There are 7 statistics in this game that will make up every character. Physical Power, Defense, Combat Dice, Mental Power, Life, and Equip and Speed.
Physical Power and Defense
Physical Power represents your character's ability to bypass an enemy's defenses and cause them physical damage. Likewise, your Defense represents your ability to prevent an enemy from damaging you with a physical attack. Physical Power is also used heavily in Physical Actions Powers
When one character attacks another, their Physical Power and Defense scores are compared. If the attacker's Physical Power is higher than the defender's Defense, they do one point of damage for every point higher their Attack is than the defender's Defense (this is added to the attacker's Combat Dice roll if they choose to apply their roll to their damage this round).
If the defender's Defense score is higher than the attacker's Attack, then the attacker can only do any damage if they use their Combat Dice roll to deal damage, and even then the roll is reduced by two for every point the defender's Defense is greater than the attacker's Attack. The equations are as follows.
If Player's Physical Power >/= Enemy's Defense:
Damage = (Player Physical Power - Enemy's Defense) + Players Combat Dice roll (if applicable)
If Enemy's Defense > Player's Physical Power:
Damage = Combat Dice roll (if used for damage) - (2 * (Enemy's Defense - Players Physical Power)).
Combat Dice
Your character's Combat Dice score represents how good your character is at physical combat in general, and can be applied either as damage in a basic attack, or used to reduce the total damage you take that round from physical attacks by whatever you roll. While you can roll your Combat Dice before deciding whether you want to use them to cause damage or protect yourself from some damage, you can still only use it for one purpose or the other. The higher the amount of points you put into combat dice the greater amount of dice you get to roll. The table is as follows.
POINTS DICE
0 0
1 1d3
2 1d6
3 1d8
4 1d12
5 3d4
6 2d8
7 3d6
8 5d4
9 3d8
10 6d4
11 3d10
12 4d8
13 3d12
14 6d6
15 5d8
16 7d6
17 4d12
18 6d8
19 5d10
19 9d6
20 7d8
Mental Power
Mental Power determines how powerful your Mental Action Powers will be when they are used in combat. You need a Mental Power score greater than or equal to the MP cost in order to be able to use the Mental Action Power. It will also determine the strength of some none combat powers as well.
Life
Your Life stat determines how much health your character has. You get 10 Health for every character point you spend in Life.
Equip
The equip stat determines how much gear can use. All items have an equip cost. To use the item you must have an equip score equal to or greater than its equip cost. Equipping that item then takes up that equip. For example if you have an item with an equip cost of 3 and an item with an equip cost of 1 you will need a 4 equip stat to use both items at the same time. An item called a Backpack with an equip of 1 can be bought that allows the player to store up to 6 points of equip inside of it which can then be accessed between fights or during a fight using the "Switch" action power.
Speed Rating
Speed determines the order players characters and non players characters get to carry out their actions. The higher the players speed, the more likely they will get to take their turn before others. If more than one character has same speed rating in a fight then a d10 will be rolled for each character. Whoever rolls higher goes first. Characters with sufficiently high speed will get additional turns per round. Characters with a speed of 10 will get a second turn in a round. The second turn takes place as if there speed rating was 0. Every ten points a character has past 10 will result in an additional turn at that speed rating. Characters only generate AP/MP on their first turn in the round.