Commentators: Serah - Wise old lady / Alchemist Gambler / tactician Smith / warrior Attributes: Physique: Added to Damage Finesse: Added to Attack roll Quickness: Added to Initiative Wits: SpellAttack Intellect: SpellDamage Each character has 1 major action and 1 reaction per turn. Roll initiative - Ready/Delay Choose action: Move, Attack, Aim, Defend, Misc, Ready Ready: Set a condition, take a major action when that happens, then move initiative to just before whomever triggered the condition. Misc Actions: Draw weapon/Potion/backpack/Whatever Operate object like a door Pick stuff up from the ground Aim: Get +3 Aim bonus to your next attack or improve your aim bonus by +2 up to +6. Defend: Get +3 stacking bonus Move: Move your speed (8m). Gain +4m bonus to movespeed until another major action is taken. Attack: Roll 2d10+mod Check against Defense (5+mod), if above it's a hit. Check against secondary defense (Parry, Dodge, Endurance?) (15+mod), if below, attack deals half damage Check one die against the other, if the same Critical Hit deals double damage Decide on hit location choosing either die: 1,4,7= Body, 2,5,8=Legs, 3,6,9=Arms, 10=head. Subtract armor of location Deal damage. If legs at 0 HP: -2 Defense and secondary defenses If arms at 0 HP: -2 Attack If body at 0 HP: Winded = Half move If head at 0 HP: -2 Attack & Defense?