This game is meant to be fun and simple (outside the math), while still trying to emulate the world and feel of Ratchet and Clank. Right now, you'll only need 1 six-sided die (referred to as a d6) to make ability and battle checks. The stats of weapons and decisions from the GM (Game Master) will help figure out the rest.
Character Stats
When creating and using your character(s), you have a couple of things that affect how you'll interact with the game:
Race
This is the species your character is. Each race has bonus points to give. 2 and 1 to certain Battle Stats, and 1 to a World Stat. Other than those adjustments, the race doesn't have too much play on the game outside story. You can read more about races here.
Star Rating
This is essentially your level. You start out with zero stars, and go up to 5 stars. Each star is the equivalent of a 'level'. Zero stars get 1 world stat, and 2 battle stats to spend, and 1 class choice. Each star level add adds 1 world stat point, and 2 battle stat points, and allows you to add one more class
Class(es)
This is the specialization of your character. You have a minimum of One class, maxing out at 6 classes at 5-Star. Each Class and subclass added will add a world stat to its corresponding stat. You can read more about classes here.
The classes have 3 types, and these types are associated with their world stat: Technist, Combatant, and Mage. Each of these classes currently has 5 subclasses. When selecting a Class, you need to first pick a parent class. The next class or classes you add can be another parent class, or a subclass of the the parent class already selected.
Stat Pool
You have a pool of Stat points for your world stats, and battle stats, depending on star-rating. Each of these points can be allocated to their respective set of 3 stats. Additionally, the numbers specifically from the pool can be arranged differently if you choose after a long-rest.
World Stats
These are your Tech (tc), Combat (cb), and Magic (mg) points. These max out at 7. These stats are pretty much how your character interacts with the universe. There is an expansion on checks below.
Battle Stats
These are your Speed (sp), Endurance (en), and Strength (st) points. These max out at 7. These points affect how you perform in battle, both attacking and defending. Expansion below.
Battle & Ability Checks
As mentioned before, when performing an action outside of Battle, or using a weapon inside battle, you will make a check, by rolling 1d6, and adding a modifier, depending on the action performed. This number will help scale the level of success/failure of your check, or how much damage you do in battle.
To accomodate this, the stats that are used are seperated for two causes: In battle, and out of battle.
Ability Checks
These are checks that you will generally make out of combat. These are based on the Tech, Combat, and Magic skills. To perform an action that has the potential of failing, or a degree of varibility outside battle, your GM may ask you to make a Tech Check, Combat Check, or Magic Check, depending on the action you're attempting to perform. You would roll a d6, and add your ability score to the number rolled. Then your GM will dictate how the attempted action will play out.
For example, you might be trying to pilot a starship to make a safe crash landing on a moon, your GM might have you roll a tech check, barring world abilities, you would roll a d6 and add your tech bonus. If the total number was low, depending on the style of game your group is playing, you might catastrophically crash the ship, but your team ends up scattered on the moon. Or if you roll high, you might land the ship in a manner that it is repairable.
Battle Check
This is where the real math comes in. This system is set up to not have a total failure or total success system, but a bit more of a numbers game, based on the values extrapolated from the ratchet and clank games.
This means that when it comes to battle, you'll go around the table and each have a turn to perform one attack, and a battle ability if you choose. The enemy or enemies will do so when it comes to the GM's spot.
To perform a battle check, using your selected weapon, you will make 3 rolls, a hit roll, a miss roll, and a damage roll.
It is important to note, that the number of hits and damage will be listed for each weapon, and these rolls will be modifying those stats.
Hit Roll
This is uses your speed bonus, this is a multiplier of how many times your weapon hits in a turn. The total you rolled, divided by six will be the percentage you multiply the number of hits from the weapon by (rounded up).
Miss Roll
This is the number of hits that you have miss their shots, and uses your Endurance bonus. The number you rolled divided by 12 will the percentage of the number of hits that land on a target (rounded up).
Damage Roll
This uses your strength bonus to multiply the weapons damage. The number you roll divided by 6 is multiplier for the weapons damage on each hit (rounded up).
Defending
When it comes to combat, the enemies will also have a chance to attack you. Your ability to dodge attacks, resist the damage, and have a health pool are also based of the battle abilities. These are static, and not rolled
Your Endurance Stat gives you more Nanotech, Your speed stat divided by 12 is how many attacks miss you, and your strength score divided by 12 is how much damage you resist.
What it looks like
This sounds like a lot, and will be a bit on the math, but there will be digital tools provided. This is calculated to be able to put out some variable numbers, but have a minimum of one attack hitting each turn.
An example of what this might look like:
I have a no-star Lombax Combatant. Their scores are: Speed 3, Endurance 2, Strength 0.
During my turn in combat, I attack the enemy group with My Blaster (which has 3 hits, and 10 damage).
My first roll, Hit Roll, is 4, plus my 3 speed, which comes out to 7. 7 divided by 6 is 116%, this times my Blaster's hits (3) rounds up to 4 hits.
My second roll, Miss roll, is a 2 plus my 2 endurance, which is 4. That divided by 12 is 33%, which rounds up to 2 of my hits hitting.
My third roll, the damage roll is a 5, divided by 6, which is 83%, times the 10 damage of the blaster rounds up to 9 damage.
So on my turn, with my blaster, I hit 2 shots of 9 damage, either both to one enemy, or each to two.