Basically: Stats don't matter as much, most of what you do, is based on gifts, which are similar to spells, you pick and choose what gifts are most applicable to your character, based on what words (Sections of Gifts) are available to you.
Mortals generally have 1 hit point, and can't really hurt you except in groups, whenever you attack, you roll 1d8, if the die comes up 2-5, you kill one guy, if they come up 6-8, you kill 2 guys.
Standard damage also does the same, but you add your stat bonus
Stat bonuses are scaled differently, 8-12 are +0, 13-15 are+1, 16,17 are +2, 18 is +3, 19 is +4
Most words will automatically boost a related stat to 16, or to 18, if it's already 16 or 17, and you roll 4d6 and assign as chosen, so you can pretty easily cheese away all your poor rolls.
Skills don't exist, every stat has a save, which is 21-score, you need to roll this number or better to succeed on saving throws and checks that would usually go through skills.
Instead of skills, there are Facts, these are things about your character, Like: Was a Sailor, Knows a Certain school of Low Magic, has Fought Uncreated before.
Times when you would make a stat check, and one of your facts applies, add+4
When there are especially difficult circumstances to your action, -4
Usually the game avoids + or - 1,2, or 3, preferring to do things in 4s, idk why.
It seems to handle quite well.
I probably rambled a bit off topic, actually though, free on Drive thru RPG, and someone just posted the not-free version in this thread.
Maybe it's not your cup of tea, but it has some generally good advice for running sandbox esque games with high power levels, I'm planning a Rogue Trader game in the far future, and some of the advice in the book has given me some inspiration to that end.