Yeah, but they're totally straightforward. You know what the range of Violence score means (-2 is a frail child, 0 is average, +3 is a champion of arena combat) and you know how to assign them a bonus to spend: 1 if they master the art of sword-binding, 0 if they don't, plus possible help from ghosts or other magic. Weapons and armor, too, are straightforward: 1-armor for thugs, bodyguards and other professionals, 2-armor for a soldier at war, no armor otherwise; 2 harm for any real weapon, 1 harm for backup weapons or improvised weapons.
This means the only decision you have to make is how prepared to violence this person is - their violent score. Everything else is obvious from their fictional circumstances.