Basically there are four stats: Body, Speed, Mind, and Soul. a player gets 220 points to divide amongst these (no more than 80 for any trait)
than however many points you put in a stat you can spend on skills for it. Body (strength and endurance stuff), Speed (reactions and nimbleness), Mind (intelligence and wisdom)
and Soul (social skills and spiritual stuff)
each player additionally gets a few basic skills at low percentages for free
so let's say someone puts 70 points into their mind trait. they can then divide that up amongst skills that they get to define.
so maybe the say 30 points will go to "random trivia", 25 to "xenobiology" and 15 to "automechanics"
to roll these traits you use two ten sided dice, one is the tens digit, the other is the ones digit.
if you roll a number that doesn't exceed your skill's number, you succeed.
it's like Blackjack, you want to get as high as possible without going over your skill rating
easy checks are a number that doesn't exceed your base trait the skill is connected to. harder ones have to be equal to or below the skill itself.
you can make checks harder or easier by situationally raising or lowering a player's skill rating
a player is also given a few additional points to round things out at character creation, and to make stronger characters just give more points (though the suggestion is to not go above 250)
should I go over the sanity system too or are you good on that end?
I'm not sure if we need a sanity stat :|a there's going to be serious danger and possibly body horror, but I might work 'cool under fire' in as a thing to work with that?
Or maybe I'll have people tell me their characters' fears and make them RP them
that's fine, it'll still be available if you change your mind