Now I can actually post the rules for the second half, as well as the results of all this die claiming you've been doing. First, choosing the biggest die was actually always best in this run. The choices made interested me somewhat.
HP: This was the first die. I just multiplied by 3. No roll was needed here.
Strength: This is used for melee attacks. This determined the size of the die you roll for those.
Agility: Same as strength but does ranged attacks instead.
Endurance: Adds a chance to resist a little extra damage. Not much to note here.
After this I rolled your weapon and armor. Initiative is rolled each turn based on the final die chosen. This determines turn order. Looting of weapons and armor will be automatic for whoever gets the kill. Since this uses the progressive rtd system, the number of a stat determines the size of the die rolled, not the bonuses. Bigger is better.
Init rolls:
Darkpaladin109: 9
BFEL: 5
Toaster: 4
Yoink: 3
Harry Baldman: 1
HP: 36
Str: D10
Agi: D6
End: D12
Weapon: Throwing Mugs. D4, uses agility.
Armor: Leather. 50% chance to reduce damage taken by 1.
Initiative: D4.
HP: 30
Str: D6
Agi: D12
End: D4
Weapon: Pistol. D10, Uses agility.
Armor: Leather. 50% chance of reducing damage taken by 1.
Initiative: D12
HP: 12
Str: D8
Agi: D4
End: D6
Weapon: Knife. d4, uses strength.
Armor: Ordinary Clothing. No bonuses.
Initiative: D6
HP: 24
Str: D12
Agi: D10
End: D10
Weapon: Crossbow. D8, uses agility.
Armor: Metal. Always reduces damage taken by 1.
Initiative: D10
HP: 18
Str: D4
Agi: D8
End: D8
Sword: D6, uses strength.
Armor: Power Armor. Always reduces damage damage by 2.
Initiative: D8