Alright, so your Vitality is 1d8+CON mod per level (max at 1st level), so you'll start with 8 (max of a d8) + 0 (if you look at your sheet, it's precalced your CON mod for you).
You do also have WOUND points, which are equal to your CON score, so 10.
I've updated your sheet, and also updated with the other basic Faceman and Dept. abilities and stats.
Next up, you need to select your Trained skills. This is non-standard. Trained skills have a bonus equal to 3 + level. Untrained skills have a bonus of 0 + half your level (rounded up). You gain a number of Trained skills equal to 6 + your INT mod. For you, that's 8 (6 + 2).
You can choose a total of eight skills from the following list: Bluff (Cha), Craft (Int), Cultures (Wis), Diplomacy (Cha), Disguise (Cha), Driver (Dex), Forgery (Int), Gather Information (Cha), Hobby (Wis), Innuendo (Wis), Knowledge (Int), Languages (Wis), Open Lock (Dex), Perform (Cha), Profession (Wis), Read Lips (Int), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis)
You can add two of the following skills to the list above: Appraise (Int), Balance (Dex), Boating (Dex), Bureaucracy (Cha), Climb (Str), Computers (Int), Concentration (Wis), Cryptography (Int), Demolitions (Int), Electronics (Int), Escape Artist (Dex), First Aid (Wis), Handle Animal (Cha), Hide (Dex), Intimidate (Str/Cha), Jump (Str), Listen (Wis), Mechanics (Int), Move Silently (Dex), Pilot (Dex), Sport (Str/Dex), Surveillance (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex)