Every character, handler or cyborg, must pick the following:
1) One or two dispositions for each of negative and positive. Each disposition can be light or medium (heavy is prohibited for now), from the five types: Service, words, gifts, touch, time. (I hope it is obvious why heavy-touch, at least, is prohibited. Some, like heavy-time may be ok, but until I actually nail out what that would look like, just in case, no.) As an example, a character might have gifts-medium-positive, service-light-positive, gifts-light-negative, words-light-negative.
To clarify, a disposition indicates how you express yourself to someone; positive dispositions for when you are pleased with them, negative for when you are upset with them.
2) Put 3 points into the following skills, no more than 2 points into a single skill. The GM will also secretly roll one for you, which can increase it to 3 points. You'll find out about it when it becomes relevant.
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)
You should also pick a hobby, especially cyborgs.

Play rules:
You'll be assigned missions to complete. Organise a time with me (hopefully this will become regular) to sit down and play out the mission. Intel gathering is part of a mission, as is strategising - though you'll be given a brief from the outset, that you can begin working off immediately.
During your downtime, when missions aren't scheduled, you'll have a calendar to fill out. Cyborgs will mostly be performing leisure activities, while handlers will mostly be doing desk work. Once your calendars are submitted to me and approved, you're free to enact them with whoever else is involved (and you are encouraged to have others involved), and send me the logs (preferably with summary).