Okay. I don't want to write an entire book here. But I can give the basics to let you know how simple/complicated it could be.
First you choose your role which automatically gives you a special ability.
Rockerboy: Charismatic Leadership allows the rocker to sway crowds equal to his ability level squared, times 200
Solo: Combat Sense adds awareness checks making a solo the fastest reacting person to a situation
Netrunner: Interface reflects net runners ability to manipulate interface programs and can use menu functions while in the net (not sure what this is yet, but if Netrunner interests you, I'll definitely look it up for you.
Techie: Jury Rig. Temporarily repair or alter anything for 1D6 turns per skill level
Medtech: can perform major surgery and medical repairs
Media: Credibility - People believe what you're saying while in your on-air persona
Cop: Authority - Intimidate or control others through your position as a law man.
Corporate: Resources - ability to command corporation resources. It's used as a persuasion skill based on the scale of resources requested
Fixer: Streetdeal - ability to locate people, information, etc. You have connections on the street
Nomad: Family - call in as many family members to aid him as his current Family Ability level X 2
The book goes on to flavor how each role typically views life, how other view them
What you need to roll for your character sheet.
You roll 9D10 (one for each stat), re-rolling any score that's 2 or less.
2 pts - very week
3-4 pts - weak
5-7 pts - average
8-9 pts - Strong
10 pts - very strong
Intelligence (INT) Problem solving
Reflexes (REF) dexterity, physical coordination, driving, piloting, fighting, athletics
Cool (CL) How you stand up to stress, fear, pressure, pain/torture
Technical Ability (TECH) how well you use and repair technology
Luck (LK) You have a certain number of points per session to sway rolls (it will have to be determined what constitutes a session for online play)
Attractiveness (ATT) important to media and rocker boys
Movement Allowance (MA) How fast you can run, jump
Empathy (EM) How well you lead, convince, perceive emotion. (VERY IMPORTANT) Multiply your EM by 10 to determine your humanity. You lose humanity for things like getting cybernetic enhancements/replacements. You to one EM point for every 10 humanity points you lose. If you lose all of your empathy, you go cyber-psycho and your character becomes an NPC.
Body Type (BT) Strength, Endurance, Constitution. You can carry up to 10x your BT in kg. You roll 1D10 for saves (Stun or Death saves). You must roll equal or lower than you BT or fail the save.
All of your abilities come from those 9 stats.
Now there are things that the book suggests rolling dice for: hairstyle, ethnicity, family ranking, parents alive/dead, siblings, whether siblings like you, love life...
I'll look through all of that more in depth, but it looks rather simple. Book is suggesting die roll for all of these. Not sure how important that is. Like I said, I'll look into it, but I"m leaning more towards just letting the players determine that.
You have Carreer skills (40 points to distribute among 9 career skills determined by your role and 1 special ability which I will go over with you individually)
You have Pickup skills (add REF and INT together for point for these)
Honest, these will make more sense when I'm able to show you a sample character sheet. Promise.
It really is simple when you look at it. You have your basic stats which come from the initial 9D10 rolls. The skills are easy to figure and will make sense when you see the character sheets. The rest will be on me to read up on and fill you in as we go.