
Characters Card Descriptions
Characters are the backbone of the game, and whether your Hero wishes to travel alone or with a band of Allies, you'll find that they add dynamic purpose, interaction, and ability to your deck and gameplay experience. Shown below are the game's current character cards. The Character Card Gallery is a collection of card images alone. The Campaign Information section has characters separated by alignment with full profiles. Hero Characters have their own individual profiles, linked below. Their card images have been added to the Character Card Art Gallery.
Characters Card Gallery
Campaign Information
Each expanding section below includes a Full Profile of each Ally character card printed from each set. Included in the Full Profile description of each character is a brief Lore description, their printed card values, and their Campaign Format-specific rulings and abilities. This information is entirely supplemental and only used as examples for usage in Campaign Format Adventures.
For a complete card set gallery, please see the Card Gallery/Library . Characters in the expanded sections below are arranged alphabetically by Alignment.
Please see the expanding sections below for more information on each ally character:
A sharkmen aboard the Scurviest Fin and first mate to Captain Shank, Lockjaw is a terrifying pirate known for his love of capturing and imprisoning prey. Lockjaw is fiercely loyal to Captain Shank, who saved him from a grisly fate at the hands of Mako, the Pirate King. Lockjaw was to be slain for speaking out against Mako, and Captain Shank released him from his prison so that he might tend to his own. Lockjaw was invigorated at the thought of imprisoning Mako’s forces and torturing them as revenge. On land, Lockjaw is known for releasing these captives so that he can hunt them for sport. | |||||
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| Card Rules Text: Action: Choose an opponent. That player may discard a card. If they do not, you may draw a card and heal 1 damage from Lockjaw. Ongoing: The first time an opponent discards a card each turn, choose a Non-Hero character they control. The chosen character cannot attack until the end of their next turn. | ||||
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Possible Items / Equipment Known: Swashbuckler’s Coat; Barbed Leathers; Desecrated Idol; Flesh-hide Buckler; Obsidian Talons; Lantern of Revealing; Amulet of Health; Bastard Sword; Full Plate; Hunting Spear; Power Bracers; Vial of Acid | Possible Skills Known: | Possible Spellcraft Known: Incite Mutiny, Scornful Strike | Alignment:
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Faithful priests and supporters of Chimeraxion’s cause. Regardless of their origins and species, when they join the order, the process of infusing chaotic energies into their bodies changes their overall species to “Ytaxian” over time, replacing their existing biology with Ytaxian physiology. This transition to Ytaxian culture and physiology strengthens their connection to Chaotic energy. These characters are often cautious around outsiders, but not outwardly violent unless provoked. Many disregard these priests as misshapen beggars or transients, causing feelings of uneasiness towards them and their cause. Their primary duty and responsibility is to assist Chimeraxion, spread knowledge and influence of Ytaxia, and to help maintain the temple they call home in the ruins of Agnememnon. | |||||
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| Card Rules Text: Ongoing: Other Chaotic characters you control get +1 AC. Ongoing: At the beginning of your turn, heal 1 damage from a Chaotic character you control. | ||||
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Possible Items / Equipment Known: Chaos Mage’s Robes; Pushing Stones; Ytaxian Aegis; Wand of Chaos; Amulet of Health | Possible Skills Known: | Possible Spellcraft Known: Evolutionary Advantage, Forceful Progression, Ytaxian Growth, Ytaxian Resolve, Aura of Vitality, Essence Gathering, Meditation Technique | Alignment:
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A naval officer or individual trained to navigate Havokk’s waters. Sharkmen as especially adept at navigating seas and oceans, as water doesn’t hinder their ability to travel. These characters are often hired by shipping companies and ship captains to assist on their journeys, since Sharkmen can, at any time, simply dive into the ocean to regain their bearings. Their enhanced sense of smell and ability to navigate in the water make them capable companions on any seafaring voyage. | |||||
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| Card Rules Text: Action: Draw a card. You may discard a card. If you do, each other player discards a card as well. | ||||
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Possible Items / Equipment Known: Barbed Leathers; Amulet of Health; Bastard Sword; Full Plate; Hunting Spear | Possible Skills Known: | Possible Spellcraft Known: Incite Mutiny, Guidance | Alignment:
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The first and mightiest of Chimeraxion’s creations, Talos is a large Ytaxian champion created to defend the Ytaxia bloom and Order of the Remnant members. Time and tribulation have only strengthened Talos: its body having shielded itself by dense Nexxusite crystalline growths. Ytaxian physiology allows Talos to change its form to create powerful weapons and shields from these large Nexxusite deposits, and Talos retains powerful Spellcraft to defend itself and the temple from outsiders. Created to defend the Ytaxia Bloom at all costs, Chimeraxion designed Talos to be a great defender, not a tool of destruction. As a giant amongst most beings, many fear the ground-rumbling stomps of this being and its menacing stature so much that few would even think of approaching with ill intentions. When enraged or threatened, Talos is known to obliterate opponents with little effort, Many believe that its power almost rivals Chimeraxion itself. | |||||
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| Card Rules Text: [Reshape]: When discarded from play, place a card with an EXP value equal to or less than this card’s EXP value from your discard pile at the bottom of your deck.
Ongoing: The first time you use the [Reshape] ability each turn, place a +1 ATK and +1 AC token on Talos. Ongoing: At the end of your turn, heal Talos of X damage, where X is the number of times you have used the [Reshape] ability this turn. | ||||
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Possible Items / Equipment Known: Arcane Deflectors; Nexxusite Scythe; The Ytaxia Bloom; Wand of Chaos; Ytaxian Aegis; Ytaxian Genesis Ark; Phantasmal Nexxusite Plate | Possible Skills Known: | Possible Spellcraft Known: Chaos Bolt, Chaos Shards, Disperse Energy, Evolutionary Advantage, Hardening Skin, Ytaxian Growth, Ytaxian Resolve, Annihilate, Aura of Strength, Conjured Spellshield, Devastation, Fortification Aura, Scornful Strike | Alignment:
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A common soldier of Chimeraxion, Ytaxian enforcers are a variation of Ytaxian designed for combat. These sentries are spread through Havokk, often taking unassuming or unthreatening forms until called upon by their master or provoked. Ytaxian Enforcers are often seen shaping their appendages into shields, weapons, or armor. Drawing power from nearby Nexxusite or crystals growing on their forms, they are capable warriors capable of repairing themselves and their own equipment, making them consistent and reliable soldiers. | |||||
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| Card Rules Text: [Reshape]: When discarded from play, place a card with an EXP value equal to or less than this card’s EXP value from your discard pile at the bottom of your deck.
Ongoing: Whenever a character with [Reshape] you control is defeated for the first time each turn, place a +1 ATK and +1 AC token on Ytaxian Enforcer. | ||||
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Possible Items / Equipment Known: Nexxusite Scythe; Ytaxian Aegis; Absorbing Shield; Amulet of Health | Possible Skills Known: | Possible Spellcraft Known: Ytaxian Growth | Alignment:
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Sent throughout Havokk to gather information and relay it back through a telepathic connection to Chimeraxion, Ytaxian Scouts are used as the “eyes and ears” of the Order of the Remnant. Ytaxian physiology doesn’t just allow these beings to change their form for offensive purposes; they are also able to change their composition to provide camouflage or change the density of their physical form to prevent damage when discovered or chased, resisting damage or making themselves harder to capture. As a smaller variation of Ytaxian, these beings are rarely involved in combat scenarios. | |||||
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| Card Rules Text: [Reshape]: When discarded from play, place a card with an EXP value equal to or less than this card’s EXP value from your discard pile at the bottom of your deck.
Action: Look at the top three cards of your deck and place them back in any order. You may discard this card from play to draw a card afterward. | ||||
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Possible Items / Equipment Known: Nexxusite Scythe; Ytaxian Aegis; Absorbing Shield, Amulet of Health | Possible Skills Known: | Possible Spellcraft Known: Ytaxian Growth | Alignment:
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These warrior type Ytaxians are ones that Chimeraxion does not wish to utilize to invoke violence against most of Havokk's inhabitants, only those who threaten Ytaxian existence. Created through the Ytaxian Genesis Arks, these beings are mass produced and quickly generated to protect Agnememnon's boundaries and the Ytaxia bloom. They are sometimes seen outside of their jungle home, but many who encounter them do not return to speak of them because they are designed solely to defend at any cost and will often strike without provocation just for being in their territory. | |||||
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| Card Rules Text: (This token is created by Ytaxian Genesis Ark.)
[Reshape]: When discarded from play, place a card with an EXP value equal to or less than this card’s EXP value from your discard pile at the bottom of your deck.
Ongoing: Treat this character as though it has an EXP value of X, where X is the number of Emergence tokens you control. | ||||
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Possible Items / Equipment Known: Nexxusite Scythe; Ytaxian Aegis; Absorbing Shield, Amulet of Health | Possible Skills Known: | Possible Spellcraft Known: Ytaxian Growth | Alignment:
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Amnon is the head-priest supporting Zhakul on his reign of terror. Amnon is dedicated to the destruction of Havokk and will stop at nothing to achieve his dark master's bidding. A ranking member of Zhakul's legion, he has been known to also align himself with the other Chancellors of the Void to work towards their collective goal of the Void consuming all of creation. Amnon himself is a large-sized mortal; some of his body has been eaten away by the void energy consuming his mortal form. He has three void stones embedded in his skull resembling horns. He wears dark, tattered robes with light armor. Wrapped around his torso are chains dragging two void tomes in cages. He “initiates” Zhakul’s new followers through the process of creating “Scarred,” which consists of jamming void stones into the foreheads and extremities of victims, spreading scars and dark void markings along their bodies. | |||
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| Card Rules Text: Action: Create X Dark token Character cards with the following stats, where X is 1 plus the number of times you've used the [Anima] ability this turn: "Scarred, 14 ATK, 10 AC, 2 DMG, 5 HP." | ||
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Possible Items / Equipment Known: Wand of Chaos; Desecrated Idol; Fleshcloak of the Fiend; Flesh-hide Buckler; Poisoned Dagger; Sigiled Voidstone of Aribus; Amulet of Health, Ring of Regeneration; Shadowstep Slippers; Vial of Acid | Possible Skills Known: | Possible Spellcraft Known: Forceful Progression, Incite Mutiny, Temporal Gate, Aura of Pain, Demonic Fervor, Sinister Intent, Syphon Essence, Syphoning Void, The Bargain, Void Touch, Conjured Spellshield, Devastation, Overwhelming Force, Scornful Strike, Wall of Fire | |
A sadistic lieutenant of Rhogar Oathbreaker, this dark warrior gathers prisoners to be sacrificed for the purposes of the Void. Many of the prisoners are turned into Scarred, the twisted and deformed followers of Amnon and Zhakul. Those that Anton deemed unworthy are offered to Rhogar and Aribus in exchange for more dark power to claim for himself. Anton was always wicked, from early youth through adulthood. Desiring to inflict as much misery, pain, and suffering on the living as possible has always been his purpose. This disdain for the living was ingrained in him early on, being the son of a greedy and terrible lord who mistreated all his servants and vassals. Now dedicated to serving his dark master, Anton is a dark jailor of the innocent. | |||
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| Card Rules Text: Ongoing: Anton gets +1 ATK and +1 AC for each Dark character you control, to a max of +5 on each stat. Ongoing: Anton gets +1 DMG against Light Characters. | ||
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Possible Items / Equipment Known: Obsidian Talons; Saint Ribcage Bracer; Bastard Sword; Full Plate; Power Bracers; Tower Shield | Possible Skills Known: | Possible Spellcraft Known: Aura of Pain, Oath of Slaughter, Oath of Tyranny, Syphon Essence, Void Touch, Fireball, Scornful Strike, Thunderstrike, Warcaster | |
A nightmare creature summoned from the void; Seekers are the personal hunting beasts of Aribus. They bring darkness to their stride and the surrounding area; the ground blackens with their step. Their bodies are cat-like, resembling a tiger, their heads a twisted visage of teeth and blackened quills. Their bodies are comprised of Void energy, almost appearing to be made of empty space with solid form. They are exceptional hunters and are loyal to Aribus and their master’s commands. | |||
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| Card Rules Text: Ongoing: Whenever Aribus' Seeker deals attack damage to a Hero, you may shuffle a card with [Anima] from your discard pile into your deck. | ||
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Possible Items / Equipment Known: (None) | Possible Skills Known: | Possible Spellcraft Known: Void Cursed Claw, Void Touch | |
Previously in life he carried a reputation as a powerful mage and advised many in their pursuit of knowledge in Spellcraft. Twisted to madness by the Void tomes he studied as a scholarly mage employed by the Coalition of Unified Havokk, Vhall is now an advisor and mentor to Xanathia. He spends his time researching the dark tomes entrusted to him by Zhakul and Aribus, learning the secrets to crafting Voidstones. Eager to fulfill each of his dark masters’ wills, he has sacrificed himself and his sanity to their cause. He is a powerful mage, but his madness interferes with his ability to consistently support Xanathia in her cult. His knowledge of Voidstones keeps him alive and useful to her. | |||
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| Card Rules Text: Ongoing: The first Dark Spell you play each turn is returned to your hand after use, if it is not banished after use. Ongoing: At the end of your turn, discard a card. If you cannot, deal 2 damage to Baron Vhall. | ||
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Possible Items / Equipment Known: Arcane Deflectors; Desecrated Idol; Soul Heist Repository; Amulet of Health; The Enchanter’s Plate | Possible Skills Known: | Possible Spellcraft Known: Demonic Fervor, Malediction Aura, Soul Shatter, Syphoning Void, The Bargain, Void Touch, Blizzard, Conjured Spellshield, Fireball, Mage Missile, Scornful Strike, Thunderstrike, Wall of Fire | |
Duren has trained as a fighter and welcomed the promise of power the Void offers. He became a fighter specifically to duel, feeling that his purpose in life was to kill or be killed in combat. The tribe of warriors he belong to base the value of their existence on their collective combative journey, so this prideful belief only further fuels his passion for violence. He works alongside Rhogar Oathbreaker and now has the power to channel dark energy and flame through his metal and bone swords. An initiate amongst the Chancellors of the Void, Duren is only stepping into his dark power but finds it suiting him nicely. | |||
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| Card Rules Text: Ongoing: Whenever Duren deals attack damage to a Hero, that Hero's controller discards a card. Ongoing: Duren gets +2 ATK against Non-Dark characters. | ||
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Possible Items / Equipment Known: Barbed Leathers; Flesh-hide Buckler; Obsidian Talons; Poisoned Dagger; Absorbing Shield; Amulet of Health; Bastard Sword; Full Plate; War Scepter | Possible Skills Known: | Possible Spellcraft Known: Aura of Pain, Demonic Fervor, Sinister Intent, Overwhelming Force, Scornful Strike | |
She was exiled from the High Mages of Dhulahan for her interest and obsession with dark Spellcraft. It started as a genuine curiosity about the differences between Light, Dark, and Chaotic Spellcraft. As a Nelven, Mei Lun’s connection to the magical energies of Havokk was already strong but she felt an unusual high draw towards the Void. Fascinated by the concept of how the Void exists, her research took her down a dark path. Now a follower of Zhakul and Amnon, she studies under her dark master, Zhakul, learning dark Spellcraft to empower herself and Zhakul on his campaign of pain and death in the name of the Void. Her new connection to the Void is considered blasphemous to the Nelven people, so she has been exiled from the High Mages of Dhulahan and their capital city for her crimes against Havokk. | |||
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| Card Rules Text: Ongoing: Whenever you pay an [Anima] cost, you may deal 1 unavoidable damage to Mei Lun to place a +1 ATK and +1 AC token on her. | ||
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Possible Items / Equipment Known: Wand of Chaos; Barbed Leathers; Desecrated Idol; Obsidian Talons; Amulet of Health; Shadowstep Slippers; War Scepter | Possible Skills Known: | Possible Spellcraft Known: Forceful Progression, Ytaxian Growth, Aura of Pain, Demonic Fervor, Oath of Slaughter, Oath of Tyranny, Sinister Intent, Soul Shatter, Syphon Essence, The Bargain, Void Cursed Claw, Conjured Spellshield, Disintegrate, Scornful Strike | |
An impish creature that escaped the depths of Havokk to be enslaved by a dark mage. Orpheo’s species is unlike other creatures on Havokk, and none have been seen since him that are known. Roughly a third of average mortal size, his body is like a shrunken, starved male. He has two fleshy wings on his back with a thin membrane between bat-like bones. Orpheo has Sickly purple skin, and his head resembles a deer’s skull but with dark, twisted horns. His eyes are empty black sockets with only a small glow seen for pupils. Since emerging on the surface of Havokk, he was first found in a Crypt by a dark mage and captured. When his captor died, he sought to escape and was forced into slavery once again. Eventually, that master died, and he found himself anxious and resentful of Havokk and its inhabitants. Xanathia eventually encountered Orpheo trying to find his way back to his home beneath Havokk when she was sent to research Voidstones by Aribus. She could sense the darkness in him and offered him into her cult of his own free will. The kindness of her gesture, rather than enslavement, motivated him to turn his prior abuse into power through the Void and his new Night Matron, Xanathia. | |||
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| Card Rules Text: [Faithful]: This card is considered the same Alignment as your Hero character in addition to its own. (When it’s in play and not.).
Ongoing: Whenever you play a Dark Spellcraft card, heal 1 damage from your Hero. Ongoing: Whenever your Hero would be dealt damage, reduce the damage to them by 1. | ||
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Possible Items / Equipment Known: (None) | Possible Skills Known: | Possible Spellcraft Known: (All Dark Spellcraft Known) (All Spellcraft its owner/controller knows) | |
Followers of the Void deity Aribus, these priests are scarred and deformed from self-inflicted lacerations, gashes, and implants. All of Aribus’ followers have Void stones driven into their flesh, usually the head or upper body, the priests often the ones inserting these dark objects into victims. Many of the Priests of Aribus will remove limbs or organs to make room for their Void stones, to signify their need of the Void to feel whole. The Priests wear tattered robes and rags, often resembling the shambling dead. They invoke fear is discontent in those around them and spread the teachings of the Void through the underbellies of Havokk’s cities and social structures. | |||
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| Card Rules Text: Ongoing: Other Dark characters you control get +1 AC. Ongoing: At the beginning of your turn, heal 1 damage from a Dark character you control. | ||
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Possible Items / Equipment Known: Barbed Leathers; Soul Heist Repository; Obsidian Talons; Bastard Sword; Hunting Spear; Vial of Acid; War Scepter | Possible Skills Known: | Possible Spellcraft Known: Aura of Pain, Oath of Slaughter, Oath of Tyranny, Sinister Intent, Syphoning Void, The Bargain, Void Touch, Conjured Spellshield, Scornful Strike | |
Xanathia’s right hand and servant of her dark cult, Rhazul, is a necromancer dedicated to desiccation and defamation of life. He raises the dead using dark Spellcraft to aid him and Xanathia in their cult. Using the dead as experiments and subjects for Zhakul’s Scarred, Rhazul has made himself a powerful ally of the Void. He specializes in poison Spellcraft and commanding a menagerie of dark beings. Interested in Necromancy at an early age, Rhazul was obsessed with learning about the balance between life and death. His ultimate goal was to cheat death entirely and live forever as the ancient beings do. Immortality is the goal of many; however, not all who crave this power are also heartless sadists and monsters. Rhazul was born without empathy towards Havokk, seeing others only as resources for him to claim on his path to godhood. | |||
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| Card Rules Text: [Toxic 2]: Place 2 Toxic tokens on the character dealt damage. At the end of each turn, deal 1 unavoidable damage to each character with a Toxic token, then remove one of those tokens from each of those characters.
Action: Deal 1 damage to each character an opponent controls. If a character dealt damage this way already has any Toxic on them, deal 2 damage instead. Ongoing: Whenever a character card is placed into a discard pile from anywhere, Rhazul gets +1 ATK until end of turn and heal 1 damage from Rhazul. | ||
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Possible Items / Equipment Known: Arcane Deflectors; Nexxusite Scythe; Barbed Leathers; Desecrated Idol; Poisoned Dagger; Amulet of Health; Ring of Regeneration; The Enchanter’s Plate; Vial of Acid; War Scepter | Possible Skills Known: | Possible Spellcraft Known: Aura of Pain, Blightmare, Malediction Aura, Syphon Essence, Virulent Nova, Void Cursed Claw, Void Touch, Arcane Armor, Blizzard, Devastation, Essence Gathering, Mage Missile, Overwhelming Force, Scornful Strike, True Healing, Wall of Fire, Warcaster | |
Small monsters created specifically to be sacrificed in dark rituals and spells. The progenitors of their kind were created from augmenting recycled flesh and giving it just enough sentience to be used as a sacrifice. Over time, these beings evolved through Void energy into monstrous beings. Visually their forms are inconsistent and malignant with various diseases and skin conditions such as blights and boils. Their body shapes can appear similarly to apes or sometimes reptiles, but they are always small in physical form and stature. | |||
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| Card Rules Text: [Faithful]: This card is considered the same Alignment as your Hero character in addition to its own. (When it’s in play and not.)
Action: Discard this card from play to draw two cards. | ||
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Possible Items / Equipment Known: (None) | Possible Skills Known: | Possible Spellcraft Known: (None) | |
The twisted creations of Amnon and the Chancellors of the Void, these remnants of once living beings are the servants of their dark masters. Legions of the dead have been turned into Scarred through vile Void magics, along with many unwilling living victims that have been changed through the Voidstones forcefully inserted into their bodies. These beings are bound to the will of the Void. Scarred can be any species, and come from varying origins depending on the host victim that is turned. | |||
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| Card Rules Text: (This token is created by Amnon, Priest of Forbidden Rites.)
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Possible Items / Equipment Known: Barbed Leathers, Bastard Sword, Full Plate, Hunting Spear, Poisoned Dagger, Tower Shield, War Scepter | Possible Skills Known: | Possible Spellcraft Known: (None) | |
Abominations of nature and sentient negative emotion, Spite Elementals are caused by excessive amounts of negative repressed emotion, eventually manifesting through tears in reality; spilling the Void into Havokk with directed malice. These beings can take many forms, often resembling a cloud of dark energy spilling out of a living tangle of thorned vines so it has a physical body to carry it. Their specific trait is the pain and injury they inflict on others within their radius or that injure them. Void tomes speak of these beings as having dark eyes always maintaining eye contact with its foes. | |||
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| Card Rules Text: [Toxic 1]: Place 1 Toxic token on the character dealt damage. At the end of each turn, deal 1 unavoidable damage to each character with a Toxic token, then remove one of those tokens from each character with one.
Ongoing: Whenever a character deals damage to Spite Elemental, they take 1 unavoidable damage. | ||
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Possible Items / Equipment Known: (None) | Possible Skills Known: | Possible Spellcraft Known: (None) | |
Vo Raxxus, Scourge of Havokk The resurrected Dark Emperor Raxxus, this vile being exists as a dark lieutenant to Aribus himself. Taking on a monstrous new form in death, he exists only to serve his master’s will. Achieving new levels of power through the Aribus directly, what little humanity remained at the time of his death has been completely purged away, leaving only “Vo Raxxus” in his wake. The misshapen form has taken on monstrous traits, and as he continues to restore his power by stealing the life force of others, he has almost returned to his former horrifying power as the Dark Emperor. Vo Raxxus is a grim reminder of the original dark reign itself by Dark Emperor Raxxus. After being corrupted through the teachings of a Void tome his father owned, the one noble king became a vicious wight, draining the life of Havokk’s citizens to fuel his dark ambitions. Eventually slain by Roselyn Valeria and Krul-Wrathi, Raxxus’ corrupted body was buried deep within Havokk, never to be spoken of again. Aribus led Xanathia and Zhakul to this dark tomb and returned this terrible villain to life to once again to reign terror upon Havokk. | |||
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| Card Rules Text: [Anima 3]: When you use this ability, you may pay (3) HP from your Hero character. There is a secondary effect of the card or ability that only applies when the HP is paid. The HP is paid when the card is played, you must declare if you are paying the Anima cost before any other part of the card is resolved.
Action: [Anima 3]: Vo Raxxus deals 3 damage to an opposing Non-Hero character. If you paid ability's [Anima] cost, deal 2 damage to each character that character's owner controls. | ||
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Possible Items / Equipment Known: Desecrated Idol; Fleshcloak of the Fiend; Flesh Hide Buckler; Obsidian Talons; Saint Ribcage Bracer; Sigiled Voidstone of Aribus; Soul Heist Repository; Phantasmal Nexxusite Plate | Possible Skills Known: | Possible Spellcraft Known: Aura of Pain, Blightmare, Demonic Fervor, Malediction Aura, Sinister Intent, Soul Shatter, Syphon Essence, The Bargain, Virulent Nova, Void Cursed Claw, Annihilate, Blizzard, Devastation, Disintegrate, Fireball, Scornful Strike, Thunderstrike, Warcaster | |
A female vocalist in Xavier’s musical entourage and bard who accompanies him on his travels. Anita met Xavier early on his journey to master his new musical genre and was entranced by the power and energy of his “rock” music. Anita herself was infamously known for her lyrics and musical style, so these two characters immediately found themselves resonating with a familiar sound of anarchy compared to the competition. Empowered by Xavier’s abilities, shows are always an intense experience. Anita’s vocals carry far and wide and she, when fully empowered by Xavier can even cause slight disorientation and stunning effects to listeners. She is also known for her wordplay and intellect, often talking people into and out of their valuables with ease through smuggling tactics learned from her time on the road. | |||
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| Card Rules Text: Ongoing: Once per turn, the first time an opponent draws a card besides their first card of the turn, you may draw a card. | ||
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Possible Items / Equipment Known: Barbed Leathers; Jerkin of Tales; The Stagesmasher; Amulet of Health | Possible Skills Known: | Possible Spellcraft Known: Incite Mutiny, Xavier’s Irresistible Dance, Jam Session, Mystical Tuning | |
A light elemental being created by Lylath or an Archon to enforce her will and assist with their purge. Comprised of Light energy, these constructs resemble ethereal knights or warriors, having featureless faces aside from piercing eyes. As elemental beings, their power is tied directly to the light itself and Lylath, making them difficult to defeat, especially in well-lit and open areas or where she can assist these beings directly. Aspects of Lylath are summoned by Archons or Lylath to intervene and assist as needed all across Havokk. | |||
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| Card Rules Text: [Purge]: When you play this card, Banish a Non-Light card from an opponent's discard pile.
Action: Deal X damage to an opposing Non-Hero character, where X is the number of cards you have banished with the [Purge] ability this turn. | ||
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Possible Items / Equipment Known: Lylath’s Tear; Photon Barrier; Solar Edge | Possible Skills Known: Speak/Communicate, Listen, Search, Intimidate/Threaten, Brute Force, Arcana | Possible Spellcraft Known: Absorb Photons, Aggravating Glare, Luminous Assault, One With the Light, Solar Flare | |
Danika’s companion, Archon Athinea, is second in command of Lylath’s Archons. A fierce warrior created through the process of Archon ascension, Athinea was once a friend of Danika’s, and through her empowerment, requested the Matron gift her with the ability to invoke justice in the name of the light. Following this process, Athinea’s former life and memories were purged by Lylath, leaving only the efficient Gleam of Battle in place of the husk that is now Athinea. Danika regrets losing her friend as she once knew her and has tried to recover Athinea’s memories and personality, but has found that only the warrior remains. Her powers and abilities are like Danika’s, but not as strong. Where she lacks in raw power by comparison, Athinea makes up for in combat prowess; Lylath purged Athinea’s fear and doubt and replaced them with Skill and martial artistry. Athinea is a more capable physical combatant than Danika, making the two nigh unstoppable when working together. | |||
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| Card Rules Text: [Swift Action]: This card may be played outside of normal turn steps and outside of your turn. Use when needed. Swift Action cards, abilities, and effects are resolved in the order they are played.
[Light Characters only.]
Action: [Swift Action]: Until end of turn, whenever Athinea attacks or blocks, you may [Purge]. Ongoing: Whenever Athinea attacks, deal X damage to an opposing Non-Hero character, where X is the number of times you have used the [Purge] ability this turn. | ||
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Possible Items / Equipment Known: Blade of the Selfless; Divine Soul Urn; Guardian Plate; Lantern of Revealing; Lylath’s Tear; Photon Barrier; Solar Edge; The Hero’s Emblem; Uutu’s Boon of Life; Amulet of Health; Bastard Sword; Full Plate; Phantasmal Nexxusite Plate; Power Bracers; Ring of Regeneration; War Scepter | Possible Skills Known: | Possible Spellcraft Known: Absorb Photons, Aggravating Glare, Danika’s Fury, Divine Smite, Hallowed Resolve, Heroic Valor, Luminous Assault, One With the Light, Protection Runes, Sanctified Grounds, Solar Flare, Annihilate, Aura of Strength, Aura of Vitality, Banish Curses, Conjured Spellshield, Devastation, Disintegrate, Essence Gathering, Fortification Aura, Guidance, Meditation Technique, Overwhelming Force, Scornful Strike, True Healing, Warcaster | |
A stout and friendly mortal seen at all of Xavier’s shows and performances. Grilgarn is not a musically talented member of Xavier’s crew, but he does promote and encourage nearby patrons to join and participate in their shows. As a promoter, he tells exciting tales of prior performances and events, wild adventures the band has been on, but tends to overshare or talk too much, driving some potential fans away altogether. Regardless of which tale he spins, Grilgarn is always ready and available to converse. | |||
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| Card Rules Text: Ongoing: Whenever an effect directs you to read a card aloud, reveal a card, or the first time an opponent asks you to read a card each turn, Grilgarn gets +1 ATK until end of turn. | ||
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Possible Items / Equipment Known: Barbed Leathers; Jerkin of Tales; The Stagesmasher; Amulet of Health | Possible Skills Known: Speak/Communicate, Listen, Search, Diplomacy/Reason, Intimidate/Threaten, Performance, Improvised Weapon, Weapon Proficiency | Possible Spellcraft Known: Incite Mutiny, Xavier’s Irresistible Dance, Jam Session, Mass Drowsiness, Mystical Tuning | |
One of the oldest living Nelven on Havokk and Archmage of the High Mages of Dhulahan. As the Archmage of this prestigious order, Kinedas is known far and wide by the Spellcraft-users of Havokk as one of the most powerful beings in the realm. His age, knowledge, and expertise with Spellcraft make him a formidable mage and spellcaster, as he boasts an impressive knowledge of each alignment's magic. Kinedas was appointed as the Archmage of the order over 150 years ago and has retained his position both for his benevolence and unwavering resolve to protect those in need. Having long believed that Havokk’s magical energies were being adversely affected by the introduction of Chaotic energy, Kinedas has been actively researching the effects of Chaotic Spellcraft and its effects on the environment ever since Ivellios’ power emerged. Kinedas is a thin Nelven belonging to a long line of “pure” Nelven tracing back to their species’ originators, Agnememnon and Dhula. His ancient Nelven blood and lineage cause him to have more exaggerated and angled features than the less magically enriched Nelven of today’s world, Kinedas with a significantly more profound connection to Havokk’s magical energies. His goal is to bring Havokk back to its golden age of Spellcraft, where harmonious and glorious union was common throughout all of Havokk’s inhabitants. | |||
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| Card Rules Text: [Swift Action]: This card may be played outside of normal turn steps and outside of your turn. Use when needed. Swift Action cards, abilities, and effects are resolved in the order they are played.
Action: [Swift Action]: Discard a card from your hand to prevent one more Rituals you control from being discarded or banished from play. Ongoing: If a Ritual you control would increase ATK or AC, increase that amount by +1. | ||
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Possible Items / Equipment Known: Arcane Deflectors; Pushing Stones; Divine Soul Urn; Healer’s Vestments; Lantern of Revealing; Uutu’s Boon of Life; Amulet of Health; Ring of Regeneration; Shadowstep Slippers; The Enchanter’s Plate; War Scepter | Possible Skills Known: Speak/Communicate, Listen, Search, Diplomacy/Reason, Intimidate/Threaten, Arcana, Armor Proficiency, Omni-Spellcaster, Survival Skills | Possible Spellcraft Known: (All Light Alignment Spellcraft Known) (All Non-Alignment Specific Spellcraft known) | |
The Knight Vanguard is the elite line of defense against Havokk’s dark forces, found in all regions of Havokk and sworn to uphold law, justice, and peace throughout the realm. These special warriors are an advanced sentry compared to that of common militia members or untrained soldiers – the Knight Vanguard is trained by multiple agencies to ensure they are prepared for Havokk’s biggest threats. | |||
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| Card Rules Text: [Legion]: A deck may contain any number of this card.
[Blessed]: When this or another Blessed card enters play under your control and whenever this ability is triggered, Blessed characters you control get +1 ATK /+1 AC until end of turn.
Ongoing: If you control at least five Knight Vanguard, this character gets +3 ATK and +3 AC. | ||
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Possible Items / Equipment Known: Bastard Sword; Hunting Spear; Full Plate; Tower Shield | Possible Skills Known: Speak/Communicate, Listen, Search, Diplomacy/Reason, Intimidate/Threaten, Brute Force, Combat Expertise, Precision Strike, Shield Bash, Sweeping Strike, Armor Proficiency, Weapon Proficiency | Possible Spellcraft Known: Guidance | |
Priestesses and followers of the light deity Lylath. They work as healers and assist those in need in towns and cities across Havokk. They spread the teachings of “the Matron,” the guise that Lylath has created for herself to distract the inhabitants of Havokk from her true self. Physically, Lylath’s Matrons are almost always Mortal, and can range from all walks of life and locations on Havokk. It is not required that they are female, however, Lylath's specific moniker of "the Matron" often draws out those with strong motherly instincts or those who inherently care for others before themselves. | |||
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| Card Rules Text: Ongoing: Other Light characters you control get +1 AC. Ongoing: At the beginning of your turn, heal 1 damage from a Light character you control. | ||
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Possible Items / Equipment Known: Divine Soul Urn; Healer’s Vestments; Lantern of Revealing; Lylath’s Tear; Uutu’s Boon of Life, Amulet of Health | Possible Skills Known: Speak/Communicate, Listen, Search, Diplomacy/Reason, Intimidate/Threaten, Performance, Arcana, Teachings of the Templar | Possible Spellcraft Known: Speak/Communicate, Listen, Diplomacy/Reason, Intimidate/Threaten, Performance, Arcana, Teachings of the Templar | |
A member of Xavier’s entourage and bard, Oriella is a mage professionally but a musician at heart. She works with many good agencies to provide helpful Spellcraft and set up ritual wards to protect against the forces of the Void. Her passion, though, has always been music, and through Xavier’s teachings and guidance, she has elevated her musical prowess with Spellcraft. Oriella is a bit of a solitary individual, but does not push people away. She is often found by herself, lost and entranced in playing her instruments, or where she is nose-deep in a lengthy tome learning about new forms of Spellcraft. | |||
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| Card Rules Text: [Blessed]: When this or another Blessed card enters play under your control and whenever this ability is triggered, Blessed characters you control get +1 ATK /+1 AC until end of turn.
Ongoing: Oriella gets +1 AC for each Ritual you control, to a max of +5. | ||
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Possible Items / Equipment Known: Barbed Leathers; Jerkin of Tales; The Stagesmasher; Amulet of Health | Possible Skills Known: Speak/Communicate, Listen, Search, Diplomacy/Reason, Arcana, Omni-Spellcaster, Survival Skills | Possible Spellcraft Known: Hardening Skin, Syphon Arcana, Sinister Intent, Clairvoyance, Heroic Valor, Protection Runes, Arcane Armor, Aura of Strength, Aura of Vitality, Era of Prosperity, Essence Gathering, Fortification Aura, Insider Trading, Meditation Technique, Mystical Tuning, Warcaster | |
Shadowhunters They are the specialized bounty hunters who work as special forces for the light deity Lylath. These hunters are specifically equipped to destroy agents of the Void and have offered their services to the greater good. These mortals who forfeit their lives to Lylath and become Shadowhunters are often the survivors of the Chancellors of the Void incursions who feel they only have vengeance left to offer Havokk. What they sacrifice to the greater good, they make up for in their specific brand of justice against dark beings. | |||
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| Card Rules Text: [Purge]: When you play this card, Banish a Non-Light card from an opponent's discard pile.
Ongoing: Characters you control get +1 ATK until end of turn whenever you [Purge]. | ||
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Possible Items / Equipment Known: Lylath’s Tear; Photon Barrier; Solar Edge, Bastard Sword; Full Plate; Hunting Spear; War Scepter | Possible Skills Known: Speak/Communicate, Listen, Search, Intimidate/Threaten, Brute Force, Combat Expertise, Precision Strike, Sneak Attack, Arcana, Weapon Proficiency, Keen Senses | Possible Spellcraft Known: Absorb Photons, Aggravating Glare, Luminous Assault, One With the Light, Solar Flare, Conjured Spellshield, Guidance, Scornful Strike | |
Sir Dawn, the Brave As an initiate of the Templar Order, Sir Dawn, already knighted at a young age by the Coalition of Unified Havokk. Next, assigned as the squire of Avisary, leader of the Templar Order itself. Her exemplary duty and commitment to protecting innocents at all costs, Dawn is top of her class and regularly surpasses all expectations. Dawn was raised in an era of conflict and learned to defend herself from an early age. As a refugee of warring kingdoms, she defended herself and refugees until eventually finding a Templar Order outpost. Years passed, and as Dawn matured to adulthood, she took on the path of the Knight to further empower herself against injustice. Now, she seeks to even further excel, achieving the highest order of commitment to people of Havokk and defending innocence: the Templar Order. | |||
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| Card Rules Text: [Blessed]: When this or another Blessed card enters play under your control and whenever this ability is triggered, Blessed characters you control get +1 ATK /+1 AC until end of turn.
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Possible Items / Equipment Known: Guardian Plate; The Hero’s Emblem; Absorbing Shield; Bastard Sword; Full Plate; Tower Shield | Possible Skills Known: Speak/Communicate, Listen, Search, Diplomacy/Reason, Intimidate/Threaten, Teachings of the Templar, Armor Proficiency, Blacksmithing, Combat Expertise, Precision Strike, Shield Bash, Survival Skills, Sweeping Strike, Weapon Proficiency | Possible Spellcraft Known: Aggravating Glare, Divine Smite, Hallowed Resolve, Heroic Valor, Banish Curses, Aura of Strength, Fortification Aura, Guidance, Heroic Push, Heroic Shockwave, True Healing | |
Black Cats are one of the most common familiar types. Cats have an unusual connection to all mystical energies and are said to see that which humans do not normally or typically see. Plus, they’re just adorable! Familiars often take on the roles of “pet” and “partner” when it comes to how they interact with your Hero, but regardless of how they are used, Familiars are loyal to their core. Black Cats are known to have some erratic behavior, but when provoked can turn into dangerous animals. A Hero who has empowered a Black Cat can make the difference between an alley cat and a tiger. | |||
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| Card Rules Text: [Faithful]: This card is considered the same Alignment as your Hero character in addition to its own. (When it’s in play and not.).
Action: Choose an opponent to discard the top card of their deck. | ||
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Possible Items / Equipment Known: (None) | Possible Skills Known: Speak/Communicate, Listen, Search | Possible Spellcraft Known: (None) | |
An ancient being and guardian of natural life. Brenwillow was one of the first creations of Kritikos the Life Warden, ancient Elder Dragonkind and progenitor of life on Havokk. Brenwillow is a large Owl, with elongated “horns” made of wood branches extending outward from its brow. Brenwillow is covered in a soft moss that heals Havokk and grows new plant life where it falls. This majestic being is said to be one of the last living of Kritikos’ first creations and has incredible power and durability. Brenwillow is the Chosen Familiar of Maya Windriver. Maya is the first mortal that she has trusted enough to aid them in their journey. As a champion of nature and the natural world, Maya has shown Brenwillow that there is still good on Havokk. | |||
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| Card Rules Text: Action: Shuffle a Familiar character card from your discard pile into your deck. Heal Brenwillow for X, where X is the EXP value of the card shuffled into your deck this way. Ongoing: Familiar characters you control get +1 AC for each other Familiar you control, to a max of +5. | ||
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Possible Items / Equipment Known: Amulet of Health; Ring of Animal Communion | Possible Skills Known: Speak/Communicate, Listen, Search, Heightened-Senses Dodge, Keen Senses, Survival Skills | Possible Spellcraft Known: Disperse Energy, Protection Runes, Aura of Vitality, Defense of the Land, Guidance, Mass Healing, Tide of Fangs and Claws, Tranquil Summons | |
Large-bodied Squirks are unusual among their species, as most of their kind are small, slender, and nimble. Among them, Chip-Tooth is something of a giant of masculine prowess. A brute of a Squirk, he has always been found working his way through various financial communities as hired muscle to deal with inner-agency rivalries. The scars and signature chipped tooth he sports speak to his ferocity. For the right price, Chip-Tooth will do just about anything – but he does still have a sense of morality. Currently, he is the hired muscle of Sam on his quest to acquire a Sunstone Acorn. Like Sam, Chip-Tooth would like to see a bright future for all Squirks and Havokk, so that he can follow his dreams that don’t involve intimidation and enforcement. | |||
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| Card Rules Text: Action: Deal 2 damage to a Non-Hero character you don't control. If a character is defeated this way, create X Gold tokens, where X was the defeated character's EXP value. Ongoing: Chip-Tooth gets +1 ATK when attacking for each Gold token you've created this turn, to a max of +5. | ||
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Possible Items / Equipment Known: Barbed Leathers; Obsidian Talons; Poisoned Dagger; Jerkin of Tales; Amulet of Health, Bastard Sword; Full Plate; Power Bracers | Possible Skills Known: Speak/Communicate, Listen, Search, Diplomacy/Reason, Intimidate/Threaten, Brute Force, Combat Expertise, Fan of Daggers, Improvised Weapon, Shield Bash, Armor Proficiency, Weapon Proficiency, Sleight of Hand | Possible Spellcraft Known: Incite Mutiny, Aura of Strength, Insider Trading, Scornful Strike | |
Stoats are like Ferrets in shape and form, but on Havokk many find that these creatures are more agreeable generally. They are nimble and smart creatures who can carry small objects to their masters. They are not generally violent creatures outright but are known to be fierce when cornered. Familiars often take on the roles of “pet” and “partner” when it comes to how they interact with your Hero, but regardless of how they are used, Familiars are loyal to their core. Stoats are very agile and quick, making them hard to hit and capture. As pets, these creatures are very compassionate. | |||
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| Card Rules Text: [Faithful]: This card is considered the same Alignment as your Hero character in addition to its own. (When it’s in play and not.).
Action: Choose an Item card in your discard pile and shuffle it into your deck. | ||
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Possible Items / Equipment Known: (None) | Possible Skills Known: Speak/Communicate, Listen, Search | Possible Spellcraft Known: (None) | |
A creature of unusual appearance, capability, and origin, the Forest Chimera is an amalgam of a snake, wolf, and owl. These creatures are nearly extinct and have managed to exist by evading mortals for most of Havokk's history. Living deep within the forested habitats of Havokk until eventually they were found and protected to repopulate in Nelven sanctuaries. From there, these powerful beings were eventually worked into the Nelven population as high-status pets and familiars. They have a wolf head, a scorpion’s tail, and owl wings. They can fly, but wild Forest Chimeras are mainly nocturnal fliers when it’s easier for them to remain concealed or hidden. Typically, they are non-violent and will only strike when provoked or when hunting. | |||
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The Golden Tamarin is an adorable and quirky pet or familiar for any adventuring Hero. These clever animals are adept climbers, can move through terrain and around objects very quickly, and are excellent jumpers. They are smart animals and capable of learning many tricks and maneuvers that make them useful in a variety of scenarios. Golden Tamarins are a common familiar amongst Pirates, Sailors, and Warriors, but are found in all regions of Havokk. They are sought after for their appear and luxurious fur. | |||
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| Card Rules Text: [Faithful]: This card is considered the same Alignment as your Hero character in addition to its own. (When it’s in play and not.).
Action: Choose an opposing Non-Hero character and deal 1 damage to it. That character must attack a character you control during their next turn. | ||
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An exceptionally trained bird, the Hunting Hawk is taught to seek out specific targets upon sight or command. These intelligent animals will viciously attack and decimate foes with their talons when commanded to or when defending their owner. Hunting Hawks visually differ depending on the region and environments they hail from. | |||
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| Card Rules Text: [Faithful]: This card is considered the same Alignment as your Hero character in addition to its own. (When it’s in play and not.)
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The Nelven species has always been exceptionally effective at harnessing the mystical energies of Havokk, but Jaina found from an early age that her ability to align with magical power sources seemed more in tune than other Nelven youth. As she matured into adulthood, her ability to channel and emit magical energy through powerful rituals impressed even veteran mages. Jaina’s parents and lineage trace back to ancient Nelven when their connection to Havokk was strongest. After receiving training at the Nelven capital city of Agnememnon, she encountered the chaos mage Ivellios and has since begun to expand her view on Spellcraft as he has through Chaos spells. | |||
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Possible Items / Equipment Known: Arcane Deflectors; Wand of Chaos; Lantern of Revealing; Uutu’s Boon of Life; Amulet of Health; The Enchanter’s Plate; War Scepter; Full Plate; Tower Shield | Possible Skills Known: Speak/Communicate, Listen, Search, Diplomacy/Reason, Arcana, Keen Senses, Omni Spellcaster | Possible Spellcraft Known: Chaos Bolt, Hardening Skin, Syphoning Void, Clairvoyance, Heroic Valor, Protection Runes, Arcane Armor, Aura of Strength, Banish Curses, Blizzard, Conjured Spellshield, Essence Gathering, Fireball, Fortification Aura, Guidance, Heroic Push, Mage Missile, Meditation Technique, Mystical Tuning, Warcaster | |
Mystical creatures indigenous to Havokk and sought after as pets and familiars for their unique appearance and abilities. Mookaloos were one of several species first created on Havokk by Kritikos, and these noble beings were created to serve as guides and companions to Havokk’s other species. Physically, their body is shaped like a small ape, but their hands and feet resemble a cat’s paws. They have large ears as a rabbit does, but wider by comparison, like a cat’s. They have a soft layer of fur over a scaled body that offers them slightly better durability than that of a standard cat or rabbit. Mookaloos have a unique connection to Havokk, and their ability to sense danger and detect magical objects has them sought after by all in hopes that they will be lead to a secret treasure somewhere on Havokk. | |||
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| Card Rules Text: [Faithful]: This card is considered the same Alignment as your Hero character in addition to its own. (When it’s in play and not.).
Ongoing: Mookaloo cannot be blocked by Non-Hero characters with an EXP value of 6 or greater. Ongoing: Whenever Mookaloo deals attack damage for the first time each turn, you may draw a card. If you do, discard a card. | ||
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Possible Items / Equipment Known: (None) | Possible Skills Known: Speak/Communicate, Listen, Search | Possible Spellcraft Known: Conjured Spellshield, Guidance | |
Standing out amidst his colleagues, Singefur does what most Squirks do not: he follows the path of the Mage instead of artifice, trade/commerce, or the warrior. Having felt a connection to Havokk’s mystical energies from an early age, Singefur has sought to become the first Squirk Archmage. Squirks inherently do not gravitate towards Spellcraft as their steam and Nexxusite-powered creations make up in results what they lack in outright magical prowess. Singefur, however, has chosen to embrace his mystical gifts and practices Spellcraft as other mages do. He is an older Squirk, and has dedicated his life and journey to the study of Spellcraft, in hopes of inspiring future generations of Squirks to use the mystical power of Havokk to enrich themselves, their species, and the One Tree. | |||
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| Card Rules Text: Action: Deal 2 damage to an opposing character. If you created a Gold token this turn, deal 3 damage instead. Ongoing: Create a Gold token whenever you defeat a character with damage from a Spellcraft card. | ||
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Possible Items / Equipment Known: Chaos Mage’s Robes; Wand of Chaos; Shadowstep Slippers; War Scepter | Possible Skills Known: Speak/Communicate, Listen, Search, Diplomacy/Reason, Intimidate/Threaten, Performance, Arcana | Possible Spellcraft Known: Chaos Bolt, Chaos Shard, Temporal Gate, Void Cursed Claw, Aggravating Glare, Solar Flare, Conjured Spellshield, Fireball, Wall of Fire, Warcaster | |
Common among large cities, towns, and social locations, Squirk Pickpockets make their way through crowds using their small size and nimble fingers to pickpocket unsuspecting victims. Not all Squirk Pickpockets have nefarious goals or methods; some are agents of the Brokers of the One Tree, using their sleight of hand skills to discreetly pass secret documents and keys to members. | |||
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| Card Rules Text: Action: Choose an opponent to discard a card. If the discarded card was an Item card, create a Gold token. | ||
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Possible Items / Equipment Known: Barbed Leathers; Poisoned Dagger; Obsidian Talons; Bastard Sword; Shadowstep Slippers | Possible Skills Known: Speak/Communicate, Listen, Search, Intimidate/Threaten, Fan of Daggers, Sneak Attack, Sleight of Hand | Possible Spellcraft Known: (None) | |
A former member of a travelling circus ring, Trini assisted her parents with the training and care of the circus’s animal acts. She resented the circus and the way they treated their animals, and when she confronted them, they ostracized her. Instead of her parents taking her side, they were too fearful of what would become of them for standing up to their employer and source of livelihood, and sided with the circus. Betrayed and alone, Trini released the circus’s animals into the night and led them into the nearby wilderness. There, with the animal’s assistance, they encountered Maya Windriver. Trini and Maya now train and care for the animals of the forest, and Trini trains the nearby wildlife to defend itself against Havokk’s unsavory characters. She and Maya have formed a close bond and work to preserve Havokk’s natural state and its inhabitants to their last breath. | |||
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| Card Rules Text: Action: Place a Mark token on a character you don't control. Ongoing: Familiars you control get +2 ATK and +1 AC against characters with Mark tokens on them. | ||
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Possible Items / Equipment Known: Healer’s Vestments; Lantern of Revealing; Amulet of Health; Ring of Animal Communion | Possible Skills Known: Speak/Communicate, Listen, Search, Diplomacy/Reason, One With Nature, Animal Handling, Blacksmithing, Survival Skills | Possible Spellcraft Known: Temporal Gate, Absorb Photons, Protection Runes, Aura of Vitality, Banish Curses, Conjured Spellshield, Defense of the Land, Mass Healing, Tide of Fangs and Claws, Tranquil Summons, True Healing | |
Current leader and matriarch of the Wrathi Tribe, Valda is feared for her combat prowess in the same way she is loved and revered by her people. As the matriarch of the tribe, she is responsible to care for and protect her people, which she does fiercely. She has long sought to enter an era of peace, where her people can exist without conflict on their ancestral northern lands, but has found constant conflict and turmoil instead. The ongoing era of conflict has shaped her into a grizzled warrior and daunting foe for those who threaten her tribe. With the aid of Teras, the two lead the tribe and its warriors into conflicts when necessary (though Teras initiates conflict for sport individually). Though she is an impressive warrior, Valda is also an intelligent and capable leader who prefers to not waste lives and resources wherever possible. Together, they have sworn to invoke the wrath of Krul-Wrathi and avenge their people to protect their ancestral lands from would-be usurpers. | |||
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| Card Rules Text: Action: Characters you control get +2 ATK until end of turn. Characters you control must attack this turn or be dealt 1 unavoidable damage at the end of your turn. Ongoing: Whenever a character you control deals attack damage to a Hero, place a +1 ATK and +1 AC token on them after damage is dealt. | ||
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Possible Items / Equipment Known: Nexxusite Scythe, Barbed Leathers; Guardian Plate; Absorbing Shield; Amulet of Health; Bastard Sword; Phantasmal Nexxusite Plate; Power Bracers; War Scepter | Possible Skills Known: Speak/Communicate, Listen, Search, Diplomacy/Reason, Intimidate/Threaten, Brute Force, Combat Expertise, Fan of Daggers, Improvised Weapon, Precision Strike, Sweeping Strike, Whirlwind Strike, Armor Proficiency, Animal Handling, Blacksmithing, Weapon Proficiency, Survival Skills | Possible Spellcraft Known: Temporal Gate, Aura of Pain, Annihilate, Aura of Strength, Essence Gathering, Guidance, Heroic Push, Heroic Shockwave, Overwhelming Force, Scornful Strike | |
Vault Security Elite Warriors equipped with specialized power-armor and equipment, these Squirks are stationed throughout all of Havokk and employed by most agencies to protect valuables, safes, and financial institutions across Havokk. Squirk engineers specially designed these “dreadnought” armor suits to withstand most forms of damage and magical energy so that the security personnel using the armor can more effectively protect their assignment. | |||
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| Card Rules Text: Ongoing: Vault Security gets +1 AC for each Gold token you control, to a max of +5. Ongoing: At the beginning of your turn, if you control 10 or more Gold tokens, heal 2 damage from this character. | ||
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Possible Items / Equipment Known: Pushing Stones; Lantern of Revealing; Absorbing Shield; Amulet of Health; Bastard Sword; Full Plate; Tower Shield | Possible Skills Known: Speak/Communicate, Listen, Search, Armor Proficiency, Survival Skills | Possible Spellcraft Known: Hardening Skin, Aura of Vitality | |
Barbarians and fierce defenders of the northern expanses of Havokk. These warriors have been trained generationally to be the strongest, brutal, and most feared warriors on land. They defend their ancestral homelands from usurpers and the Chancellors of the Void, and have collectively sworn vengeance on the forces of darkness for what they done to Havokk and its people. | |||
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| Card Rules Text: [Legion]: A deck may contain any number of this card.
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Possible Items / Equipment Known: Barbed Leathers; Amulet of Health; Bastard Sword; Tower Shield; War Scepter | Possible Skills Known: Speak/Communicate, Listen, Search, Intimidate/Threaten, Brute Force, Combat Expertise, Improvised Weapon, Shield Bash, Armor Proficiency, Weapon Proficiency | Possible Spellcraft Known: (None) | |

Using the Cards
Included in this section are the rules and descriptions associated with card-related elements and using the game cards themselves. Characters, Events, Items, Skills, Spellcraft are covered in more detail, and the rules corresponding to them.
Expanding your Realm
Included in this section are the resources related to non-card game elements, such as the Player leveling system, Alignments & Factions, Movement, and other related items.
Lore Master Rules
Included in this section are the resources available to Lore Masters, expectations for their rule, and recommendations on running Campaign Format adventures.