Chapter 7: Keywords
Key Words on Ability Cards:
[Aura]
Abilities with [Aura] affect all units that may be affected within the weapon range (RNG) of the character.
[Counter]
A reactive [Standard Attack]. This attack cannot trigger another [Counter]. [Counter] may not be performed if defender is incapacitated by the triggering attack. [Counter] cannot be triggered by a defensive [Fuse] ability.
[Double Attack]
Performs two separate [Standard Attacks]s on the same target. Each [Standard Attack] has a separate roll for CRT chance.
[Fuse]
Indicates that the ability being used is a fused ability.
[Guaranteed CRT]
Performs a [Standard Attack] that is a critical attack without requiring a CRT roll. Action is successful if CRT of character is 0.
[No Action]
Abilities with [No Action] do not use the Character’s ‘Attack/Ability’ action.
[No CRT]
Abilities with [No CRT] may not CRT under any circumstances.
[On #]
A separate roll. If either die matches the # presented, then the effect is applied. If both match, then the effect is doubled if possible.
[On # - #]
A separate roll. If the outcome of the roll is between the two numbers specified, then the effect is applied.
[On CRT]
A separate roll. If the outcome of the roll is a successful CRT then the effect is applied.
[On Doubles]
A separate roll. If the outcome of the die rolls match, then the effect is applied.
[Standard Attack]
Deals damage equal to the ATK of the attacking character. Damage type (Physical – P or Spirit - S) is determined by the class attacking. On successful CRT damage is doubled.
[Use Once]
Abilities with [Use Once] may only be used one time per character turn.