Traits

Here be Traits, each character can have only one trait. Only pre-defined characters can have two, which is made up with lower stats and skills. Some have requirements while most do not.

Military Training
Player had been through training, never saw action but knows what he is doing with military gear.
 * All Military Weapons give +1 FIR for hit calculations and rest of the Gear require one less point to wear/operate and one less penalty if they have any.

Military Personel
Player is a part of military and saw action prior to Outbreak.
 * All Military Weapons give +2 FIR for hit calculations and rest of the Military Gear require one less point to wear/operate and no penalty if they have any.

Field Medic
Player has enough experience, skill and balls to operate even when surrounded by bloodthristy specimen.
 * Will never Flee while attending a patient or someone is incapacitated.
 * Does not make the condition worse when failed an AID check.

Policeman
Player is a policeman. You know how to manhandle hippies, wat grown or otherwise.
 * +1 MEL
 * All Police Weapons give +1 FIR for hit calculations and rest of the Police Gear require one less point to wear/operate and no penalty if they have any.

Clubber
Player has been to Underground parties so often he is practically deaf and can see in dark.
 * Siren Scream stops dazing player after 2 rounds.
 * Player also does not suffer any range penalties in darkness (total darkness penalties still aplly).

Berseker
Player has withnessed gory death of a loved one. None of those zombies will take him alive!
 * +2 MEL
 * -2 FIR
 * Nerve Points never drop below 10.

Paranoid Survivor
Behold the munchkin that took this trait. This Player is paranoid, he is not aware of his condition at all, but it helped survive.
 * +1 to all Stats.
 * +1 to FIR.
 * -1 to MEL.

Torch bearer
>4 TECH Welding this and that under a semi-insane designer made this car maker just as insane.
 * Can use welder on Specimen
 * Can weld metal objects onto the doors, Brutes won't be able charge through and Door HP is doubled.

Coward
>4 AID This Player is an exceptional doctor, however he is scared so easily it is a problem.
 * Have start Rolling to not flee at *50 NP.
 * +2 AID.
 * Does not make the condition worse when failed an AID check.