Mechanics
In most cases, the stats are obvious in their domain:
Chakra is for how hard someone can physically hit (active), and how much abuse one can take (passive).
Mana is how much magic one can use (active) and how much they have stored up (reserve).
Intelligence is for how quickly someone can notice something (awareness), and how easily/likely they are to contextualize it (knowledge).
Agilitiy is how fast a character can move (speed), and how freely they can do so (flexibility).
Conviction is how subtly someone can control a social situation (charm), or how powerfully they can dominate it (will).
Overall, they all seem unique and distinct from one another. Of course, there will be some overlap into other areas, but the combination of stats should be obvious then.
From there, the inevitable substats!
Health: This is calculated from the total of Chakra, maybe times ten? We'll see.
- Chakra: Usable chakra, maximum from the offensive chakra (times a small number) and recovered by the defensive. This is used for special attacks and abilities. It can also be used to speed recovery (outside of combat only?). If drained, a character cannot attack until it reaches a point related to active chakra.
Total Mana: This is calculated from Mana, but much more heavily on the reserve. Recovers from the total. If drained, the character takes the full force of any incoming magic (until a point related to Reserve?).
- Usable Mana: Usable chakra, maximum and siphoned from reserve by active. This is used for spells and offensive tasks of magic.
Ectoplasm: This is calculated from the total of Conviction, maybe times five? Recovery by Will? We'll see. Used both for (actively) trying to manipulate situations socially (or resisting such) as well as psychic abilities. If drained, the character suffers a mental fatigue and penalties in social manners and cannot be used again until it recovers to a point related to their Charm.
Combat
In combat, there are going to be maximum of three obvious base choices: Chakra for physical attacks, Mana for magical attacks, and Conviction for psychic attacks.
Physical attacks rely active Chakra and Agility for damage and accuracy, passive Chakra to resist, and Awareness and Speed (and possibly Flexibility) to dodge.
Magical attacks rely on Active Mana for attacks (and Awareness?), Total Mana to resist, and Awareness and Speed (and possibly Flexibility) to dodge.
Psychic attacks rely on Ectoplasm (and Awareness?) to attack and resist, and Awareness and Speed (and possibly Flexibility) to dodge.
Stats like Knowledge and Conviction aren't used as direct actions, but the former often influences course of actions and the latter can be used to end combat all together. Both are explored more in the social side of things. More in-depth stuff to come, of course.