# Node (Elite Character Profile)

## Basic Attributes

### Core Stats

- DEX d10
- INS d6
- MIG d8
- WLP d8
- HP 120
- MP 60
- Init. 10

### Defense & Equipment

- DEF +1, M. DEF +1
- Equipment: Short bow, travel garb.
- Skills: RS d E VU F / RS I VU l t

## Attacks and Abilities

### Basic Attacks

- Net Throw
  (DEX + MIG) +4 • (HR + 5) physical damage. (Multi: 2)
- Hunter’s Bow
  (DEX + DEX) +4 • (HR + 8) physical damage.
  - *Effect:* If the tide is high and the target is suffering from weak, this attack deals 5 extra damage.
  - *Effect:* If the tide is low, the target suffers slow.

### Spells

- Hunting Horn
  10 × T MP • Up to three creatures • Scene.
  *Effect:* Until this spell ends, each target gains a +1 bonus to Accuracy Checks.

### Special Rules & Mechanics

- High Tide Style: When the tide is high, Node’s attacks always treat the target’s Defense as being equal to their current Might die size.
- I’ll Avenge You!: When Dylon (see next page) is reduced to 0 Hit Points, Node recovers from all status effects and loses all his Vulnerabilities. After that, the tide becomes high again.
- Low Tide Speed: When the tide is low, all damage dealt to Node by creatures suffering from slow is reduced by 5 (before applying Affinities).

## The Tide and Flow of the Battle

Node and Dylon’s special mechanic revolves around the tide: this kind of additional rule is excellent to add “phases” to a conflict without tying them to a specific adversary. It’s also an interesting way to add a back-and-forth pace to the scene, to reveal something about the enemies’ personality, and to ensure they can’t benefit from all their skills at the same time, which could make them too overwhelming or frustrating.

The best way to keep track of these effects is a physical reminder, like a coin to flip or a card to rotate (this last prop can easily represent a cycle of four phases, for example).