Once you have dealt with potential madness and burnout, your character is nearly ready to go.
Give them some finishing details:
- What’s their name?
- How old are they?
- What do they look like?
- How do they carry themselves?
Add some subplots:
- Have they got any family?
- Do they have an occupation?
- Where are they originally from? What leads them here now?
- Who are their rivals or foes? And vice-versa?
- Who do they owe? Who owes them? What is owed?
- Have they got a personal goal (which may or may not be related to their obsession)?
- Any superstititions?
None of this is required – except a name by which they are known. The added colour might emerge during play. Once it’s there, it will help the GM to create opportunities and diversions.
After the character phase
Once everyone is done creating their characters, forming the cabal and setting an objective, that’s the end of the character phase. From now on, the group alternate between antagonist phases and meditation phases.
The antagonist phase is a chance for the GM to make sense of the world, the elements and plot hooks. They use it to prepare challenges and enticements for the cabal, and to work out the consequences the preceding mediation phase.
The mediation phase is when the whole group gets back together for a game session. The player characters respond to the situations that the GM has set up, and the campaign progresses from there.
Reference: UA3 Book 2: Run p31 | p30 pdf. UA3 Book 2: Run p35 | p34 pdf.