So this is the main tip at least if we're keeping things general. Here are a few more:
-----> If you have very vague concepts, try making them systematically more concrete. What is the appeal in heroic you want to capture? What exact type of martial artist are they? Try to pin it down and establish both what that means for the character and how you want to accomplish it.
----> Half following through on the previous tip, if you can't define it into something more concrete, I would be careful, because you might be trying to emulate a feeling or an experience. I see this a lot particularly in fandom characters where someone tries to emulate the experience or the feel of how a particular character in cannon comes off, and unfortunately that tends to backfire because the overall story structure and other characters that allowed that character to be badass, wise or so on... is not what those people end up emulating, they only go for the surface-level details and fail to account for even the other aspects of the character, let alone those surrounding details that they don't have control over. You should try to avoid goals that are too vague like being "badass" or "the most X" because they'll keep you going around in circles, and you're most likely going to end up disappointed both at character creation and later. The more concrete you make your goals, the more easily you can achieve them and find a path to do so.
-----> If you have very vague concepts, try making them systematically more concrete. What is the appeal in heroic you want to capture? What exact type of martial artist are they? Try to pin it down and establish both what that means for the character and how you want to accomplish it.
----> Half following through on the previous tip, if you can't define it into something more concrete, I would be careful, because you might be trying to emulate a feeling or an experience. I see this a lot particularly in fandom characters where someone tries to emulate the experience or the feel of how a particular character in cannon comes off, and unfortunately that tends to backfire because the overall story structure and other characters that allowed that character to be badass, wise or so on... is not what those people end up emulating, they only go for the surface-level details and fail to account for even the other aspects of the character, let alone those surrounding details that they don't have control over. You should try to avoid goals that are too vague like being "badass" or "the most X" because they'll keep you going around in circles, and you're most likely going to end up disappointed both at character creation and later. The more concrete you make your goals, the more easily you can achieve them and find a path to do so.
1.Internal consistency (you're free to set the rules you like, but once set they have to be consistent with themselves and each other. If the character has a bad temper then they should actually get angry at things easily. There can be times when they are not angry easily but this should be consistent with why they have a bad temper. For instance maybe their temper has to do with feelings of inferiority so when they are in an environment where they feel they aren't being judged against their peers they can let their guard down and relax).
2.Consistency of Consequence (assume that almost without exception, things have causes and effects consistent with the rules you set. Using again the example of bad temper caused by feelings of inferiority, well how did they get those feelings of inferiority, why did they develop? And if they get angry so easily what they have they done to try to cope with it, and how has it affected their life and specifically their relationships with other people?)
What the principle of consistency does is it lets you take some very simple core ideas about the character, plot, world, or whatever else and gradually follow the consequences and causes to create almost a feedback loop where each new thing generates additional things and thus you end up with a developed character whose various parts are all tied together. I always start making by characters with some core concept or ideas that I really want for that character so this method has served me pretty well and I think it would for you as well.