When you complete the Character Skeleton presented in the OP by MercuryHg34, I'll make a copy of the spreadsheet linked above for your individual character that you'll be able to view (but not edit) at any time. Then you'll be able to decide what type of build to create for your character.
Deciding ParametersEvery parameter begins at 10, but before your character is "play-ready" you'll be able to edit these values to better reflect what you want your character to BE. Using a "point-buy" system, you can buy and sell parameter points.
Every +1 to a parameter above 10 costs the resulting score minus 10 in Point-Buy points. So increasing from 10 to 11 costs 1, increasing to 12 costs an additional 2, increasing to 13 costs an additional 3, and so on.
Every -1 to a parameter score under 10 earns you 1 Point-Buy point. So going from 10 to 9 earns you 1 point to spend on increasing another score, going from 9 to 8 gives you an additional score, and so on.
Scores are not allowed to be lowered to 2. A parameter score of 3 is the minimum possible score for character creation. Scores that are between 0 and 2 represent different ailments/conditions that (severely) negatively impact your character. For example, a character with less than 3 Intelligence but more than 0 cannot speak or understand any language, and acts only on animal instinct.
Returning a score towards 10 undoes any points spent or gained from changing it.
A character's parameter initial scores are legal when the final balance of Point-Buy points is exactly zero.
The costs on this chart are to change a Parameter of 10 to the score on the left. No values on this chart stack in any way. The Breakdown on the right shows how the cost of that score are calculated.
Starting Equipment/InventoryThe items and equipment your character starts with will probably match whatever your CS says. However, the statistics on said items will be decided by the GMs, and anything we decide is too powerful of an item/weapon/etc for your character to begin with won't be allowed in your character's starting inventory. Such items will probably be found by/awarded to your character later on in their journey.
Skills/SpellsIndividual abilities, perks, maneuvers, and spells that your character can learn and perform are represented as skills on one of 6 skill trees: Core, Combat, Weapon, Magic, Craft and Personal. On every level up, a character gains 6 skill points with which to allocate into any skills they have access to, including 1st level. This allocation can be done at any time.
Core - Core skills represent the very center of your character's being. The most basic and general abilities go here, as well as specific abilities that don't fit elsewhere.
Combat - Combat skills represent tricks, general attacks, and special maneuvers that can be used during battle. They are more generalized abilities but still retain a focus on fighting. This tree also contains general magical abilities that aren't specific to a school of magic.
Weapon - Weapon skills represent specializations in specific types of weaponry. These skills grant bonuses, and allow special actions or attacks when using the appropriate weapon. There are even stances and styles that are specialized in specific weaponry.
Magic - Magic skills represent specialized abilities and individual spells for each school of magic. The effectiveness of each school of magic is concerned separately from one another, allowing the character to focus on one school or divide their talents into many.
Craft - Craft skills represent creations and enhancements that are beyond the mundane and ordinary. These skills focus on creating and improving mostly for means in combat, but can still have other uses. More generalized and simplistic crafting is something assumed to be made by even common folk.
Personal - Personal skills represent an individual's ability to have unique and special abilities. These skills are unique to the character, and are usually centered around a special gimmick or ability the character has developed or was born with. Additionally, a character's ability to use an Exotic Weapon is kept in the Personal Skills section.