Character attributes: *handler .cyborg
 .Augments
 *Previous occupation
 .Previous life

Personality:
Primary weapon
Hobby

Disposition: (pick one or two for each of positive and negative)
Acts of service
	light-negative:
	moderate-negative:
	heavy-negative:
	light-positive:
	moderate-positive:
	heavy-positive:
Words of affirmation
	light-negative:
	moderate-negative:
	heavy-negative:
	light-positive:
	moderate-positive:
	heavy-positive:
Giving gifts
	light-negative:
	moderate-negative:
	heavy-negative:
	light-positive:
	moderate-positive:
	heavy-positive:
Physical touch
	light-negative:
	moderate-negative:
	heavy-negative:
	light-positive:
	moderate-positive:
	heavy-positive:
Quality time
	light-negative:
	moderate-negative:
	heavy-negative:
	light-positive:
	moderate-positive:
	heavy-positive:

Skills: (pick 1 primary/1 secondary, or 3 secondaries - then the GM rolls one in secret, can upgrade secondary->primary->heroic)
Domestics (cooking, cleaning, paperwork)
Firearms (heavy, small, long-range)
CQC (sharps, blunts, unarmed)
Social (expression, persuasion)
Infiltration (disguise, sneaking, search)
Tactics (planning, improvisation)
Perception (interrogation, awareness, reactions)

Speed: Start of each turn everyone rolls a d6. On a 6, gain +1 speed for that turn. Then reroll tied values ad infinitum. Everyone declares actions from lowest speed (and lowest roll) to highest. Then resolve actions in reverse order.
Conditioning: Higher level conditioning increases focus bonus. Cyborgs pick a target to focus on during combat, which gives penalties to dealing with other people and things, but a bonus to the target. Target defaults to handler, unless not nearby, in which case defaults to self, except at high conditioning levels (4-5), where panic sets in.

Character sheets based around the five love languages. Players pick one or two of the languages for positive interactions and one or two for negative interactions, with each being set as light/heavy. ie. physical/touch, for light-negative, would maybe be bonking them on the head, gripping their shoulder hard, or scruffing their hair roughly. For heavy-negative, it would be actual physical abuse.
For light-positive it'd maybe just be headpats or holding hands, for heavy-positive it'd be hugs, sleeping on shoulder, lap pillow.
The alternative is the rules have three stages, light/moderate/heavy, and just have "it's strongly recommended that you forbid use of heavy".
Probably put the guidelines for heavy in a different book, or at least in a completely different part of the book, so that when people read the "if you really want to play with these rules, go here to find them" bit, they'd have to weigh up how much they want this stuff against the effort of looking it up.
That way there should never be a "well it's there so might as well" choice made.
Probably also some overall disposition, but it might just be how the interactions are laid out. Also, combat stats.

The game is recorded as a sequence of memories, where each memory is roughly four highlights; which could be something that was said, an expression, something seen, etc.
So the duration of a memory may change based on how long it took for four highlights to appear.
When cyborgs get reconditioned (which happens during repairs), there's a chance for them to lose memories. GM can go "cyborg, you lose 3 memories [randomly/from recent/from older/from specific set] etc." and then the cyborg has a chance to keep a portion of it - I haven't thought much about the rules for that yet. But the idea is that one of those four highlights would remain with them, with none of the context.
Handlers should use the same system, I think, but there isn't as much reason to for them, so maybe not worth.
>You'll need some advice for how players can RP that. [memory loss]
I'd have them refer to their memory log.
The idea is that their entire character's history should be recorded in their memories; if it's not there it didn't happen. That way, removing things from it means they didn't happen.

General 'how to play'... I'd probably break it up by missions and downtime, with the idea being play sessions only for the former. It would be your relatively standard modern RPG, geared around recon, infiltration, etc. as well as car chases and the works.
The latter would be a calendar, probably loosely weekly (but GM can determine length of downtime), where players can select one or two activities to do in each timeslot (maybe 4 timeslots per day, most activities would be half a timeslot but maybe some would be full slot). Have a decent-ish list of activities, and players can make their own up on the spot if nothing is suitable - just run it by the GM to check how many slots it should take. Then invite other players to your activities, try to average 3 players per activity group (a game would be average 10 players, 5 pairs). Then the GM meets with each of these small groups whenever works best for them, and they can be somewhat resolved out of order, but of course try to not have a player have to go backwards in the order of things they do. If it happens a bit it's probably fine.
Also GM should have the power to spring emergency missions. So it may be that downtime is usually 1wk, so players queue up a week of activities, but then on the third day something happens that calls some of them away to mission, and when someone tries to do an activity in that mission slot, then the GM reveals it and says "these players have their activities in this section cancelled, because mission". And then that's the mission that's played out next session.

Missions built out of components (eg. "chase the target", "defend the point", "evacuation", "explore")
Cyborg priority lists (general, mission, personal) - if general and mission are in conflict, depending on the cyborg, they may just not say anything and make a weird decision later.

I'm also drafting rules about carrying capacity (cyborgs get a free pass on carrying stuff in combat, with exceptions) and resources (auto restock usual kit at end of every operation, or if you reach a base, this includes loose cash for handlers, for bribes). Also players will have to consider the organisation's budget, so calling in big guns won't always be an option (but will be an option - not every mission has to be solved alone).
Also thinking about home turf stuff, if a handler has any career history they'll be able to get a free pass on security checkpoints in relevant areas.