Okay, time for some early access alpha rules.
Stats:
At the beginning, stats rank from 1 to 10, and offer a relatively straight up view to compare one hero to another. With no outside influence someone with a higher stat will usualy manage to do better than someone with a lower stat, simple as that.
Health:
This is an important stat, because it literaly dictates how many hits you can take before you hit the sack, and also how much the GM should take into consideration how much your wounds should penalize your actions Someone with 10 health would probably shrug off a small wound, though someone with just 2 health is likely already barely clinging onto consciousness. Particularly heavy hits should sensibly be counted as 2, or even 3 points of health loss at a time, if for example someone with no defences whatsoever gets hit entirely unprepared by some powerhouse really going for the gold here. Health takes in-game time and/or medical attention to recover, and you might not start with full health when a lot of action has been going on recently.
Stamina:
How long you can keep going, independantly from health. When doing something particularly exhausting, or simply by having done a lot with no time to catch your breath, this will decrease. Depleting your stamina on purpose is literaly what we know as "trying really hard", and, apart from clever tactics and teamwork of course, is a reliable tool to deal with people who simply have higher stats than you. More on that in task resolution. Particularly light hits or grazes might just deplete some stamina instead of health outright. This refills fully whenever you have a moment of respite, and might even recharge in combat if you somehow have the luxury of taking a breather. This also counts as a mana-bar.
Strength:
Pretty self-explanatory. It does not only make you hit harder, but particularly powerful attacks are all the more difficult to defend against. What good is some martial arts jumping around when the enemy simply overpowers you? The straight path is sometimes the shortest, and by no means the dumbest.
Skill:
Your hand to eye coordination. How aware you are of what is going on, and how well you can coordinate elaborate actions.
Speed:
How fast you move, again pretty self-explanatory. Who cares how strong an enemy is, if he is too slow to land a blow? Who cares if the enemy is an enemy skilled enough to dodge a bullet, if you shoot him a dozen times in rapid succession?
Willpower:
The primary stat regarding the use of various magical abilities.
Task resolution:
And here is the kicker - all of those stats can be used offensively AND defensively. Just like you can use your strength to land nearly unstoppable punches, you can use it as toughness to simply take an incoming attack head on. For skillful or speedy fighters the interpretation is even more straight forward.
BUT.
I strongly advice against going "neat, now I just need to put up one stat really high and have covered all bases." Just like a powergamer might want to take advantage of having an overwhelmingly single-focused set, a clever GM will easily recognise that indeed, there is NO fixed ruleset on how those stats have to be matched and compared in a battle. You might be the most skilled character on earth. All the GM has to do is put an AoE attack against you that *can'* be evaded or redirected, and all of a sudden you will be sad you didn't invest more in strength to be able to resist the blast - and take all the more damage for it. Likewise, especialy at high gaps between stats, the GM may decide to just look at the entirety of your set. So your attacks are incredibly strong and precise? But maybe you are still not fast enough to land them? Or they are very fast and very precise? But the enemy can just shrug them off because you are too weak?
The game is supposed to be mostly based around common sense and roleplay, and the stats are numbers that the GM is supposed to take as guidelines for comparison on just how that might go, alongside many other factors like, numerical advantage, how much stamina and health you are missing, and all the other details of the ongoing battle.
Note that Willpower does not *necessarily* has to be used for magical attacks. A skillfully aimed laser, even if much smaller and weaker than a huge laser that needs a lot of concentration to form can be much more devastating at the right time, and no matter how strong your focus, it may help you against someone reading your mind, but not a magical fire burning your ass.
Exhaustion:
If a player choses to exhaust himself on purpose, he may add 1d6 (or something? Open to suggestions) to the stat the GM finds the most relevant in the situation. Or several, for several points of exhaustion. Sometimes a GM may decide to force exhaustion on you on a defensive action, if he choses that doing so would have made sense, for example if exhausting yourself to dodge an incoming attack would have actually let you dodge, at least partialy, an incoming perhaps very dangerous attack that otherwise you couldn't have just dodged without breaking a proper sweat.
And...that's it.
It's really that simple.
Example charsheet soon.