Character Creation
First you need a concept. Your character can come from any walk of life, be any age (but at least teen), and have any skillset. They get some rigorous training, so their background shouldn't make too much of an impact on their capabilities.
Each team needs at least one person of the cloth (a Priest, Nun, Monk, Pastor, Bishop,... ), usually someone with a troubled past, that have somehow gained the sight (usually through trauma). Sometimes it's someone that's been known to have incredible powers (a Shepherd), so that their powers can be kept out of the limelight.
Quite a few are there because it's their last chance for salvation. Others just want to have another chance at life. Some will come from prisons, asylums, others had incredible powers that they used for selfish reasons, and now they have a choice: help the church, or perish! And some just tried to do their own thing with the sight, until the church picked them up and gave them the chance to make a difference.
Which one are you?
Character Creation
Character creation tells part of the story of the world, and it sets the stage for the next part. It's also meant to be a collaborative effort between the game-master (GM) and the players. If possible, get together to flesh out your characters, or at least work with the GM.
Flesh out whatever you want, but a rough description, basic background and a name would be nice.
Aspects are a big part of Fate and you want them to be both advantageous (gives you bonuses for Fate points) and disadvantageous (gives you Fate points), an aspect that can be called upon by a GM will change the story, usually for worse, but allow you to have a bigger impact later when you need it.
A big part of this is to define your High concept and your Trouble.
High concept
High concept is a phrase that sums up what your character is about. It can be a job-description, preferably with an adjective, or define your place in the world by defining it in it's place in an organization, or family or even player-group. Most magic-users will need to define this as part of their High-concept, but not all (and if you have the choice, not defining it as part of your high-concept usually makes you not as powerful).
Examples: Troubled Priest with a temper, Ex-Mafia Hitman looking for Redemption, Nerdy High-school student hero wannabe, Crazed Necromancer trying to find an out, Great Wizard of the Ninth Circle on a mission to disprove god, Inexperienced Witch that broke the code, Unnaturally agile gunman,...
Trouble
Your trouble or struggle is an aspect that's part of your life or story, usually personal struggles or problematic relationships with other people or organizations. Trouble brings chaos in the character's life and drives you into interesting situations.
Do remember that a trouble can also be advantageous, it can make you stronger in regard to the trouble too!
Examples: Wanted in 45 states, In debt with the Mob, Sold soul for power, Alcohol is my only relief, My only friend killed herself, Psychotic streak, ....
Aspects
You can use the Phase Trio from the Fate Core Rulebook (wherein you write a short summary of an adventure, base an aspect on what you did, then pass the adventure to another character, who add something to the adventure and base an aspect for themselves on what they did, and you do something similar to another player's adventure, and then pass it one more time and base an aspect on something you did in another characters adventure.
Or you can just make up aspects, or mix and match. It's important that your aspects are a bit ambiguous and possibly can be seen as both a positive and a negative factor depending on the situation. Fate points make the aspects and the world go round, and bring a lot of spice to the adventure, so you want to be compelled by your aspects at times!
Examples: I am my own man, God has forsaken me, First into the fray, Big and noisy, Big old romantic, I got X's back, Better as a team,...
Skills
You get 1 +4 (Great) skill, 2 +3 (Good) skills, 3 +2 (Fair) skills, and 4 +1 skills(Average), as per the standard rules. You can freely select them from the Skills page, do take into account that the Special skills generally require you to have taken an aspect that would explain you being able to use it. From that point on we follow the Skill column rule (you need to have at least as many skills in the bracket below as the one you want to improve a skill too). So if you want to improve a skill to +4, you need to have at least as many +3 skills which in turn need at least as many +2 skills and so on.