institutions by wearing three braids.  The lifespan of a Dwarf can extend to approximately 500 years.

The typical attire of a Dwarf is medieval in style; however, they are able to adapt most clothing, favoring garments that are sturdy and practical in construction.

Racial Costume Requirement: Three Braids. This can be in either the Dwarf’s beard or hair. Women do *not* have to don a fake beard, but it would not be out of place in Nexus.

Racial Bonus: One Body Feat OR two Contacts


Felinae are a race of feline-humanoid hybrids.  The cats are furred, with markings that vary based upon their heritage and tribe.  Similarly, not all Felinae have tails.  The maximum racial ability score for Felinae is ten with an exception of twelve for their Dexterity.  Felinae receive either one Quickness Feat or may choose to have the natural weaponry of Claws as their racial bonus.

The Felinae are supposedly an indigenous race to the Nexus Realm, living in territorial tribes and unlike most, have a spoken language that is unaffected by the Nexus magic which unifies common oral communication.  The lifespan of a Felinae can extend to approximately 60 years.

Felinae are most likely to dress in primitive tribal clothing, though their natural fur protects them from the elements.  This can differ though, as some may find fine clothing and jewelry more appealing.

Racial Costume Requirement: Cat Make-up such as cat ears, striped or spotted face paint, whiskers or prosthetics to simulate a cat’s nose are examples of appropriate racial costuming.

Racial Bonus: One Quickness Feat or Claws

Fey/Dark Fey

The Fey are a race with three sub-races: Elves, Fairy, and Feykith.  Dark Fey are a corruption within the Fey and therefore have a slightly different racial bonus.  While Dark Fey have no physical differences from other Fey; their distinction comes from their connection to darker magic.  These Fey also have an affinity for the spiritual, they have become touched by darker forces—specifically Death Magic.  Though the Fey and Dark Fey are sometimes described as fairy tale creatures by the Humans and Dwarves, they are in truth a magically advanced race.    The maximum racial ability score for Fey is ten with an exception of twelve for their Intelligence.  Fey receive one Magic Path Feat, from the listed options, as their racial bonus, while Dark Fey receive one Death Feat as their racial bonus. Feykith can choose Claws instead of the Magic Path feat.


Elves are the most numerous sub-races of Fey and Dark Fey within the Nexus Realm.  By virtue of their race Elves possess a natural affinity for magic, as represented by their Racial Bonuses and by extension a cultural association to magic as a whole.  The lifespan of an Elf can extend to approximately 2000 years.

Traditionally, Elves prefer to dress in more medieval clothing—it is uncommon to see an Elf adopt a more modern human style of garb.

Racial Costume Requirement: Pointed Ears

Racial Bonus: High Magic Use and One Life Feat OR One Death Feat OR One War Feat


Fairies are another sub-race of Fey that, along with several other distinctions from Elves, most notably have wings.  Contrary to Human assumptions, these creatures are not diminutive and their wings are seemingly nonfunctioning; they do not fly.  The lifespan of Fairies can extend to approximately 500 years.

Due to the nature of Fairies, their fashion choices are not conforming to any one style.  They can be fickle or flighty and this extends to a Fairy’s attire.

Racial Costume Requirement: Pointed Ears and Wings.

Racial Bonus: High Magic Use and One Life Feat OR One Death Feat OR One Pain Feat


Feykith is the term applied to the myriad of other fey races present in the Nexus that lack a population large enough to warrant categorization.  While this sub-race is comprised of dryads, nymphs, red caps, and—as humans can attest—many of the creatures of fairytale lore; they possess enough similarities which allow them to be identified as Fey.  The lifespan of a Feykith can extend to approximately 500 years.

Similar to Fairies, there is enough variety amongst the Feykith that their style of garb is too diverse to mention.

Racial Costume Requirement: Must phys-rep the distinct race. Must not be able to be confused with other races.

Racial Bonus: High Magic Use and One Magic Skill Path Feat or Claws


Mutants as a race are mutated version of any previously listed race.  The unifying trait of mutants is that they have all suffered a mutation of some sort and the replacement of former racial bonuses. The maximum racial ability score for Mutants is nine.  Mutants receive both the natural weaponry of Claws and the Specialty Feat Poison Touch.

Mutants are less of a race, and more the victims of the errant energies released during the war. Weather these deformities were caused by technological or magical means matters not.  The Lifespan of Mutants can extend to approximately 200 years.

Mutants may wear the clothing of their previous heritage and/or fashion which suits their new state of existence.

Racial Costume Requirement: In addition to the Mutant’s former racial characteristics, the Mutant must have an obvious deformity. Extra arms, tentacles, a third eye, or a face on the back of your head are all good examples.

Racial Bonus: Claws and Poison Touch.


Human are a race with two sub-races: Humans, Tinkers, and Cyborgs.  The maximum racial ability score is ten. All Terrans have access to Morpheus Tech, see the Items chapter for details.


Humans are descendent from the settlers, research teams, and troops that arrived in the Nexus before the Gate War.  Their adaptability and genetically encoded technology provides a distinct advantage represented in their Racial Bonus.  The lifespan of a Human can extend t0 approximately 100 years.

Humans garb ranges from primitive medieval clothing to science fiction fashion.

Racial Costume Requirement:  No make-up requirements

Racial Bonus:  High Tech Use and Gunslinger Feat OR Warrior Feat


Cyborgs are the third Terran sub-race; remnants from the genetically engineered troops of the Gate War.  Able to interface with a unique technology dubbed Morpheus Tech, Cyborgs can have no augmentations or be almost completely mechanical. The life span of Cyborgs is unknown at this time, but speculation places it at approximately 300 years as they are able to replace failing organs and tissue with machine.

Racial Costume Requirement: Approximately 1” by 2” barcode located on the head, neck, hands or wrist.  It cannot be hidden in hair.  The barcode may be hidden with clothing such as scarves, masks, or gloves, however must actually be present on the body.

Racial Bonus: High Tech Use and Gunslinger Feat OR Armor Feat


Tinkers represent a different culture of humanity.  More than simply the descendants of settlers, they believe that their predecessors were the engineers and technicians which operated the dimensional gates.  This society of humanity reveres technology and incorporates this regard into daily life: Tinkers have developed a semi-nomadic lifestyle to continue the pursuit of lost technology and have even extended this to the names of their offspring.  The lifespan of a Tinker can extend to approximately 100 years.

Tinkers prefer human clothing adorned with technology—circuit boards, sprockets, wires, and cogs.  While not limited to, Tinkers can also be seen in steampunk regalia.

Racial Costume Requirement: Gear “tattoo” located on the head, neck, hands, or wrist.  It cannot be hidden in the hair. The gear may be hidden with clothing, but must be present.

Racial Bonus: High Tech Use and Gunslinger Feat OR two ranks in Engineering


Revenants are a race of undead that can be from any of the previously mentioned races—Terran, Fey, Beastmen, Dwarves, Felinae, or Mutant.  The unifying characteristics of this race are the distinctive appearance of death and the replacement of former racial bonuses.  The maximum racial ability score for Revenants is nine.  Revenants receive both the natural weaponry of Claws and the Specialty Feat Regeneration.

Revenant origins are unknown, though their appearance is closely tied to the origins of Death magic.  Many Revenants have gathered in the former Elven city of Athenea, now The City of the Liberated Dead, and call this place home.  The lifespan of a Revenant is unknown; currently there are no Revenants older than the Gate Wars.

Revenants may wear the clothing of their previous heritage and/or fashion which suits their new state of existence.

Racial Costume Requirement: In addition to whatever racial characteristics the Revenant had in life, the player must appear obviously undead. Examples of this are pale skin with sunken eyes, death wounds, protruding bones.

Racial Bonus: Claws and Undying.

Path Skills

Path Skills are those skills which provide access to Feats. All Path Skills can be purchased multiple times; for every purchase of a skill path the player may select a Feat at no additional cost. This is the only means for characters to attain Feats through the expense of Skill Points. Each Path Skill has both a cost next to the name and a brief description, representing the developed knowledge of the character. A more comprehensive explanation of the Path Skills and related Feats are found in the Skills and Feats Rulebook. Costs for Path Skills are fixed; the prices are the same at character creation as they are later in the game.

In addition to the Feats granted by path skills there are a few racial specific Feats that will be covered separately.

Through the purchases of Path Skills, it is implied that the character will then possess the expertise needed to perform the associated skill.

A player may take the same Feat multiple times; each time the Feat is selected, the character may use the ability an additional time each event.

Every fifteenth purchase of a Path Skill the player may select an Epic Feat at no additional cost.  Epic Feats may be used once an event and are always considered exceptional.


Path Skill List

Skill Paths SP Cost Description
Armor 5 Add +1 defense for each purchase, while wearing any type of armor
Body 5 Add +10 Health Points each purchase
Gunslinger 5 Add +2 to damage call with gun weapons
Quickness 5 Additional +1 dodge each purchase
Path of Death 5 First purchase provides 2 points; thereafter add +1 to spell call
Path of Life 5 First purchase provides 2 points; thereafter add +1 to spell call
Path of Pain 5 First purchase provides 2 points; thereafter add +1 to spell call
Path of Protection 5 First purchase provides 2 points; thereafter add +1 to spell call
Path of War 5 First purchase provides 2 points; thereafter add +1 to spell call
Marksman 5 Add +1 to damage call with ranged weapons
Warrior 5 Add +1 to damage call with melee weapons