PC runners should have community (people they care about, not loners), be risk-seeking, and be motivated by something more interesting than money. Choose a background:
Divide your stat dice among Acuity, Body, Heart, and Will, at least 1 in each. Note that Guns use Body+Will and do d8 fallout like other fighting with weapons. Magic uses Acuity+Will and does the same fallout dice to its user as its target, because magic always has a price. Dwarves must have Acuity > Body, Elves must have Heart > Will, Goblins must have Will > Heart, Trolls must have Body > Acuity.
Divide all your trait dice among whatever traits you care to define. You can't mix dice sizes in the same trait, except that magic traits get a free +1d4. Take a trait for "Life on the Edge" or "Running the Shadows" or the like. If you're nonhuman a trait must express that. Cyberware can be a trait or a belonging or both. The maximum dice in any one trait during chargen are 6d4, 4d6, 3d8, 2d10, and in play are 8d4, 5d6, 4d8, 3d10.
One trait die (+1d4 if magic) can be a Bond, which you get in every conflict where it's true. Things like "I keep my word 1d4" or "I never kill 1d10" or "I hide my heart under a bridge 1d6+1d4."
Choose one or two people, places, organizations, or spirits that are important to you and assign one or more dice to them, not mixing sizes. At least one should be another PC. You can take a relationship with your Reputation if you have one, but don't have to. You get a free 1d6 for blood kin. Write your remaining dice under -AVAILABLE- to be assigned in play.
Assign 3d4 3d6 3d8 to important belongings your character has. See -THINGS' DICE- on the character sheet for what dice to assign each item. Any unused dice can be added to your Available Relationship dice. You can take extra dice out of Traits or Relationships for more belongings. You can swap 2d6 for 3d4 or 1d8 for 2d4, but not the reverse. Magical belongings get a free +1d4, but guns do not.
Define something that you hoped your character proved about him or herself in past history. This will be played out as the stakes of a conflict, with a 1d6 trait gained for success or failure. The GM rolls 4d6+4d10, plus 1d4 for each free magic d4 you took.