Valor represents your characters determination. It is the ability that heroes have to push past their limits and do the impossible. It is a mechanic designed to push you further towards adventure and to take more an more risks. Valor can be gained in many ways, but it is rest back to 1 at the end of a long rest.
When your group meets to play the game, your Narrator will typically give out one Valor to each player. At the end of a combat encounter, a skill challenge, or a social event, each player involved will receive one Valor. For every natural 20 or natural 1 you roll, you will be rewarded one Valor. Also, each time you recover from the disabled status you are given one Valor.
Your Narrator can also choose to give you Valor for a variety of reasons. Narrators might award it when you play out your personality traits, give in to the drawbacks presented by a flaw or bond, and otherwise portray your character in a compelling way. Your Narrator can also reward a player or players with Valor by giving them a more difficult challenge, such as a turn in combat where all rolls are at disadvantage or an enemy has advantage for a turn.
You can spend your Valor in several ways. Each use of Valor has a specific cost associated with it.
Try Again
1 Valor
After you roll a dice, but before you know the results of the roll, you may re-roll the dice, taking the new result whether it is higher or lower.
Nice Try
2 Valor
When an enemy attacks, you may force them to re-roll the attacking dice, taking the new result whether it is higher or lower.
Inspired
3 Valor
Before you roll a dice, you can gain advantage on the roll.
Spell Slots
3 Valor per Spell Circle
This is for Wizards and Conduits. You can spend Valor to get back spell resources. For Conduits, spell slots are always at the highest spell circle available. Costs 5 Action Points when used in Combat.
Spell Power
3 Valor per 2 spell resource
For non-Wizard/Conduit casters. You get back either mana or lower your threshold for Valor spent. Costs 5 Action Points when used in Combat.
Quick Breath
1 Valor per Vitality (minimum 3 Valor) or 5 Valor per 1 Health
Take a second to recover in combat, costs 5 Action Points when used in Combat.
Recharge
2 Valor per resource
Gain back a spent class resource such as Ki or Battle Dice. Costs 5 Action Points when used in Combat.
Defender
3 Valor
Spend, as a reaction, 3 Action Points to give disadvantage to all enemies attacking you until the end of the round.
Death can Wait
3 Valor
Automatically stabilize at 1 Heath when making Death Saves.
Got to go Fast
2 Valor
You can dash for no additional Action Point cost and you increase your movement by 1.
add other social valor abilities
I know a Guy
2 Valor
When in a social event, you can find someone who has friendly relations to your character to assist in the event.