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Skills

All characters begin the game with 50 Skill Points to spend. New players are granted 75 Skill Points to start with, for their first character.  Each skill has both a cost next to the name and a brief description.  A more comprehensive explanation of the skills will follow the list.  Costs for skills are fixed; the prices are the same at character creation as they are later in the game.  Skill names followed by an asterisk indicate that the skill may be purchased multiple times at the same cost.

Through the purchases of skills the character then possesses the expertise needed to perform the associated action.  Those skills that may be purchased multiple times will include whatever benefits come from additional ranks.

Skill Lists

Armor Skills SP Cost Description
Light Armor Proficiency 2 Light supple armor; provides 2 point of armor
Medium Armor Proficiency 4 Light rigid armor; provides 4 points of armor
Heavy Armor Proficiency 6 Heavy rigid armor; provides 6 points of armor
Armor Master 10 Combines all Armor Skills

 

Melee Trainings SP Cost Description
Unarmed 2 Simulated fists; provides base of 2 damage
Small 2 Daggers, hand axes; provides base of 2 damage
1-Handed 4 Short swords, maces, clubs; provides base of 4 damage
2-Handed 8 Long swords, great mauls; provides base of 8 damage
Man at Arms 12 Combines all the melee weapon trainings

 

Ranged Trainings SP Cost Description
Blowgun 2 Provides 1 damage; allows the ranged delivery of poison
Bow 6 Provides base of 15 damage
Thrown Weapons 2 Explosives, thrown daggers, rocks; provides base of 1 damage
Deadeye 8 Combines all the ranged weapon trainings

 

Gun Trainings SP Cost Description
Artillery 8 Both low and high tech artillery, provides average base damage of 50
Pistols 4 Both low and high tech pistols; provides average base damage of 10
SMGs 5 Both low and high tech SMGs; provides average base damage of 15
Rifle 6 Both low and high tech rifles; provides average base damage of 20
Sharpshooter 19 Combines all the ranged weapon trainings

 

Fighting Styles SP Cost Description
Shield 2 Allows use of a shield or buckler
Two Weapons 3 Allows use of dual weapons
Scatter Shot 5 Allows the use of the scatter call 
Combat Master 7 Combines all Fighting Styles

 

Sneaky Skills SP Cost Description
Disguise 10 Masquerade as another race; unable to impersonate a specific character
Escapology 8 Escape from most restraints and Bind effects with counted action
Waylay* 5 Knock out a victim from behind

 

 

Holistic Skills SP Cost Description
First Aid 2 Allows diagnosis of specific statuses in others with counted action
Medic* 5 Provides healing of 10 HP per purchase, revives normal unconsciousness
See Spirits 2 Allows the character to see spirits
Resurrection* 5 Allows the character to return a spirit to its body; additional purchases reduce time

 

 

Magical Skills SP Cost Description
Detect Magic 5 Allows the detection of persistent magical effects and to discover the nature of the magical effect with counted action
Ritual Casting* 5 Allows the performance of rituals; additional purchases increases the character’s competency
Magic  Channeling* 10 Allows the character to channel a magic path into a weapon or armor

 

Technical Skills SP Cost Description
Identify Tech 5 Allows the identification of a low, high, or Morpheus tech , and to discover an item’s nature with a counted action
Engineering* 5 Allows the engineering of tech items; additional purchases increases the character’s competency

 

General Skills SP Cost Description
Contact* 5 Allows the development of a NPC resource
Research* 5 Allows the character to access and search recorded knowledge for specific questions
Poison Sense 2 Allows the  detection of poisons in food and drink with counted action
R/W: Terran 2 Read and write in Terran
R/W: Fey 2 Read and write in Fey
R/W: Beastman 2 Read and write in Beastman
R/W: Dwarf 2 Read and write in Dwarven
R/W: Felinae 2 Read and write in Felinae
Linguist 8 Combines all the above languages
Taunt* 5 Forces  a victim to engage in combat with you