By the way, one of the things I've seen recommended by various people who have played this system is that players stick to a set list for their descriptors, either one coming directly from the books or a setting-specific one provided by the GM.  Apparently, doing so can really help bring together a character concept and get characters who really fit in with the atmosphere and tone intended for a particular game.<br/><br/>In the interests of being helpful, I went through the Sorcerer and Sword book and copied over the list of the descriptors listed for Stamina and Will.  Our GM is letting us make up whatever descriptors we want, but having a good set of examples can't hurt.<br/><br/><strong>Stamina</strong><br/>-<strong>Savage-raised.</strong>This applies well not only to combat but also to many situations in which smell, hearing, and "sixth sense" are useful, not to mention climbing, swimming, and so on.  A versatile description.<br/>-<strong>Trained soldier.</strong>Good with all weapons, used to the travails and conduct of war and soldiery. Note that unarmed combat skills are very basic, limited to punching and rough-and-tumble grappling.<br/>-<strong>Big and vigorous.</strong>Speaks for itself: you're a big person.<br/>-<strong>Just healthy</strong>(recommended Stamina = 2 or 3). This is for characters who are not physically special in any way.<br/>-<strong>Arcane regimen.</strong>This is what classical sorcerers do to stay in shape: funny breathing, stretching, calisthenics, controlled diet, and so on. It may well include martial arts training.<br/>-<strong>Unnatural means.</strong>Bathe in virgin lamb blood, run around naked in the moonlight, recite poetry in the shadow of the Frog God . . . this sort of thing seems to work for some people.<br/><br/><strong>Will</strong><br/>-<strong>Brush with the Unknown.</strong>In the course of an otherwise normal life, the character has encountered true, all-encompassing insight. Ever since, nothing has really been satisfying. You must define the experience and the character's reactions to it ever since.<br/>-<strong>Aristocrat.</strong>This is not a social status so much as a state of mind. The character is "the cat who walks by himself," and all places are alike to him.<br/>-<strong>Zest for life.</strong>Wahoo! If it's fun or feels good, you go for it. If it doesn't, it's in your way.<br/>-<strong>Angry.</strong>The character is pissed off and thoroughly ready to express this state of mind to all and sundry.<br/>-<strong>Vow.</strong>The classic motivator. Vengeance, regaining property or status, whatever - you want it and you're going to get it.<br/>-<strong>Leader of men.</strong>Basic charisma;people trust and respect the character. It is usually combined with focused or unfocused ambition; the character dislikes being anywhere except in a position of leadership.<br/>-<strong>Lover.</strong>The character derives great inner strength from the love of another, whether a specific person or anyone who's interested today.<br/><br/>Also, what the book says the 'Naive' descriptor means for your Lore stat...<br/><br/>-<strong>Naive</strong>(Lore 1-2). Naivete takes on an entirely new meaning in this setting, perhaps surprising those who are used to a fighter vs. wizard dichotomy. These characters don't consider themselves sorcerers, but the demons do. The major differences from the "naive" definition in Sorcerer are that in this setting, (1) they are performing sorcery "blind" and know very few, if any, actual rituals; and (2) they might not begin play with a Bound demon.