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.