Character Creation
For character generation, we will be looking for 5 to 7 things, depending on how you count them, and what type of character you are generating.
High Concept Aspect
A short phrase capturing what the character's deal is. If non-human, should include species, and should include your general role in life and/or specifically for this mission.
Trouble Aspect
A short phrase capturing what the character's flaw is, that blocks them from achieving their goals, in general.
If a One Shot character: Reason to be on the mission Aspect
A short phrase capturing the reason why they were included in the mission in the role they are in.
Their peak Skill
Chosen from the Skill list. This is rated at Great (+4) You are very skilled at solving problems using this skill.
Two penultimate Skills
Also chosen from the Skill list. These are rated at Good (+3).
Other things that could be chosen.
During play, you can fill in the following things on your character sheet at any time, including in the middle of a roll to determine how well or how poorly your character does at an action.
Two or three more Aspects that can be filled out if you need them.
Three more Skills that rated at Fair (+2)
Four more Skills that are rated at Average (+1).
Three Stunts that capture something your character is more awesome at than represented by your Aspects and Skills.
Two more Stunts that have a cost if you want to pay it. (Let's talk about it if it comes up.)
During the first three sessions of play
New characters are given a certain amount of slack from the rules-as-written during the first three sessions of play. They can change any of their Aspects, Skills, or Stunts at any time.
After the third session of play
Anything written on the character sheet can only be changed based on the milestones in the rule book. This is only slightly onerous, as a Minor Milestone should happen after every session.