Valor traits showcase a person's physical abilities, immunities and efficiencies.
Positive Traits
Alertness – the character's innate 'sixth sense' bristles alerting him to potential danger. Character receives a +1 to skills involving auditory and visual Perception checks. (+1)
Ambidextrous Fighting – during combat, the character can perform equally well with either hand without incurring Off-Hand penalties. (+2)
Atmospheric Tolerance - The character can breathe one form of atmosphere that would be lethal to most other characters. (+2)
Built-in Immunity – Gradual exposure to a substance has given the character a substantial resistance to it. Upon creation, a player may choose a substance that the character is resistant or immune to the effects too. A character can ingest a chemical, toxin, drug or substance without a penalty to action. (+2)
Endurance - The character has great endurance, and gains a +1D to stamina rolls when performing taxing physical tasks (i.e., holding one's breath underwater for a long period, running a long distance, etc.). (+2)
Enhanced Sense – the character enjoys unusually keen vision, deft hearing, discriminating olfactory perception or sensitive touch. Choose one sense when acquiring this trait (hearing, seeing, smelling, tasting, touching) and gain +1 to applicable Investigation rolls. (+3)
Environmental Resistance - The character is resistant to extremes of heat, cold, and pressure (within reason) and gains a +3D to stamina checks to resist ill effects from these environmental condition. (+3)
Heroism – the heroic character can tolerate more pain than the average person. Add 1D+2 to any Willpower rolls that involve staving off pain or attempting to stay conscious during combat. (+2)
Olympian Physique – the character's body exemplifies the ultimate in physical conditioning, characterized by finely-honed musculature and amazing physical stamina. All of character's Strength based skills receive an additional +1 to rolls. (+13)
Night Vision - The character gains the ability to see exceptionally well in the dark, gaining a +2D bonus to visual perception checks when normal characters would receive a penalty. Obviously, bright light nearby prevents this Special Ability from working. If the character is faced with a bright light, they take an additional -1D vision penalty for 1d6 rounds until their eyes readjust. (+3)
Resilience - the character recovers quickly from injury, halving the time required to heal naturally. The character gains +1D to First Aid, Medicine, Accelerate Healing, Detoxify Poison, Retain Consciousness and Reduce Injury checks made upon their person. (+12)
Silence - The character can move in complete silence. He gains +2D to all sneak checks and a +1D when attacking from behind. (+3)
Speed - The character is extremely fast, adding +2 meters per round to each of their base Move rates. (+1)
Ventriloquism - The character can throw their voice up to three meters away . No skill roll is required to do this, but if it is part of a trick attempt, they receive a +2D bonus to Con or Persuasion rolls. (+3)
Whipcord Reflexes – the character's bodily motion reveals astounding swiftness and grace, permitting them to move with blinding speed and lethal precision. The character's Dexterity attribute and all the skills beneath it, increase by +1. (+8)
Negative Traits
Addiction – at random times, the character suffers intense cravings or painful withdrawal resulting from a physical or psychological addiction. At some point in their background, the character developed a dependency for an addictive substance such as a medicine, drug or chemical, which must be declared when the trait is taken. At any time the Game Master requests, the Character rolls Willpower and must pass a DC 21. In case of failure, character takes -2D penalty to all rolls until the difficulty check has been met, or they ingest the substance listed. (-8)
Allergy - The character is strongly affected by reasonably common things that they cannot always avoid. When exposed to the allergen, the character must generate a Moderate stamina roll (as an action) or automatically take 3D in damage. The character can resist the damage through applicable defenses, but they have to generate the stamina total every round they are exposed to the allergen. (-3)
Atmospheric Incompatibility - The character is sensitive to something in the normal atmosphere and must shield themselves from it. Failure to do so causes them to lose one Hit Point for each minute exposed to the substance. These points cannot be resisted or healed through any means until the character is out of the harmful situation. For example, a plant creature might be poisoned by the high quantity of carbon monoxide produced by some combustion engines. When in the presence of these engines, the character must have an "air filter" on at all times. (-3)
Chronic Pain - the character suffers intense pain on a continual or recurring basis. Whether resulting from a battle injury, congenital defect or physical stigma, the pain proves difficult to ignore causing the character to suffer a -1D penalty to all Strength and Dexterity based rolls attempted during the flare up. At least once during a game session, the GM will require the player to roll Strength + Willpower to determine if the character suffers a painful attack, against a DC of 21. Failure indicates that agonizing pain consumes the character for the duration of a minimum of 3 full rounds. (-12)
Environmental Incompatibility - The character is sensitive to something in the environment — it may be an extreme heat or cold of temperature, the chemical content of the rain water, etc. Exposure to this without the proper protection causes the character to lose one Hit Point for each minute exposed to the substance. These points cannot be resisted or healed through any means until the character is out of the harmful situation. (-3)
Metabolic Difference - The character needs more life support (normally food) than "normal" and will begin to take damage, after hours of malnutrition. For example, the character must eat a meal every four hours or, every hour after the four are up, the character lose one Hit Point that cannot be recovered except by eating. (-2)
Nutritional Requirements - The character must ingest an element not commonly consumed by their species (blood, dead flesh, etc.) to survive. Often, the character will encounter prejudice because of this, and will certainly develop physical problems if they fail to consume this substance in a reasonable amount of time. (-2)
Physical Impairment – the character suffers from a severe physical impairment (blindness, partial paralysis, a missing appendage or similar handicap). The player should, at the time of character creation, determine the exact nature of the disability. Character suffers a -2D to applicable skills (for instance, blind characters take -2D to visual perception checks, etc.) (-5)
Reduced Attribute - Something about the character's species, age, physical condition, or some other factor has permanently reduced one attribute by 1 pip. The character may not reduce the attribute die code below 1D, and the attribute die code may never be increased by spending Character Points (though gaining a Special Ability would help). (-5)
Uncoordinated - The character has no physical grace to speak of and is, in face, something of a klutz. Add +1 to the difficulty of all Dexterity-based skills. (-2)
Positive Traits
Alertness – the character's innate 'sixth sense' bristles alerting him to potential danger. Character receives a +1 to skills involving auditory and visual Perception checks. (+1)
Ambidextrous Fighting – during combat, the character can perform equally well with either hand without incurring Off-Hand penalties. (+2)
Atmospheric Tolerance - The character can breathe one form of atmosphere that would be lethal to most other characters. (+2)
Built-in Immunity – Gradual exposure to a substance has given the character a substantial resistance to it. Upon creation, a player may choose a substance that the character is resistant or immune to the effects too. A character can ingest a chemical, toxin, drug or substance without a penalty to action. (+2)
Endurance - The character has great endurance, and gains a +1D to stamina rolls when performing taxing physical tasks (i.e., holding one's breath underwater for a long period, running a long distance, etc.). (+2)
Enhanced Sense – the character enjoys unusually keen vision, deft hearing, discriminating olfactory perception or sensitive touch. Choose one sense when acquiring this trait (hearing, seeing, smelling, tasting, touching) and gain +1 to applicable Investigation rolls. (+3)
Environmental Resistance - The character is resistant to extremes of heat, cold, and pressure (within reason) and gains a +3D to stamina checks to resist ill effects from these environmental condition. (+3)
Heroism – the heroic character can tolerate more pain than the average person. Add 1D+2 to any Willpower rolls that involve staving off pain or attempting to stay conscious during combat. (+2)
Olympian Physique – the character's body exemplifies the ultimate in physical conditioning, characterized by finely-honed musculature and amazing physical stamina. All of character's Strength based skills receive an additional +1 to rolls. (+13)
Night Vision - The character gains the ability to see exceptionally well in the dark, gaining a +2D bonus to visual perception checks when normal characters would receive a penalty. Obviously, bright light nearby prevents this Special Ability from working. If the character is faced with a bright light, they take an additional -1D vision penalty for 1d6 rounds until their eyes readjust. (+3)
Resilience - the character recovers quickly from injury, halving the time required to heal naturally. The character gains +1D to First Aid, Medicine, Accelerate Healing, Detoxify Poison, Retain Consciousness and Reduce Injury checks made upon their person. (+12)
Silence - The character can move in complete silence. He gains +2D to all sneak checks and a +1D when attacking from behind. (+3)
Speed - The character is extremely fast, adding +2 meters per round to each of their base Move rates. (+1)
Ventriloquism - The character can throw their voice up to three meters away . No skill roll is required to do this, but if it is part of a trick attempt, they receive a +2D bonus to Con or Persuasion rolls. (+3)
Whipcord Reflexes – the character's bodily motion reveals astounding swiftness and grace, permitting them to move with blinding speed and lethal precision. The character's Dexterity attribute and all the skills beneath it, increase by +1. (+8)
Negative Traits
Addiction – at random times, the character suffers intense cravings or painful withdrawal resulting from a physical or psychological addiction. At some point in their background, the character developed a dependency for an addictive substance such as a medicine, drug or chemical, which must be declared when the trait is taken. At any time the Game Master requests, the Character rolls Willpower and must pass a DC 21. In case of failure, character takes -2D penalty to all rolls until the difficulty check has been met, or they ingest the substance listed. (-8)
Allergy - The character is strongly affected by reasonably common things that they cannot always avoid. When exposed to the allergen, the character must generate a Moderate stamina roll (as an action) or automatically take 3D in damage. The character can resist the damage through applicable defenses, but they have to generate the stamina total every round they are exposed to the allergen. (-3)
Atmospheric Incompatibility - The character is sensitive to something in the normal atmosphere and must shield themselves from it. Failure to do so causes them to lose one Hit Point for each minute exposed to the substance. These points cannot be resisted or healed through any means until the character is out of the harmful situation. For example, a plant creature might be poisoned by the high quantity of carbon monoxide produced by some combustion engines. When in the presence of these engines, the character must have an "air filter" on at all times. (-3)
Chronic Pain - the character suffers intense pain on a continual or recurring basis. Whether resulting from a battle injury, congenital defect or physical stigma, the pain proves difficult to ignore causing the character to suffer a -1D penalty to all Strength and Dexterity based rolls attempted during the flare up. At least once during a game session, the GM will require the player to roll Strength + Willpower to determine if the character suffers a painful attack, against a DC of 21. Failure indicates that agonizing pain consumes the character for the duration of a minimum of 3 full rounds. (-12)
Environmental Incompatibility - The character is sensitive to something in the environment — it may be an extreme heat or cold of temperature, the chemical content of the rain water, etc. Exposure to this without the proper protection causes the character to lose one Hit Point for each minute exposed to the substance. These points cannot be resisted or healed through any means until the character is out of the harmful situation. (-3)
Metabolic Difference - The character needs more life support (normally food) than "normal" and will begin to take damage, after hours of malnutrition. For example, the character must eat a meal every four hours or, every hour after the four are up, the character lose one Hit Point that cannot be recovered except by eating. (-2)
Nutritional Requirements - The character must ingest an element not commonly consumed by their species (blood, dead flesh, etc.) to survive. Often, the character will encounter prejudice because of this, and will certainly develop physical problems if they fail to consume this substance in a reasonable amount of time. (-2)
Physical Impairment – the character suffers from a severe physical impairment (blindness, partial paralysis, a missing appendage or similar handicap). The player should, at the time of character creation, determine the exact nature of the disability. Character suffers a -2D to applicable skills (for instance, blind characters take -2D to visual perception checks, etc.) (-5)
Reduced Attribute - Something about the character's species, age, physical condition, or some other factor has permanently reduced one attribute by 1 pip. The character may not reduce the attribute die code below 1D, and the attribute die code may never be increased by spending Character Points (though gaining a Special Ability would help). (-5)
Uncoordinated - The character has no physical grace to speak of and is, in face, something of a klutz. Add +1 to the difficulty of all Dexterity-based skills. (-2)