Wow, didn't think y'all would go ahead and get started on creating characters. Just wanted you to look the lists of Traits and Skills over, see what struck your fancy.
Real quick explanations for those traits;
Two fisted- You can use either hand equally well, and incur no off-hand penalty.
Things Go Smooth- Once per session, you can reroll any action, except for Botches (bad thing, happens when all the die rolled are a 1.) As a Major trait, you can make 2 rerolls, including Botches.
Things Don't Go Smooth- Bad luck follows you around. Once per session, the GM can make you reroll an action, and take the lowest roll. As a Major trait, the GM can make you reroll 2 actions.
Ego Signature- You consistently leave some sort of clue at the scene of your crimes. It doesn't have to be obvious, or lead directly back to you, but it could lead someone to you, or be used to frame you.
Chip on the Shoulder- You can't walk away from an insult or a taunt. You have a -2 step penalty in any peacebale socail actions with even a hint of tension. As a Major trait, any time you suffer Wound damage, you go completely beserk, concentrating on taking down the guy who hurt you.
Cortex Specter- As a minor trait, the only record of your existance is your birth records. As a Major trait, there are NO records of your existance. Note, it can be a problem, credit could be denied, you might not be allowed to check in the emergency ward at an Aliiance hospital, and if the Alliance arrests you, just remember, you don't exist.
Am not sure if I or the website explained how Skill step bonuses and penalties worked. The progression starts at d2, then d4, then d6, on up to d12, then d12+d2, then d12+d4, and so on. If there was a Skill Step bonus of 2, and you have a d6 normally, it would become a d10. And if there was a penalty of 2, that d6 would become a d2.
Mindhazingsquid, I would suggest the Talented Asset. It gives a skill bonus of 2 to a skill specialty. As a Major trait, improving the skill after play starts is cheaper.