This game is a team game. The component mechanism is that players get to choose the number of each skill(8 skills) that they want at the start of the game only. The total number across all skills is 40. Nearly total player control. Then for each skill (timing depends on game difficulty- most difficult is at the start) they put the total for across 6 subcategories (basically the same for 7 of the skills- just consider those ones). The number in each subcategory is in the main fixed for the skills (one category can sometimes go down and the others can go up in one particular type of circumstance).
The complexity come in the actual mechanism- 8 types of challenges with lots of rounds. (not simply corresponding to the skills) The challenges are random and are shown simultaneously. (sometimes a player has no challenge and then you can maybe help another player). A lot of challenges have choices (there is some randomness of options available) of which skill to test. The tests are basically random so you generally need a number from 0 to 2 in a subcategory of a skill to pass. The subcategory of a skill to test are randomly selected. Some challenges allows you to make another choice (with a disadvantage). On failure you lose health. Is that clear?
Would this be fun? Too complicated?
The other game mechanisms are a lot simpler.
They have choices on how to handle the challenges. How the theme plays out is demonstrative component of fun. But does this skill system detract from that?
This is game that I derived it from. Do you call that a RPG?
https://boardgamegeek.com/boardgame/128114/hooyah-navy-seals-card-game
Similar to it there is ultimate goal.