As for the character creation process, White Wolf has a "Standard Build" through a point allocation system. Pretty much all characters use this system and any additional templates are added on top of them. The standard character generation is as follows.
For a breakdown of character generation, check this link out:http://wiki.white-wolf.com/worldofdarkness/index.php?title=Character_Creation_%28World_of_Darkness%29
As for character sheets, there is an online character generator/sheet storage at:http://sheetgen.dalines.net/wiki/WikiStart
There are also a few secondary stats.
Health Levels = Stamina + 5
Defense = Lowest of Dexterity or Wits
Initiative Modifier: Dexterity + Composure
Speed: Strength + Dexterity + 5
Once you have generated your raw character, you apply the Changeling Template. This gives the following adjustments.
+1 Skill Specialty from your role and experiences in Arcadia
A Seeming (With benefits of blessing/curse) and a Kith (With an additional blessing)
1 dot in Wyrd
5 dots in Contracts
In addition, as a house rule I like to give players some starting experience to round out their characters. Players in this game will start with 20 experience. May gain additional experience by lowering clarity (5 XP per dot and can be done up to twice at character generation). Just remember that raising your clarity at a later time is expensive in experience.
Experience breakdowns are as follows:
Attribute: New level x 5
Skills: New level x 3
Skill Specialty: 3
Goblin Contract: Dots x 3
Affinity Contract: New Level x 4
Non-affinity Contract: New Level x 6
Merit: New Level x 2
Wyrd: New Level X 8
Clarity: New Level x 3
Anyhow, I'ed like to put it to a vote for how the game should start. The options are below.
A. The PC's start as children in the same school and end up later captured by the Gentry and taken to Arcadia where they spend their childhood until they make their escape and reunite with their old friends and make their escape into a brave new world.
B. The PC's are already adults (or close to it) and have been captured at different intervals, but meet one another during their escape and work together to find their way back to the mortal world.
C. The PC's have already been inducted into the seasonal courts and have an established Motley with a hollow they maintain in the hedge. This option gives the most starting out, but also will force me to reveal the big players in the changeling courts right from the start.
So in the end its up to the players how things should start out. The first option will probably delicate time to develop the back-stories of the characters and likely spend some time building up to the event of their kidnapping as well as going in depth into the Durance that these kids endure. The second option allows PC's to write their own Back-story and ad lib their experiences before bringing them together to make their escape. Both these options give discovery as the PC's will know jack about Changelings in Detroit and will have a chance to learn things as they go along. The third option allows the PC's to decide everything about their character's back-story as well as gives the large amount of information and support to start with, but may spoil some potential Role-play. Anyway, I leave it to the the players digression to decide how we will start out.