CharactersRisus, like most featherweight systems, depends upon nouns and a description. It's about the feel of the character you're putting down, not a load of numbers. As such, page one, bold as brass, an example character and it's all about description and nouns. If you're good at nouns (no, not nuns, nouns) then you'll find character creation very easy.
Clichés are a series of nouns that describe what your character is about. The GM sets the setting and you decide on the Clichés. For example, if the GM said that the setting is Martian Monkey Baiting, you might dream up Soldier, Taunt and Fluency in Gibbon. You then have 10 d6 to assign to these Clichés. You can have up to 10 Clichés but it means you only get one dice in each - making you a jack-of-all-trades and master of none. In fact a jack-of-all-trades and crap-at-them-too! Make sure you write up a description of your character too so that others can mock you.
As for equipment, spells and monkey bait, you get anything that your Clichés say you should have. If you lose any of that stuff, you Clichés suffer. You leave your Gibbon-English dictionary on train to work again, then your Fluency in Gibbon will be cut in half. I like this as it suggests that a person's worth is not just their skills but the tools to make them useful. Implicit in many games but superb in its explicity (Google says that's not a word but I say Bollocks to Google).
MechanicsFor any action that isn't easy, you roll the number of dice associated with the most appropriate Cliché. Add them up and try and beat a target number. Opposed situation is handled by the GM stating what sort of Clichés are appropriate (this is a moveable feast - if a player can convince the GM that basket weaving is ideal in steering a space ship to Mars then that is ok), roll the Cliché dice and highest wins. If you lose, you temporarily lose a Cliché dice until the end of the combat. The ultimate loser of the combat is the person without any Clichés with dice attached. I like this system as it gives you a chance to try different Clichés to try and win.
There are rules for grouping NPCs or PCs together to make more interesting bundles of combat. To help keep everyone in the game (very important at a Con), if someone has a character that has the least appropriate Clichés (or really appropriate ones at the start but the players have gone off into brain-spasm land) then the GM can assign two dice to everyone - which gets everyone playing. Splendid.