Traits
Intelligence - Reasoning, problem solving, hacking, and other mental feats.
Strength - Running, lifting, punching, and all other physical challenges.
Charisma - Lying, persuading, conning, and other social tests.
Insight - Skimming, pursuing, diving, and all other psychic abilities.
Traits begin at a certain die type, but players receive a number of raises to increase them. Each raise increases the die rolled for that trait.
Psychics
Psychics (everyone but the Null) begin with each trait at a d6. Psychics receive 4 raises that may be spent to increase their traits, limit 2 raises per trait.
Psychics also choose a talent, the way their Insight can be used:
Skimmers - Eaves Drop on multiple minds, bodyguards and security.
Pursuers - Trace a web of connected thoughts, interrogators and psychologists.
Divers - Plunge for a single buried thought, spies and assassins.
Scavengers - Devour dead minds to gain knowledge, detectives and mercs.
Nulls
At least one player must play a Null. If there are no volunteers, this can be decided randomly. Null characters, lacking Insight, have only 3 traits that begin as follows:
Intelligence d4, Strength d8, Charisma d6
*The mind never fully recovers from brain death though the body becomes unusually resistant to pain. Higher level creativity and ingenuity is lost, but a dulled body can be pushed beyond its former limits.*
Nulls receive only 3 raises to increase their traits, limit 2 raises per trait.
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At this time, I'm not planning to include any sort of bonus dice from equipment or the like. It'll be a pretty simple system though there will be an allowance for a 'trust point' style bonus as soon as I work it out.