This page will go over character creation in a very simple and straight-forward way. It is assumed that you know a little about role playing games and the Fate system in general. If you need to know more about Fate Core, I recommend that you pick up the (decently priced) book here (amazon). While you get the book, you can get a general idea by looking on this website (fate-srd.com). There is a lot of useful information on that website.
All characters are made up of Aspects. An aspect is a short phrase that tells us something about the character (or thing). An aspect should be descriptive but, short. The best aspects are double-edged so that they can be used both for the character and against them.
High Concept & Trouble
The high concept tells us who your character is in a general sense while the trouble tells us what causes him problems regularly. A good trouble is one that is generally fun to play, not disruptive but able to cause problems for the character. Don’t be afraid to add factions or locations that aren’t established on this web site. Make the world your own! Wanted by the Rusted Fist is a perfectly good trouble because not only does it cause problems but, it means that your GM has a new faction to play with. Just remember to confirm the aspect with the GM and define who the Rusted Fist are and why your character is wanted by them.
This one can be tricky. This aspect tells us what your character did before now. Were they a cold-hearted assassin or a wandering minstrel or maybe they woke up in the black sands. Either way, this aspect tells us something about that character that is useful for the player and the GM.
In other systems, characters may have classes that dictate exactly what they can do and how they approach their problems. Terra tries to avoid this while still granting special abilities by using professions. A profession tells us what technological, magical or martial abilities a character has. Further discussion on professions can be found on another page of this site.
This extra aspect tells us something about the character that none of the other aspects tell us. This may be their Guild affiliation, heirloom sword or whatever else is helpful. A monk on a quest to find himself is something that may fit more on a core concept but, “Oath of poverty” can work wonders. This aspect can tell us about previous adventures or character secrets. The sky is the limit.