I think this might be the easiest way. Choose all 4 segments, and I will type out the selected ones.
[ +- ] Created
Assign 1d12 and 1d6 to two of these qualities:
Alertness
Science
Technology
Any Physical Quality (Acrobatics, Close Combat, Finesse, Fitness, Ranged Combat, Stealth)
Roll 1d10 + 1d10 + 1d6 for power source selection.
[ +- ] Artificial Being
Assign all the dice you rolled at the end of the background step (1d10,1d10,1d6) to any of the following powers:
• Inventions
• Robotics
• Signature Vehicle
• Signature Weaponry
• Select from Athletic powers category
• Select from Elemental/Energy powers category
• Select from Intellectual powers category
• Select from Mobility powers category
• Select from Self Control powers category
Gain two of these Yellow abilities, each using a different power:
• Created Immunity: When you would take damage from [element/energy], you may Recover that amount of Health instead
• Muliple Assault: Attack using [power] against multiple targets, using your Min die against each
• Recalculating: After rolling during your turn, you may take 1 irreducible damage to reroll your entire dice pool.
Gain one of these Green abilities:
• Created Form: Reduce physical damage to yourself by 1 while you are in the Green zone, 2 while in the Yellow zone, and 3 while in the Red zone
• Intentionality: Whenever you roll a 1 on one or more dice, you may reroll those dice. You must accept the result of the reroll.
Roll 1d10, 1d8, 1d8 for archetype selection.
[ +- ] Robot/Cyborg
Assign one or more of the dice you rolled at the end of the power source step (1d10,1d8,1d8) to any of these powers:
• Signature Vehicle
• Signature Weaponry
• Select from Athletic powers category (Agility, Speed, Strength, Vitality)
• Select from Intellectual powers category (Awareness, Deduction, Intuition, Lightning Calculator, Presence)
• Select from Mobility powers category (Flight, Leaping, Momentum, Swimming, Swinging, Teleportation, Wall-Crawling)
• Select from Self Control powers category (Absorption, Density Control, Duplication, Elasticity, Intangibility, Invisibility, Part Detatchment, Shapeshifting, Size-Changing)
• Select from Technological powers category (Gadgets, Investions, Power Suit, Robotics)
Assign any remaining dice to any of these qualities:
• Select from Information qualities category (Criminal Underworld Info, Deep Space Knowledge, History, Magical Lore, Medicine, Otherworldly Muthos, Science, Technology)
• Select from Mental qualities category (Alertness, Conviction, Creativity, Investigation, Self-Discipline)
Assign a d10 to a Technological power you do not already possess.
Gain two of the following Green abilities, using two different powers:
• Adaptive Programming: Boost yourself using [power], and Defend with your Min die
• Living Arsenal: Attack using [power] with a bonus equal to the number of bonuses you currently have.
• Metal Skin: Reduce the amount of physical damage taken by 1 while you are in the Green zone, 2 while in the Yellow zone, and 3 while in the Red zone.
• Self-Improvement: Boost yourself using [power]. That bonus is persistent and exclusive
• Something for Everyone: Attack using [power]. Use your Mid die to Attack one extra target for each bonus you have. Apply a different bonus to each Attack
Gain one of the above abilities at Yellow.
When determining Health during step 7, you may use a Technological power instead of an Athletic
power or Mental quality
Roll 1d10, 1d10 for personality selection.
[ +- ] Jaded
Make up a Quality based on your hero's backstory. Assign d8 to it.
STATUS DICE:
Green: d10
Yellow: d8
Red: d6
Out Ability:Remove a bonus or penalty of your choice.
You get to choose 2 red abilites based on your powers. Select which powers and I'll let you know the options.
All characters also have 2 principles based on their choices. These have a few suggestions, but can be changed to fit better. Basically they give you a green ability to use your Max dice to Overcome actions in certain circumstances. Based on your choices, you can choose the following:
[ +- ] Principles:
• Principle of Clockwork
• Principle of Gearhead
• Principle of History
• Principle of the Indestructible
• Principle of the Lab
• Principle of Mastery
• Principle of the Mentor
• Principle of the Powerless
• Principle of Science
• Principle of Speed
• Principle of Stealth
• Principle of Strength
• Principle of the Tactician
• Principle of Whispers
There's also a Retcon after the final step. It is the same to all characters:
• Swap any two dice within your powers
• Swap any two dice within your qualities
• Choose a different power or quality used in one of your abilities
• Add any power or quality from any category
• Increase your Red status die by one size (maximum d12)
• Change either of your principles to any other principle.
• Gain an extra Red ability, as described in Step 5