Link: https://www.twitch.tv/videos/240875952 (I'll update that to the YouTube link once that version goes up.)
We didn't get to see the booklets they were going off of, but we did learn a lot. All four players used the "guided" method of character creation, which involved going through a sequence of randomized steps (with infinite rerolls), for players who don't know what they want. There's also a "constructed" method, which lets you choose, and goes in a different order. There are a lot of dependencies (a principle here determines some die sizes and ability selection options) that aren't easy to infer.
There are some weird things. You get some seemingly-random sets of dice to roll on tables at various points, but you can reroll as much as you want, so I don't understand why everyone uses different dice. There's also a weird lopsided bell curve thing going on--you usually roll two or three different dice and can choose the result corresponding to any one of them or the sum of any two of them, which means that very high results will be rare and medium-low results will be the most common. A lot seems strange and arbitrary, and I don't understand why it's as fiddly as it is. I really wish at least one of them had chosen the constructed method.
The second-to-last step, Retcon, also doesn't make a lot of sense to me. You can increase your Red status die size (which grants you 2 hit points) or add a third Red ability, simple enough, those are just good things. But you can also swap the die sizes of two powers or two qualities, or change a principle to a different principle, and it's unclear why you'd want to do that during your Retcon step instead of just rewinding the character creation process and making different choices to start off with. They said in the chat that this lets you make changes that wouldn't normally be possible because of dependencies, but that seems like it'd be hard to keep track of. Or you could add a d6 power or quality, which seems like a trap choice, since you want to be rolling d6's as rarely as possible.
Maximum health is based on your Red status die and your highest physical or mental quality, or another power or quality allowed by your archetype. We know physical qualities are Agility, Speed, Strength, and Vitality, while mental qualities include Alertness, Conviction, and Creativity, and that's where Christopher stopped reading. So those qualities are inherently slightly more valuable than others. This also means that the health values in the starter kit don't seem to follow this version of the rules, assuming that pregens use the fixed HP values (+4) rather than the randomized ones (+1d8). If they did roll, they uniformly rolled badly.
- Absolute Zero: 8 (base) + 10 (Red) + either 10 (Vitality, but it's a Power) or 8 (Creativity) + 4 (variable) = 30 or 32 (29 in the kit)
- Bunker: 8 (base) + 8 (Red) + 8 (I'm guessing Self-Discipline counts) + 4 (variable) = 28 (same as kit)
- Legacy: 8 (base) + 12 (Red) + probably 10 (Strength--it's a Power, but I don't see an obvious Quality) + 4 (variable) = 34 (32 in the kit)
- Tachyon: 8 (base) + 8 (Red) + either 10 (Speed, but it's a Power) or 8 (Self-Discipline) + 4 (variable) = 28 or 30 (27 in the kit)
- Unity: 8 (base) + 6 (Red) + 10 (Creativity) + 4 (variable) = 28 (26 in the kit)
- Wraith: 8 (base) + 6 (Red) + 8 (Agility, but it's a power; she has Fitness as a Quality, which I'm surprised is not on the list; no other quality seems appropriate) + 4 (variable) = 26 (same as kit)
