To make a character, first think about who they are. What do they like? What are they good at? What bothers them, or pushes them to action?
You will have 50 Experience with which to build your character. You don't have to spend all 50 now, and can keep some to use in the future (especially once you gain more).
Usually, you will want to start with 2 or 3 Levels' worth of Aspects of your choice
Most characters will focus on 2-4 Skills they want to use; you don't generally need to put points in any other Skills
Some Techniques can give interesting, extra abilities that help represent your character
Finally, choose a single item that your character owns. This should be something like a reliable, yet common object: a spellbook you keep magical notes in, a crowbar you use to break into places, your trusty sword, something like that.
Your character is made up of a few different parts, mechanically speaking:
Skills: the fundamental representation of things you're good at
Resources: Stamina, Willpower, and Spirit are all measures of your ability to keep going, in different ways
Aspects: pieces of your personality and goals that guide your actions
Techniques: special tricks and abilities that give you an edge in tricky situations
Your character is improved as you adventure, using Experience. You gain Experience from completing Quests.
Skills are your bread and butter. They cover broad ranges of things, and there's a decent amount of overlap, but some will be particularly well-suited for certain tasks. You can very frequently get creative with the use of your Skills, but there are always limits to what you can accomplish, and certain specific actions might call for the use of a particular Skill.
Each Skill starts at 0 ranks, and can go up to 10 ranks.
Since you choose which Skills to use for your actions, you can more easily focus on just a few Skills. Having low (or no) ranks in a Skill doesn't necessarily mean you're bad at everything to do with that Skill, just that you're less likely to reliably do so when you need to. Most characters will find themselves dedicating their Experience to improving a handful of Skills and ignoring the rest, and that's totally fine.
The Skills are: Strength, Agility, Grit, Martial Arts, Stealth, Scheming, Tinkering, Misdirection, Charisma, Persuasion, Intuition, Etiquette, Academics, Practical Lore, Magic Use, Profession.
You have three main resources available to you: Stamina, Willpower, and Spirit.
You have a maximum of 7 Stamina and Willpower, each. These cannot go below 0. At the end of each Scene, set your Stamina and Willpower to their current maximums.
When you are missing 3 or more Stamina or Willpower, you gain a Stamina or Willpower Wound, respectively, which temporarily reduces your maximum for that resource by 3. This means with 1 Wound your Stamina or Willpower has a maximum of 4, and with 2 Wounds that resource has a maximum of just 1.
You can gain multiple wounds at a time (try not to, though). Remove all of your Wounds at the end of each Chapter.
At the start of each Chapter, you gain 3 Spirit; at the start of each Scene, you gain 1 Spirit. At the end of each Chapter, remove all your Spirit.
Whenever you would make a flip, you may spend any amount of Spirit to gain Good Luck that many times on the flip.
Aspects of your character allow you to regain Spirit, a useful resource (detailed below). These represent your quirks, tendencies, and aspirations that all combine to push you forward to success. They are purchased with Experience, as you learn to draw strength from the things you hold dear and grow from your shortcomings.
Special abilities and unique talents that allow you to do things you wouldn't normally be able to. Many relate to specific Skills, enabling new uses for them and giving you different paths to victory. Where Skills can cover a larger range of use cases, Techniques are good at a more specific thing.