1. Home
  2. Docs
  3. DyingLight Skills and Feats Rulebook
  4. Racial Feats and Skills

Racial Feats and Skills

All races in Nexus have a small selection of natural knacks, abilities or a physical attributes that are common among all members of that race.  These are generally referred to as “Racials”.  In the Core Rulebook we covered what Racials each race has available to them.  Some of these are standard Path Feats, but others are specific to members of those races.  Below we cover those non-Path Feats and skills.

Racial Feats and Skills

Feat Name Type Duration
Claws Attribute Always
High Magic Ability Always
High Tech Ability Always
Poison Touch Feat I
Undying Feat I

.

Claws

Uses Per Event: N/A

Duration: Always

This Ability is used to represent all forms of natural weaponry.  This will vary from creature to creature, but most frequently is in the form of sharpened fingertips.  For example, cats have claws that are cuticles, more like fingernails, where as zombies and skeletons are attacking with elongate bones.  Mutants may have a club-like appendage or a tentacle.

Claws are not affected by any Shatter effects and cannot be dropped (e.g., Fumble Strike has no effect).

Claws have a base damage of four.  Furthermore, both Strength and the Warrior path further modify damage dealt by claws.

Claws can affect creatures that can normally only be affected by magic (such as Incorporeal creatures).

Base Magic calls and Magic feats can be touch-cast by claws, as they are an extension of the caster’s body.  Base magic calls are still subject to the three-second lockout after physical damage is taken, however.

Signature Call:  <base damage call> Claw

.

High Magic

Uses Per Event: N/A

Duration: Always

This Ability represents the natural connection that these creatures have with magic.  Having that connection and being able to attune to an object’s natural magic is what allows characters with High Magic to use “High Magic” type items, found in the items rule book here.  Without this ability, or something that replicates it, High Magic items are beyond a characters ability to use.

Signature Call:  N/A

.

High Tech

Uses Per Event: N/A

Duration: Always

High Tech represents more the luck of coming from the right gene pool than anything else.  After Terrans became aware of other races that had learned to use their own technology, they developed a way to integrate a basic gene tester into the most powerful gear that they were producing.  This prevents any character that does not have the High Tech ability from using High Tech items.  List of items that qualify as high-tech are found here.

Signature Call:  N/A

.

Poison Touch

Uses Per Event: 3

Duration: Instant

Resist By: Melee/Ranged Dodge

This Feat allows the character to character to apply poison to the next attack using natural weaponry or allows them to apply one dose of poison to a weapon. The called poison may be either a standard poison, or a stat poison.

Signature Call:  Poison Touch Or Poison <base damage call>

.

Undying

Uses Per Event: 3

Duration: Instant

This Feat allows a character to instantly fully restore their body to working order.  They will regenerate any lost limbs and be returned to full health.  The character does not have to be conscious to active this ability.  This is not subject to the one-minute restriction to healing magic after damage is taken.

Signature Call:  Undying