A Hero is defined by five things: their Experience, their Strong Qualities, Troublesome Qualities, Strong Relationships, and Troublesome Relationships.
A Hero has 10 dice in their 'Experience'. They have a further 10 dice to spend between:
Strong Qualities
Troublesome Qualities
Strong Relationships
Troublesome Relationships
To begin with, none of these may have more than 5 entries. A player may choose to remove one die from their Experience to place into any other category, but must still adhere to the "maximum 5 in any category to start with" rule.
Fallout
If you took a blow while talking, your fallout equals a number of d4s equal to the amount of dice with which you took the blow.
If you took the blow when doing something physical – a race, a horseback ride, wrestling for a shovel – your fallout equals a number of d6s equal to the amount of dice with which you took the blow.
If you took the blow while fighting, your fallout equals a number of d8s equal to the amount of dice with which you took the blow.
Bigger dice are more dangerous fallout. Fallout is cumulative, and you should keep track of your fallout during a struggle. You will roll your fallout dice at the end of the struggle.
Lastly, you never have to see if you don’t want to! You can give, but if you do this, your opponent wins the stakes of the struggle. Sometimes, that’s OK, especially if you don’t want to take a lot of fallout.