Actually playing an RPG tells us more about ourselves than it tells us about how the designer really intended the game to be played. Likewise, a character sheet is an expression of who we are, who we'd like to be, or what we are afraid of about ourselves. Unless you're just there to roll dice, kill monsters and beat up on the green guys... not that there's anything wrong with that!
Desire- What do you want, and what do you need? Do you control your desires, or do they control you?
Given- What are your gifts? What are you good at? How were you meant to use your gifts?
Form- What do you look like? Appearances can be deceiving, but sometimes they are exactly right... They say that form follows function. Why are you here? What is your purpose?
You have thirteen dice to spend on desires, givens and forms, as you wish. Desires are generally hooks and ways of getting more possibility dice, but givens and forms may be 'invoked' to gain possibilities as well. This is one of those dice pool games, very experimental, and the designer is probably off his nut...
Forms and givens bleed into each other; claws are physical and part of appearance, but make handy tools or weapons. Likewise, flight, a gift, might involve wings, which is form, und so weiter... Desires also might lead to gifts and forms, so keep an open mind and remind the Chair to do the same!
The Table is yours; your players, the guy or gal who's written a game and is 'Chairing', GMing, refereeing or whatnot. The Table is a social contract about having fun and being creative with paper and dice and your imagination. The Rules are the rules of your Table; they are what you want them to be.
Essinath the Dragon, Truth-Speaker and Kings' Friend
Desire- To fly (1d)! Be powerful, to inspire greatness (2d).
Given- Flight (5d)! Also wisdom and cunning (2d).
Form- Wings (which is also Flight (5d))! Plus, dragons' claws and teeth (3d)...
13 possibility dice
13 possibility dice