At the top of each character sheet is a descriptor. This is a short introductory character summary. The descriptor is made up of the following elements, some of which are not always used..
a[n] [age] [trait] [race/heritage] [career] who [hook].
The trait is the name of a special ability defined by a character's lowest or highest attribute.
The age entry is only used if the character is younger than adult or older than middle-aged. You may choose any synonyms for young and old (adolescent, youthful, aged, mature, etc.); age can give you a free exploit.
The hook is a broad background/skill/interest chosen by the player. It can be anything, but it's designed to round out the character with personality, interests, or hobbies. For example, a player might choose “...who enjoys hard liquor” or “... who has a taste for romance” or even “...who collects insects as a hobby”.
The hook works as a broad skill. Any time you make an attribute check, you can use the descriptor to gain a +1d6 bonus, but only if you are not using a skill already. The GM should be generous in allowing this; the hook should provide a frequent reminder of a character's background.
What you can't do with the hook is gain a combat bonus to attack or damage. Hooks like “...who enjoys target shooting” or “... who likes boxing” can sometimes be slipped in by players as sneaky combat bonuses, but sadly they do not work like that. The boxing hook might help recall a past champion or identify a winner's belt, but it won't assist a character in throwing a punch.
The hook has one other effect, which occurs during character creation only. The player should assign one attribute to be loosely linked to the hook; for example, if the hook is a physical activity, he might choose STRENGTH. This is called his hook attribute. Whenever advancing attribute scores through a career choice, the hook attribute may be chosen instead of one of the listed career attributes.
Have each player read their full descriptor to the rest of the group before beginning play.