The next step is assigning the aptitudes. Each aptitude starts with a score of 0, and you have a pool of points to split between them. The size of this pool depends on the tone of the campaign. 30 points means that you create average characters, 35 makes them noticeably good, and 45 makes them superb. You may not raise any aptitude above 20.
If more aptitudes have been added, more points should be added to this pool. Add ten points per additional characteristic for average characters, twelve for good, and fifteen for superb.
After picking characteristics, pick the character's aspects. Again, you will have a pool of points, of a size set by the GM. Average characters get 0 points, and must balance bonuses with penalties. Better characters might get ten, or even more. If the GM has particularly expensive aspects available, the pool might be very large.
Finally, describe your character's background and calculate abilities. Work out how much time you spent in practice, how much in school, and how much in work experience, for each aptitude. Assume that all your teachers added ten points to your improvement total. For simplicity, you need not assign each month to an ability, but merely tally the total points, and then assign them.
Your first three years will be spent learning how to function in society. You gain a score in your native language equal to your Mental Aptitude, and you also gain the physical and social skills which allow you to act as a normal citizen. Finally, you gain one Endurance Ability for each Aptitude, at a score equal to the Aptitude.
The background of the character should be set in consultation with the GM. This will vary so much from campaign to campaign that I do not intend to give even general guidelines.
Copyright David Chart 1995-1998