(pages are all in Mindjammer Main book)
When you create a character, go through the following steps:
Choose your character concept (page 21).
Choose your culture (page 19), and one cultural aspect
Choose your genotype (page 20), and possibly one or more mandatory aspects and extras.
Choose your occupation (page 20).
Create your high concept aspect (page 21).
Create your trouble aspect (page 21).
Choose a name (page 22).
Go through the three phases and create your phase trio aspects (page 22).
Choose one Great (+4), two Good (+3), three Fair (+2), and four Average (+1) skills (page 25).
Choose at least three (3) and no more than five (5) stunts (page 26).
Write down your refresh (page 26) on your character sheet.
This is:
Refresh 5 if you have 3 stunts
Refresh 4 if you have 4 stunts
Refresh 3 if you have 5 stunts.
Choose extras (equipment, enhancements, organisations, etc — see page 27) using your extras budget.
You get to spend:
1 aspect
4 stunts
6 skill levels
If you have any mandatory genotype aspects (above), these come out of your extras budget.
You may convert 2 stunts to 1 aspect
Write down which extras are in your halo (page 28); the rest go in the “Other Extras” section of the character sheet.
Calculate your stress and consequences (page 28).
Write down your tech index (based on your culture) on your character sheet (page 28).
Write down your habituated gravity (usually standard gravity, but you may choose another) on your character sheet (page 28).
Jot down any other starting equipment (page 28).