Here's how to make a Character in my FateForge campaign:
HARD Steps
1) Are you Awakened? (roll d20) p18 (magic users auto-awaken in session 1-2)
2) CLASS Choose Class p116 (and get your first level stuff)
3) ATTRIBUTES Buy Ability Scores (with Gritty maximum of 15) p19
4) RACE Choose Species p42
5) Choose 0-2 Handicaps p96 (and get benefits)
6A) Make up your Background p76 OR pick a pre-made Background p97
6B) Pick two Skills p79 (that relate to your Background) and get proficiency in them
6C) Pick two Additional Proficiencies and get Tools (or 1d20gp)
7) Collect 25gp
8A) Record equipment from your Class
8B) Get other starting Equipment (Tools, Mementos, and Clothes) p88
8C) Buy other equipment with your starting money p294
9) Get one Feature p90
SOFT Steps
10) choose Characteristics p92
11) Languages p254
12) make a Personality p114
Every four levels you get a +1 Ability Score Improvement. You can take a Feat instead.
We are using all optional rules, including:
Elusive Magic (roll for spells)
Rare Magic (magic users are rare, no spell economy)
Critical Failure (rolling a "1" matters)
Wounds (extra badness if you take more than 25% of your HP in one shot)
Agony (when you drop to 0HP you take 6 levels of exhaustion, when stabilized you go to 5 levels, healed to full removes all)
Sudden Death (going to negative your Constitution in one shot is instant death)
Flanking (advantage on attacks if an ally is on the other side)
In Game Feats (that you can get through adventuring and roleplay). This is an idea dump.
Wizardly Deflection- As a reaction to taking damage, reduce that damage by one point per spellcaster level. Or take a level of Exhaustion and reduce the damage by five points per level. Double these amounts if the attack originates in your front 90 degree arc.
Footwork- As a reaction to an enemy moving while within 5' of you OR, you may move 5' without provoking an attack of opportunity.
Weapon Mastery- Choose a weapon. You get 5E specials with that weapon.
Dire Form- Damage from your Wild Shape forms do +1 damage per Druid level.
Armor Deflection- You can slide physical attacks off your armor. While wearing heavy armor, and aware of an incoming melee attack, you reduce the damage by one point per Level.
Parry- As a reaction to a a melee attack hitting you, increase your AC by one point per two levels (or portion there-of) which can make the attack miss. You must have a suitable weapon handy.
Two Weapon Fighting- As a bonus action, you can make an off-hand attack.