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?