Characters and Companions

The backbone of all Heroes of Havokk adventures, characters are the most important aspect of the game and gameplay experience. Character cards come in two forms: Hero and Ally. Hero characters are whom players select to play through the game (any format), and Ally characters are the other characters who assist and interact with the game’s Heroes. There are specific attributes that only apply to character cards, and this separates them from other card and game elements specifically:

  • All characters are associated with at least one Alignment, but not all characters have associated factions or organizations they belong to.
  • All characters have a defined species (Mortal, Sharkmen, Nelven, Squirk, etc.) and subtype printed on their card or included in their description (Rogue, Warrior, Barbarian, Monster, Familiar, etc.).
  • Regardless of the game format, all characters and character card types interact similarly. For example, all characters can attack other characters, just as all characters can block attacks. All characters must be in play to affect other characters, and all players must have at least 1 HP remaining to be in play.

 

Please see the expanding sections below for more information:

The most important card type and card in your deck build: Hero character. The Hero is that which all your Heroes of Havokk game experience is based around. Each Hero character is unique, and there may only be a single Hero character card included in your entire deck build. The deck you build is based around this Hero character and should be tailored to their strengths wherever possible. Playing Heroes of Havokk is playing from the perspective of your chosen Hero, and with that comes the choice to play them as they are described/interpreted or play them as your unique take on the character.

 

What is it that makes a Hero character different than other characters? This could be the way the character interacts with Havokk as a whole, or their level of implied power and significance. Card-wise and ruling-wise, Hero characters have a visually unique card template, and their “Hero Character” card subtype is shown in their information. Regardless of the Hero you decide to play through the game as, you may experience entirely different outcomes with each playthrough. Playing as the same Hero repeatedly, different results are based on how you choose to control the character and the cards you include in your deck.

 

It is recommended that first-timers follow the advised story and lore associated with each character; ultimately, these are merely recommendations and intended to be a “quick start” reference for any of the game’s Heroes. In the descriptions of each Hero character, there is a list of “possible” Items, Skills, and Spellcraft for each character that are provided to create a more lore-specific version of the character. These are not rules or restrictions related to the cards these Heroes can play (always follow the card and game rulings on which cards can be played or included in your deck), but instead are intended to act as a “Starter Deck” for each of the game’s Hero characters.

Throughout the game, cards will instruct the player to perform several different types of actions, effects, and abilities. For Campaign Format games and defining “Who/what” is acting: all actions, effects, or abilities that would otherwise be performed by a “Player” are performed by your Hero instead; Examples of this per the Campaign Format:
 

  • A Player has selected Rhogar as their Hero. They are performing an Action, playing the Spellcraft card “Soul Shatter.” This card instructs you to choose an opponent and discard all the cards from their hand that share an alignment with their Hero. When describing this event to the Player Party and for game effect purposes, Rhogar is casting this dark spell on another Hero.
     
  • A Player has selected Teras as their Hero. One of Teras’ opponents has a character that Teras wants to remove from play. First, Teras’s owner plays the “Precision Strike” on the opponent’s character. When describing this event to the Player Party and for game effect purposes, Teras is performing this Skill.
     
  • A Player has selected Grigor as their Hero. Grigor plays the Spellcraft card “Blizzard” and deals 1 damage to each character Grigor’s owner doesn’t control. Grigor has the [Toxic 3] ability, which means that when he deals damage, he places 3 Toxic tokens on characters he deals damage to. This means that Grigor’s use of Blizzard also applies 3 Toxic tokens to each character dealt damage by Blizzard, since Grigor is performing the Spell.
    • Why do it this way? The idea with powerful abilities and effects is that they are centered on the Hero. Grigor's love of poison and dedication to desecration carry over into his specific energy when casting Spells. Even in the physical sense, using a card such as "Fan of Knives" ability would apply the Toxic damage from Grigor's ability. This is based on the logic that he would have pre-poisoned these blades or could have enhanced them when in use.
    • Cards that apply additional effects and abilities are intended and designed to create a variety of variable conditions to change the overall capability of your Heroes. This was part of the fun! Explore what works best for you.

The following sections provide a brief character history for each Hero character, game stat information, and recommended deck lists to play the character thematically per the Heroes of Havokk lore. The Lore Master and Players are encouraged to customize each Hero character deck to suit their needs and preferred play style. Within each character’s description are two example deck lists, and a list of “possible” Items, Skills, and Spellcraft known. These are recommendations for how to play the character as designed, but you are encouraged to build your Hero’s deck however you prefer (still following the deckbuilding guidelines and restrictions).

Heroes of Chaos & Disorder

Those who follow the path of chaos and the chaotic energies blaze their path on Havokk - they live on the edge, or would only know their path and refuse to follow others. Chaos permeates the universe, creating and driving the changes that occur so that life and existence can always find a way to propagate rather than become stale, boring, and repetitive. There are also the Ytaxians - beings comprised of chaos energy from their creator, Ytaxia. These beings are viewed as hostile invaders on Havokk, though their energy and their essence are known to create or destroy, leaving these creatures mysterious and feared by outsiders. With Chaotic characters, whether following their own path or their master's call, chaotic characters are wild and difficult to defeat because of their unpredictable nature.

 

Captain Shank, Dread Pirate

Chimeraxion, Herald of Ytaxia

Ivellios, Rebel of Order

Mialee, the Jade Shadow

Heroes of Darkness & the Void

The followers of the Void are dark, decrepit, vile, and ready to harm their master's call, or for pleasure. Not all Dark characters are followers of Aribus and Zhakul, but many end up in his service in exchange for the promises of power and glory that they offer. Characters who devote themselves to the Void are eternal enemies of creation, swearing to end the living world so that all is encompassed by the Void (their master's domain). Those who align themselves with Darkness in general are to be feared, as these characters are often a risk to others (and sometimes themselves).

 

Grigor, Vile Dispatcher

Rhogar Oathbreaker, the Fallen

Xanathia, Bane of the Living

Zhakul, Avatar of Pain

 

Heroes of Light & Hope

Though the followers of Light are often viewed as being good, kind, generous, or benevolent in general. The forces of Light are also accompanied by Lylath and her champion Archons, striving to enforce Lylath's grand design of purging anything and everything that would stray from the light. However, not all that would seek to do good do so by force. Characters that find themselves on the path of radiance are often those who seek to protect the innocent, heal others from injury, or generally do well for others, without being asked and without expectation of reward. These characters and forces of Havokk are often considered Heroes to most common mortals. Lylath has her agenda, however, that may threaten Havokk just as much as her opposition.

 

Avisary, Guardian Templar

Danika, Lylath's Chosen Archon

Olivia, of the Guiding Light

Xavier Rift, Living Legend

Heroes of Neutrality & Order

Amongst the various mortals and beings of Havokk, some wander their path of surrounding events, or feel that these events do not apply to them. Some are so removed from their kind and social circles that the influences of external factors do not phase them. Whatever the path, purpose, or destiny, those who remain neutral or who commit themselves to a personal sense of order in a world of ancient beings, dragons, and monsters are no less important than those who dedicate themselves to Light, Darkness, or Chaos respectively.

 

Axel, Who Defies Chaos

Maya Windriver, Shaman of Havokk

Sam, Ingenious Financier

Teras, Blade of the Wrathi Tribe

All characters have the following statistical values that are used throughout the game:

Attack

  • A character’s attack value is determined by their character’s printed Attack value plus any modifiers from items, abilities, skills, or other sources being applied. Attack is compared against the defending character’s AC, and if the Attack value meets or exceeds the AC value, then Attack Damage is dealt to the defending character’s HP.
     
  • As a Lore Master, the Attack stat of a character is typically only used outside of combat scenarios when used in instances of breaking objects, smashing through barricades, destroying cursed totems, etc.

    • To determine how difficult it is to break, consider that a high attack value means the character is adept at hitting their target, or that their overwhelming power is so intense that their attack cannot be avoided. The actual damage dealt to a character or object is a separate stat.

AC

  • AC, or “Armor Class,” is a character’s total defensive value. AC is determined by their character’s printed AC value plus any modifiers. When being attacked, the character’s AC is compared against the attacking character’s Attack value. If your character’s AC exceeds the Attack value, the attack is successfully blocked, and no attack damage is dealt to your character from the attack.
    • Whether the character being attacked succeeds in their block or fails (meaning the attacking character's Attack value exceeds your character's AC and deals attack damage), the character being attacked always attempts to block

Damage

  • Damage a character's value for how much attack damage they deal with an attack. Whether it be with a weapon, a magical weapon, a ranged weapon, etc., their “Attack damage" is equal to their damage value.
     
  • A Character's Damage value is also used to determine how much damage is inflicted on objects and items in role-playing scenarios. This is explained in more detail in the Items and Equipment section.

HP (Health Points)

  • HP represents the character’s available health, or their life force, measured in "Health Points" (HP). When a player's character reaches 0 HPthey are defeated.
     
  •  In Campaign format, as characters are increasingly injured, this can affect their overall performance through the application of various status effects, illnesses, or ailments.

Vigor (Health / Speed)

  • Vigor is a Campaign format-specific character stat that represents the Hero character's overall Healthiness and Physical capabilities, both strength-related and their speed or agility.
  • A character's base Vigor equals eight (8) + any Vigor modifiers. Used when determining how effectively a character completes a physical task or resists certain status effects. When determining turn order, or the order that effects occur in, Vigor is used as a speed value, and the turn order starts with the highest Vigor value to the lowest in sequential order.

 

Comparing Vigor Values 

The purpose of comparing Vigor values is to determine whether a Skill or Event card, ability, or effect is successfully applied or not, and how successful the effect is based on the difference between the two values.

 

Examples of using Vigor to determine turn order:

  • There are four (4) players, and a total of six (6) characters to determine the Turn Order for. The Lore Master has three (3) of the characters in their party, and the players remaining make up the other three (3) characters. The Lore Master’s Vigor values are 14, 12, and 11. The player’s party Vigor values consist of 15, 11, and 13.
  • In sequential order or the "True Order" method, the turn order would be: 15, 14, 13, 12, 11, 11.
  • When resolving ties, use a Fate check to resolve the tie or another means of determining the order.
     

Examples of using Vigor to determine effectiveness:

  • Teras uses Whirlwind Strike, a Skill card with a secondary effect to inflict Stun on the character that was dealt damage from the skill. Teras’ Vigor value is 13, and the opposing character’s Vigor value is 23.
  • Teras deals his attack damage from the card's effect. Because the opposing character’s Vigor value is much higher than Teras’ Vigor value, the secondary effect to inflict the Stun condition is ignored.

 

The table below demonstrates the expected outcomes of Spirit and Vigor checks made, based on the variance between your checks and the opponents:

Opponent Misses the Vigor Value by...

Opponent Exceeds the Vigor Value by...

10 or more

1-9

1-9

10 or more

Dramatically fails the check.

If the card, effect, or ability has any secondary effects, they automatically succeed.

Your opponent failing their check increases the possibility of secondary effects being applied. Increase the values required by secondary effects check value by +1 on the Opponent's character.

 

Example: If an opponent needs to achieve a Vigor check of 6 to avoid catching on fire from your Fireball card, failing their Spirit check with a difference of 1-9 increases their requirement to 7.

When the opponent exceeds your Spirit check value, it decreases the possibility of secondary effects being applied. Decrease the values required by the secondary effects check value by 1 on the Opponent's character.

 

Example: If an opponent needs to achieve a Vigor check of 6 to avoid catching on fire from your Fireball card, exceeding your Spirit check value with a difference of 1-9 reduces their requirement to 5.

Success without any chance of failure. Secondary effects are automatically resisted and are not applied to the opposing character. 

Spirit (Energy / Resist)

  • Spirit is a Campaign format-specific character stat that represents the Hero character's magical ability power, Spellcraft proficiency, and their ability to resist magical effects.
  • A character's base Spirit value equals eight (8) + any Spirit modifiers. When determining how effective a Spell or Spellcraft effect is, you compare the Spirit value of the character performing the Spell or effect against the Spirit value of the target.

 

Comparing Spirit Values 

The purpose of comparing Spirit values is to determine whether a Spellcraft card, ability, or effect is successfully applied or not, and how successful the effect is based on the difference between the two values.

 

Examples of using Spirit to determine effectiveness:

  • Mialee plays a Spellcraft card, “Fireball.” Fireball is a Spell card with a secondary effect to inflict Burn damage.
  • Mialee’s base Spirit is 8. She is a level 25 character. The Level modifier is +5. She does have an ability that gives her a +1 boost to Spirit checks when playing Spells. She does not have any specific Character Modifiers.
  • The total Spirit check value is 14 (8 + 5 + 1 = 14). When playing the Fireball spell against an opposing character, their Spirit value is 12.
  • Mialee exceeds the opposing character’s Spirit value by 2, which means her Spell’s secondary effect has a chance to inflict Burn damage, and because her total Spirit value exceeds the opposing character's, there is an increased chance of applying the Burn status effect and damage.

Opponent Misses the Spirit Value by...

Opponent Exceeds the Spirit Value by...

10 or more

1-9

1-9

10 or more

Dramatically fails the check.

If the card, effect, or ability has any secondary effects, they automatically succeed.

Your opponent failing their check increases the possibility of secondary effects being applied. Increase the values required by secondary effects check value by +1 on the Opponent's character.

 

Example: If an opponent needs to achieve a Vigor check of 6 to avoid catching on fire from your Fireball card, failing their Spirit check with a difference of 1-9 increases their requirement to 7.

When the opponent exceeds your Spirit check value, it decreases the possibility of secondary effects being applied. Decrease the values required by the secondary effects check value by 1 on the Opponent's character.

 

Example: If an opponent needs to achieve a Vigor check of 6 to avoid catching on fire from your Fireball card, exceeding your Spirit check value with a difference of 1-9 reduces their requirement to 5.

Success without any chance of failure. Secondary effects are automatically resisted and are not applied to the opposing character. 

Empathy (Personality / Social)

  • Empathy is a Campaign format-specific character stat representing the Hero character's social skills and personality traits. The higher the score, the more sociable or influential the character is when interacting with other characters and NPCs. Empathy is also used to measure influence and the ability to manipulate and control others, either through influence/intimidation or magical/supernatural effects.
  • A character's base Empathy value equals eight (8) + any Empathy modifiers.

 

Comparing Empathy Values

The purpose of comparing Empathy values is to determine whether an interaction between two characters is successfully delivered the way the actioner intended, or whether an ability or effect is successfully applied, and how successful that effect is based on the difference between the two values. The table below demonstrates how to determine how effective a card, ability, or effect is when used this way:
 

Examples of using Empathy to determine effectiveness: 

  • Zhakul wants to intimidate one of his minions into doing his bidding. He is a level 20 character and gets +2 to Hostile Empathy checks. Zhakul’s Empathy check is 8+4+2 = 14 total. The Minion character has a total empathy of 8. Zhakul can successfully intimidate the minions, and they will do his bidding, likely in fear.
     
  • Olivia sees an injured animal companion belonging to a local farmer and wants to use some of her healing abilities on the animal to improve its health. The farmer is unsure who Olivia is, and because his animal was injured by traveling ruffians, he is hesitant to let her assist. Olivia’s total Empathy is 18, and the farmer’s empathy is 25. Though Olivia fails the check, after conversing with the farmer, she can still attempt to persuade him to trust her. She provides evidence that she was not with the others who attacked the farm, and she can successfully heal the animal.

Opponent Misses the Empathy Value by...

Opponent Exceeds the Empathy Value by...

10 or more

1-9

1-9

10 or more

Interacting with you has been rewarding, relationships have been formed, and allies have been made. Secondary effects from your action are automatically applied to the opposing character.

Well-received intentions, a potential new acquaintance is formed. Succeeding the check increases your secondary effect Empathy checks by +1 related to the action being performed.

A definite misunderstanding occurs. There is likely going to be a verbal or physical dispute initiated.  The opposing character gets +1 to any secondary effect Empathy checks they perform related to the action.

The action comes across offensively, or the opposite of how it was intended to be perceived. Your Secondary effects automatically fail.

Fate

  • Fate checks are a special check that is designed to represent a random, or otherwise variable effect (such as being lucky) that is sometimes used for abilities and effects. Characters don’t have a specific Fate stat, per se, but a Fate modifier or bonus can be applied if a card, ability, or effect directs the player to do so. Fate checks are also used to resolve ties, or "random" modifiers applied to other game elements.
  • To perform a Fate check, first, determine the number of cards used for the check (e.g., Fate would use 1 card, Fate 2 uses 2 cards, Fate 3 uses 3 cards). A Fate check consists of revealing the top “X” cards of your deck, and from there has a secondary effect based on the cards revealed this way.
    • Determining the total Fate check value is resolved by taking the greater value between the Fate check and your character's printed (or base damage value with no modifiers applied if no card is available) damage value.
    • Unless specified otherwise (such as Fate 2, Fate 3, etc.), you only reveal one (1) card from the top of your deck per Fate check.

 

Examples of making Fate checks:

  • A character’s damage value is three (3). They are instructed by an effect to check Fate 3. The effect is to add the Fate value to the character’s damage value for a single attack. The player reveals the top three cards of their deck, revealing cards with EXP values of 1, 2, and 4. Per this effect, they would choose four (4) because it was the greatest value amongst the revealed cards and the character’s damage value.
     
  • Your opponent is playing a card that reduces your character’s AC by the lesser of Fate value and their Weapon’s EXP value. The weapon has an EXP value of seven (7). Your opponent reveals the top card of their deck, and the EXP value of the revealed card is 8. Your character gets -7 AC until the end of the turn, since it is the lesser of the two values.

Ally characters are all other characters that are not Hero characters. Ally character types and subtypes range from all manner of types, but their classification as a card type is always “Ally Character.” Ally Characters are treated as NPCs in the Campaign Format game environment, in the sense that Players are unable to play through the entire game as these characters. Specific to this format, however, Ally Characters may perform limited actions outside of their normal Arena or Quest Format rulings.

 

The following are general guidelines for any Ally Characters:

A deck cannot be built around an Ally character (unless for a specific scenario or Lore Master planned event).

 

(See examples of NPC-led encounters)

Cards that affect Ally characters specifically do not affect Hero characters (unless the Ally character has been designated as a Hero for the game round by the Lore Master).

  • Example: “Deal 3 damage to an opponent’s Hero character” would not affect an Ally character in an Arena or Quest format game. In Campaign format, if that specific Ally has been designated as a Hero character for the game round, they would be considered a valid target for the effect.

Epic Ally Characters are unique, following the same rules for "Epic" cards from the Arena format rules. Only one instance of their unique character card is allowed in play at a time, per player.

 

For example, if you have “Athinea, Gleam of Battle” and “Athinea, Vengeful Archon” in play, these are treated as two unique characters for card effects and abilities.

  • In Campaign format, the Lore Master and Player Party may decide that only one copy of the character is allowed in play at a time for story-related purposes.

Arena and Quest format Ally characters are not considered to be playing cards or using Skills, unless stated otherwise through a specific card or ability.

  • While playing in Campaign Format, Ally characters may play some cards, and perform some actions. If this is the case, the Player controlling the Ally character must state this before playing the Card, or using the Skill, effect, or ability.
  • When this situation occurs, treat the process the same as you would for a Hero or player performing that same process. 
  • The Action counts towards the allotted actions available to the Player controlling the Ally character.

Use the Ally character card as a reference whenever possible.

Any specific modifiers, changes, or minimum/maximum values for each stat are determined by the Lore Master and verified by the player controlling the Ally (to make sure all their modifiers and effects are considered).

  • For the complete descriptions and campaign-format-specific rules of each printed Ally card, please see the Character Card Descriptions page.

Characters often find themselves in need of various services, such as mounts for travel, or companions for safety or carrying goods, guides, and other useful services. Characters also often find themselves with Familiars and other animal companions, offering both companionship and effectiveness.

Familiars

Animals and wildlife in Havokk may be found accompanying characters as loyal pets, or more specifically, a “Familiar.” The difference between a pet and a Familiar is whether the companion has a magical, spiritual, or deep emotional bond with the character it accompanies, or it has been specifically trained as a Familiar by learning skills to assist their character companions.

Most Familiars are no different than their wildlife counterparts in physical regards, meaning that a cat who is someone’s pet wouldn't differ much from a cat who is someone’s familiar in most scenarios. Connections to Havokk and magical energies facilitate a connection between the character and animal, but are not required. For an animal to become a true Familiar to a character and not just a pet or servant, the animal must choose to be with and respect the character, just as the character must respect the Familiar. Familiars are either acquired when the animal is born or summoned, and some can be purchased or caught and then trained. Regardless of how the Familiars are acquired, it is true to their partner. 

Familiars have the “Familiar” subtype in their card description. A character may assign one Familiar card as their Chosen Familiar for story and gameplay purposes. This allows the player to apply special abilities specifically to this card and their Chosen Familiar.

 

There is no maximum number of Familiars a player may control, but they are only allowed to have one Chosen Familiar at a time. All of a player’s other familiars are treated as Ally characters they control and follow all rules and effects associated with Ally character cards that the player controls.

 

For a character to qualify as a Chosen Familiar, they must meet the following criteria:

  • The Chosen Familiar must be a non-hero character card.
     
  • The Chosen Familiar must have “Familiar” as one of its card subtypes.
     
  • The Exp value of the Familiar card is less than or equal to X, where X is half of your Hero’s player level rounded down (This means that you must be at least Player level 18 for your Chosen Familiar to have an EXP value of 9).

Chosen Familiar cards you own gain the following abilities mentioned below (when in play and not in play):

  • Ongoing: this character gets +X to all stats and checks where X is based on the Campaign difficulty level (Champion=1, Legendary=2, Epic=3).
  • The Chosen Familiar gains the [Destiny] ability (This card cannot be banished by your opponents).
  • The Chosen Familiar's level is automatically matched to their card owner’s Player level if they are not already at the same level.
  • If your Chosen Familiar is expected to perform a Skill or make a check of any kind, you may use half of your Hero’s base value for that same type of check, rounded down.
    • (E.g., the Chosen Familiar is expected to make a Spirit check. Their Hero has a base value of 20, and the familiar has a total of 8. They may use half of their hero’s value of 10 as their own for a higher total check value.
       

Campaign Format Only: At the beginning of each game round, you may substitute a card from your opening hand before drawing cards to place this card into your hand from your deck (you only draw 6 other cards for your opening hand).”

  • When a Chosen Familiar is selected, it is recommended that you set this card aside with your Hero character so that it is readily available at the beginning of each game round. This is not required, but as a general best practice, this will keep the Chosen Familiar card readily available.
    • Exception: When playing in an official competitive environment or tournament, do not pre-search or set aside any cards from your Hero deck. The ability stated above to replace a card from your opening hand must be performed in front of your opponent after an officiant of the event has verified your deck.
      ​​​​​​​

When a Chosen Familiar is defeated (when its HP reaches 0), follow the same procedure as when a Hero character is defeated.

  • Chosen Familiars specifically receive a bonus to their Fate check performed to determine if they recover from being defeated, the bonus is +X, where X is based on the Campaign difficulty level (Champion=1, Legendary=2, Epic=3).
  • If the Chosen Familiar is defeated, their owner is unable to assign a new Chosen Familiar until at least the beginning of the next game round.

For story purposes, the Lore Master treats the defeat of a Chosen Familiar like that of a Hero character, meaning that the loss of this being would have an emotional effect on the owner of the Chosen Familiar and those bonded to it. This leads to a deeper and more immersive experience. For example, when defeated, the Lore Master could make the player roll a d6 or perform a Fate check, and the result is several days, weeks, or months the player finds themselves in a grieving period. Mental ailments could even be applied to the character if their connection to the Chosen Familiar was strong enough.

Hirelings

Playing as a group or as a solo Campaign format adventure, players will find themselves in various circumstances where a hired character is available to them. In these situations, these characters are controlled by the Lore Master in social situations, and their actions performed while in service of the player party during other gameplay events are decided by them unless otherwise stated. The availability and types of Hirelings vary by region or affiliation. As the Player Party progresses their Renown statuses, new options and quality of Hirelings should be made available to the Player Party to reward them for their service and trust.

 

The be considered a Hireling, a character card must be selected, or an object representing a character card must be used for the Hireling. The Hireling must have an alignment and at least one subtype (Avatar, Warrior, Knight, etc.). All Hirelings are characters and are required to have all character stats (Attack, AC, Damage, HP, Spirit, Vigor, Empathy). The Lore Master always determines the specific characters and options available to players per region or situation. The example below provides the recommended structure for making Hirelings available to players. A recommended Hireling EXP value and range is based on Campaign difficulty and Renown Status.

Campaign Difficulty Level - Base/No Difficulty

  • Renown Status:
    • Citizen: EXP Values 1-2
    • Noble: EXP Values 1-3
    • Hero: EXP Values 1-4
    • Legend: EXP Values 3-5

Campaign Difficulty Level - Legendary

  • Renown Status:
    • Citizen: EXP Values 3-5
    • Noble: EXP Values 3-6
    • Hero: EXP Values 3-7
    • Legend: EXP Values 4-7

Campaign Difficulty Level - Champion

  • Renown Status:
    • Citizen: EXP Values 1-3
    • Noble: EXP Values 1-4
    • Hero: EXP Values 1-5
    • Legend: EXP Values 3-6

Campaign Difficulty Level - Epic

  • Renown Status:
    • Citizen: EXP Values 3-6
    • Noble: EXP Values 4-7
    • Hero: EXP Values 5-8
    • Legend: EXP Values 7-9

EXP Values shown above are recommended for character cards used as Hirelings. Example: A Player party has achieved Hero status in a region of Havokk. They are playing in an Epic difficulty Campaign adventure. The Player Party could potentially encounter Hireling characters with an EXP value range of 7-9 in optimal circumstances. 

The cost associated with acquiring a hireling is based upon their EXP value, Campaign difficulty, and then modifiers such as discounts from various Renown statuses or other abilities are applied. The Lore Master sets the final rate and range of services the Hireling provides, and if there is a specifically set price, or is not affected by other game elements. 

 

A playgroup may decide that certain Hirelings are only available to those who are affiliated with specific factions or alignments. These customizations can enrich and enhance your storytelling experience for all players.

  • Example: A Player Party is facing off against the villainous Rhogar Oathbreaker. If he entered a game round with several additional hirelings, local sellswords with dark hearts and intentions, this would create an additional challenge for the player party and enhance the intensity of the encounter.

 

When selecting what types of where the Hirelings are available, you can find suggestions in the description of each Important Location.

 

Example Hirelings Services and Average Gold Cost by Hireling Type are provided below. Ultimately, the final results and available Hireling characters are up to the Lore Master to decide upon.

Type

Average EXP Values

Cost & Duration

Description

Squire / Equipment Carrier

1-2

  • Average Cost: 25-50 Gold
    • Cost depending on quality and experience. Lore Master decides the cost.
    • Duration of Services: Weekly, Monthly, or uniquely defined.

A common citizen who works by carrying the goods of others. These characters are hardy and built for manual labor. Many are training themselves to become knights or earn a station with their clients.

Animal Training / Familiar Trainer & Breeder

2-5

  • Average Cost Per Animal / Familiar: 250–1000 Gold (depending on the Animal / Familiar)
    • Cost depending on quality and experience. Lore Master decides the cost.
    • Duration of services is usually uniquely defined.

Some Heroes want to have pets that they do not risk in battle, or that accompany them in their homes. Animal Trainers and Breeders are capable of housing a player's companions, some to train, and others to breed. The services will be defined by the NPC or Lore Master.

Bodyguard

4-9

  • Average Cost: 250-1000 Gold

    • Cost depending on quality and experience. Lore Master decides the cost.
    • Duration of Services: Weekly, Monthly, or uniquely defined.

A character whose task is to defend one or more individuals for Gold. These characters are often retired or active military personnel, but many retired Templars or those who couldn't pass the trials find that those skills work well on a freelance basis.

Blacksmith

3-9

  • Average Cost: Varies by project.
    • Example structure:
      • EXP Value 1-3 x 100 = Cost
      • EXP Value 4-6 x 250 = Cost
      • EXP Value 7-8 x 500 = Cost
      • EXP Value 9-10 x 1500 = Cost
    • Cost depending on quality and experience. Lore Master decides the cost.
    • Duration of Services Example:
      • EXP Value 1-6 x Weeks = Duration
      • EXP Value 7-8 x 10 Days = Duration
      • EXP Value 9-10 x 15 Days = Duration

The ancient art of blacksmithing is critical to the modern infrastructure of civilization. Those who can craft metal into wondrous objects are critical in developing the tools and objects necessary to defend (and sometimes destroy) against life's challenges.
 

Blacksmiths often create weapons, armor, and accessories for all types of Heroes and adventurers. Blacksmithing is also used to repair the same and other types of objects.

Messenger

1-3

  • Average Cost: Varies by distance and quantity.
    • Example: 15 Gold for one message, but 50 Gold to deliver it from Agnmemnon all the way to Valor Crest.
    • Duration is affected by distance travelled.
    • If the Lore Master/Player uses a magical service to deliver messages, the cost is uniquely defined by the agency's services.

An individual courier, hired to deliver a verbal or written message from one party to another. The speed at which they deliver the message and their success rate depend on the individual, but it's best not to shoot them at least.

Mercenary / Sellsword

5-9

  • Average Cost: 450-5000 Gold

    • Cost depending on quality and experience. Lore Master decides the cost.
    • Duration of Services: Per Encounter (Game round), or uniquely defined.

A hired blade, either to increase your party's offensive capabilities or to perform a specific combat-oriented task for your party. These characters are often found where Heroes tread, looking to assist them in their adventures for gold or other rewards.

Mounts

Mounts are either mechanical or biological, but they all offer a different array of movement capabilities and weight-carrying capacity as their main benefit. Some mounts are capable of combat, but generally, and applicable to most of the mounts listed below, they are for travel purposes only. In the descriptions provided, there is a minimum gold value shown for the cost of the specific mount type if it were readily available. It is recommended to adjust the cost based on social modifiers and availability, or even decrease the commonality of the mount type based on the specific section of your Havokk realm. When the mount description states the mount can attack, this means the mount itself can attack, and this is outlined in the mount descriptions provided below.

Biological Mounts

Biological Mounts are creatures, wildlife, animals, and any being with enough intelligence to be able to receive commands and that can be trained to be ridden. Depending on the size, weight, and shape of a character, this may make some mounts difficult to operate or train. The specifics of outlying situations, such as those that should be handled by the Lore Master, but generally, all characters can find the ability to ride one or more of the mounts mentioned below.

 

When a Biological mount reaches 0 HP, it is defeated as a character normally is. If you are playing in a Campaign difficulty level that allows for a check to be made when a character is defeated, you may apply those same defeated check logics to the Biological mount character, but otherwise, they are treated as any other character would be when they are defeated (including triggering any effects that occur when a character is defeated).

  • However, an exception to this rule is made regarding non-card characters: When a non-card character is defeated (an example being a Horse mount that is offered to a player and purchased in a Campaign format adventure; or when there is no card equivalent for this game object though it is treated as a character by type), it is not placed into a player’s discard pile and any abilities that trigger when a card does to a player’s discard pile are not triggered. Instead, the game object is banished (though the Lore Master may choose to leave it there for the story aspects of the adventure, just non-interactable with game effects).

 

Click an expanding section below to learn more about each Mount type:

Horse

A medium-sized animal common to all parts of Havokk. Domesticated in most regions, these powerful animals can carry heavy loads when burdened but are swift when unencumbered. Many choose to keep Horses as pets or race them for gold in place of using them as beasts of burden or for traveling purposes.

Mount and Type

Gold Cost

Mount Abilities

Mount Carrying Capacity

Horse (Biological)

15

Size: Medium

Movement: up to 10 Units per action.

Rider: Heroes and characters can attack / block from this mount.

Attack: Can attack and be given some attack actions.

Base stats (for all mount variations):

ATK: 10, AC: 8, DMG: 2, HP: 5

Can carry up to 2 medium-sized characters, or up to 3 small-sized characters, or up to a medium character’s weight capacity (when only carrying one medium character or 1 Small character).

Bull / Oxen / Beast of Burden

A medium-sized animal common to all parts of Havokk. Domesticated in most regions, these powerful animals can carry heavy loads when burdened. Bulls, Oxen, and other large beasts are typically not as swiftly capable of high speeds as smaller animals such as Horses, Elk, or Deer are, but the sheer physical strength of these beasts often makes up for their lack of speed.

Mount and Type

Gold Cost

Mount Abilities

Mount Carrying Capacity

Bull / Oxen / Beast of Burden (Biological)

15

Size: Medium or Large

Movement: up to 8 Units per action.

Rider: Heroes and characters can attack / block from this mount.

Attack: Can attack and be given some attack actions.

Base stats (for all mount variations):

ATK: 11, AC: 9, DMG: 2, HP: 8

Can carry up to 4 medium-sized characters, or up to 5 small-sized characters, or up to 3 medium-sized characters’ weight capacity (when only carrying one medium-sized character or 2 small-sized characters).

Giant Bird / Flying Creature

Various types of birds and large winged creatures, such as Bats, are efficient forms of transportation for one to two passengers (depending on the bird or winged creature). Birds are typically known for their lower weight capacity but higher flight speed and distance. Bats boast a higher weight capacity paired with a slower flight speed when carrying additional weight. Drakes and Winged Reptilians offer the highest weight capacity and the overall slowest flight speed compared to other flying creatures, but the tradeoff is having the highest attack capacity of most winged mounts. Some Giant insects can be used as mounts, but their unpredictability and scarcity often make them rare or uncommon mount options altogether.

Mount and Type

Gold Cost

Mount Abilities

Mount Carrying Capacity

Giant Bird / Flying Creature (Biological)

50

Size: Medium or Large

Movement: up to 8 – 12 Units per action (depending on the creature type)

Birds: (12), Bats: (10), Drakes/Winged Reptilians: (8), Winged Insects: (10)

Rider: Airborne Heroes and characters may only perform attacks or attack actions against other airborne characters. Any Hero or character may block or attempt to evade while riding this mount type.

Attack: Can attack and be given some attack actions.

Base stats per mount type:

Birds: ATK: 13, AC: 13, DMG: 2, HP: 11

Bats: ATK: 13, AC: 13, DMG: 2, HP: 11

Drakes/Winged Reptilians: ATK: 14, AC: 13, DMG: 2, HP: 12

Winged Insects: ATK: 12, AC: 14, DMG: 2, HP: 14

Birds: 2 medium riders or a maximum of 3 small riders (for most birds); or 1 medium rider or 1 small rider plus gear and cargo (for most birds).

 

Bats: 2 medium riders or a maximum of 3 small riders; or 1 medium rider or 2 small riders plus gear and cargo.

 

Drakes / Winged Reptilians: 3 medium riders, or up to 5 small riders, or 2 medium characters' worth of weight capacity and 1 medium rider or 2 small riders.

 

Winged Insects: 2 medium riders, or 3 small riders; or 1 medium rider or two small riders and one medium character’s worth of weight capacity.

Add your product description that will be useful for your customers. Add the exclusive properties of your product that will make customers want to buy it. Write your own text and style it in Store properties on Style tab.

Giant Creature (Bear, Fox, Mooklaloo, Moose, Wolf)
An enlarged or ancient version of a lifeform on Havokk. Often, a common animal that has been augmented through magic, or where Nexxusite exposure has changed their physical forms, these various creatures are more powerful than normal-sized creatures of the same type. They are at a minimum medium-sized, though often Large and in some rare cases colossal.

Mount and Type

Gold Cost

Mount Abilities

Mount Carrying Capacity

Giant Creature (Bear, Fox, Mooklaloo, Moose, Wolf) (Biological)

25

Size: Medium or Large

Movement: 8 – 12 Units per action (depending on the creature type): Bear: (8), Fox: (12), Mookaloo: (10), Moose: (10), Wolf: (12)

Rider: Heroes and characters can attack / block from this mount.

Attack: Can attack and be given some attack actions.

Base stats per mount type:

Bear: ATK: 13, AC: 11, DMG: 3, HP: 12

Fox: ATK: 11, AC: 9, DMG: 2, HP: 8

Mookaloo: ATK: 12, AC: 11, DMG: 3, HP: 12

Moose: ATK: 11, AC: 11, DMG: 2, HP: 10

Wolf: ATK: 12, AC: 10, DMG: 3, HP: 10

Bears, Mookaloo, and Moose mounts can carry up to 4 Medium-sized characters, or up to 5 Small-sized characters, or up to 3 Medium characters’ weight capacity (when only carrying one Medium character or 2 Small characters).

 

Fox and Wolf mounts are limited in carrying capacity (1 Medium or 2 small characters at most). 

Mechanical Mounts

Mechanical mounts and forms of transportation do not have “HP” in the sense of “Health Points,” but they still have an HP stat to represent their overall durability as an object. When a mechanical mount’s HP reaches 0, the device is inoperable. Any device that is moved to “inoperable” status must be repaired before it can be operated again, and this means fully repairing the object (restoring it to max HP).

 

When a Mechanical mount is moved to inoperable status (0 HP), it is defeated and placed into “Inoperable” status, but is not sent to any discard piles and does not trigger any abilities of cards going to discard piles. Any character adjacent to the Mechanical mount and that is also able to mount it may perform the ability mentioned below. “Action: Perform a Fate check. Restore X HP to this inoperable mount, where X is the Fate check result.” Inoperable Mechanical mounts remain in play with this ability, replacing all of their existing abilities until it has been restored to “operable” status (being restored to their maximum HP returns them to operable status).

 

Click an expanding section below to learn more about each type of Mount:

Nexxusite Skiff

Resembling a bi-wheeled mount such as a motorcycle or bicycle, the Nexxusite Skiff uses the power of these crystal formations to elevate itself from the ground and propel itself at high velocities. The Skiff has a limited carrying capacity with the Nexxusite not fully charged, and increased weight drains the overall capacity of these crystals rapidly. For this reason, Nexxusite Skiffs are often single-rider vehicles used solely for swift transport.

Mount and Type

Gold Cost

Mount Abilities

Mount Carrying Capacity

Nexxusite Skiff (Mechanical)

75

Size: Medium or Large

Movement: up to 12 Units per action.

Rider: Heroes and characters can attack / block from this mount.

Attack: Cannot attack or be given attack actions.

Base stats per mount type:

ATK: 0, AC: 13, DMG: 0, HP: 20

150 Kilograms (330.693 lbs.) / 2 medium characters’ worth of carrying capacity.

Steam-powered Cart / Vehicle

Generally consisting of four wheels, resembling a carriage, steam-powered carts or vehicles, mounts come in a wide variety of shapes, sizes, and capabilities. A standard example of these types of mounts is a carriage mounted with a steam-powered engine on either the rear or underside chassis of the vehicle. Steam-powered mounts are somewhat antiquated compared to Nexxusite-powered technology, except that steam-powered vehicles are more common and readily available throughout Havokk.

Mount and Type

Gold Cost

Mount Abilities

Mount Carrying Capacity

Steam-powered Cart / Vehicle (Mechanical)

150

Size: Medium or Large

Movement: up to 8 Units per action.

Rider: Heroes and characters can attack / block from this mount.

Attack: Cannot attack or be given attack actions.

Base stats per mount type:

ATK: 0, AC: 14, DMG: 0, HP: 30

340 kilograms (750 lbs.) / 4 medium characters’ worth of carrying capacity.

Nexxusite Airship

A large vehicle powered by Nexxusite, capable of extended flight and carrying a large weight capacity. These vehicles were engineered by the Squirks to more efficiently move products and cargo from location to location, since the airships not only offer the advantages of flight, but they can be outfitted to serve almost any purpose: air security, defense, or assault, or cargo and passenger transportation.

Mount and Type

Gold Cost

Mount Abilities

Mount Carrying Capacity

Nexxusite Airship (Mechanical)

250

Size: Medium or Large

Movement: up to 10 Units per action.

Rider: Heroes and characters can attack / block from this mount.

Attack: Modified Nexxusite Airships can attack and perform some attack actions.

Base stats per mount type:

Standard (No modifications): ATK: 0, AC: 16, DMG: 0, HP: 40

Security Enhanced: ATK: 12, AC: 14, DMG: 2, HP: 35

Warship: ATK: 14, AC: 12, DMG: 2, HP: 30

907 kilograms (2000 lbs.) / 1 Colossal character; or 2 Large characters; or 10 medium characters; or 15 small characters’ worth of carrying capacity.

Modified Nexxusite Airships can be modified to have increased carrying capacity, either in the way of having lighter/more efficient materials or by having additional Nexxusite power crystals retrofitted to provide extra thrust and flight capacity. The Lore Master may determine what kind of effects these changes have at their discretion.

 

Military Grade Nexxusite Airship

These heavily fortified Nexxusite Airships are built to transport important individuals and high-value cargo or currency. The Squirks created these armored transports to truly provide absolute security in the skies. The Squirks also specially crafted and built variations of these Nexxusite Airships used by the Coalition of Unified Havokk as transports for knights and Templars providing immediate support to hostile situations. Boasting a higher cost for this premium protection and service, your safety is all but guaranteed. They host multiple weapons and defensive measures combined with built in Ritual-based energy Shields.

Mount and Type

Gold Cost

Mount Abilities

Mount Carrying Capacity

Military Grade Nexxusite Airship (Mechanical)

500

Size: Large

Movement: up to 12 Units per action.

Rider: Heroes and characters can attack / block from this mount.

Attack: May attack and be given some attack actions.

Base stats per mount type:

Standard (No modifications): ATK: 16, AC: 20, DMG: 3, HP: 80, “Ongoing: Reduce the Spellcraft damage dealt to this Mount by 3.”

 

Coalition of Unified Havokk variation: ATK: 14, AC: 22, DMG: 3, HP: 100, “Ongoing: This mount gets +1 AC for each Spellcraft card or ability played during each turn. Reduce the Spellcraft damage dealt to this Mount by 3.”

1361 kilograms (3000+ lbs.) / 2 Colossal character; or 4 Large characters; or 20 medium characters; or 25 small characters’ worth of carrying capacity.

 

Modified Military Grade Nexxusite Airships can be modified to have increased carrying capacity, either in the way of having lighter/more efficient materials or by having additional Nexxusite power crystals retrofitted to provide extra thrust and flight capacity. The Lore Master may determine what kind of effects these changes have at their discretion. 

Common Boat / Ship

Typically, a fishing boat, or small personal vessel used for travelling and leisure, a boat is an aquatic vehicle and is specifically intended for aquatic travel. Ships can range from carrying several individuals at once, to large shipping vessels or pirate crafts. Regardless of its size, these aquatic vessels are always required to be in water to travel. Their size and construction can vary, in as many ways as can their purposes for use.

Mount and Type

Gold Cost

Mount Abilities

Mount Carrying Capacity

Common Boat / Ship (Mechanical)

100-500

Size: Small, Medium, Large, or Colossal

Movement: up to 8-12 Units per action (depending on the mount); Small or Medium Size (8), Large (10), Colossal (12)

Rider: Heroes and characters can attack / block from this mount.

Attack: Cannot attack or be given attack actions.

Base stats per mount variation:

Small Boats/Ships: ATK: 0, AC: 10, DMG: 0, HP: 20;

Medium Boats/Ships: ATK: 0, AC: 12, DMG: 0, HP: 25;

Large Boats/Ships: ATK: 0, AC: 16, DMG: 0, HP: 60;

Colossal Boats/Ships: ATK: 0, AC: 20, DMG: 0, HP: 100

Boats have varying weight capacity depending on their size and the materials they are constructed with. The Lore Master may use their discretion on how much weight capacity to apply to each size of boat/ship, but for reference, the sizes are averaged as:

Small (up to 3 x 2 x 2 Units)

Medium (up to 5 x 10 x 8 Units)

Large (up to 8 x 20 x 10)

Colossal (up to 12 x 30 x 18 Units)

Modified Boats and Ships can be modified to have increased carrying capacity, in the way of having lighter/more efficient materials. The Lore Master may determine what kind of effects these changes have at their discretion.

 

Military Grade Boat / Ship

Military grade boats and ships are equipped with weapons, armor plating, and a variety of defensive equipment to make them more durable and combat-capable than standard boats and ships. Military grade vessels are often shaped and built similarly to standard boats and ships, visually or otherwise. Pirates often try to capture and steal these vessels, but find that they are difficult to acquire. Because of the increased durability and offensive capabilities Military grade boats require, they are not available in as many sizes (only Medium, Large, or Colossal are available).

Mount and Type

Gold Cost

Mount Abilities

Mount Carrying Capacity

Military Grade Boat / Ship (Mechanical)

500 (M), 750 (L), 1000 (C)

Size: Medium, Large, or Colossal

Movement: up to 8-12 Units per action (depending on the mount); Medium Size (8), Large (10), Colossal (12)

Rider: Heroes and characters can attack / block from this mount.

Attack: May attack and be given some attack actions.

Base stats per mount variation:

Medium Boats/Ships: ATK: 12, AC: 14, DMG: 2, HP: 40;

Large Boats/Ships: ATK: 14, AC: 16, DMG: 3, HP: 80;

Colossal Boats/Ships: ATK: 16, AC: 20, DMG: 3, HP: 120

Boats have varying weight capacities depending on their size and the materials they are constructed with. The Lore Master may use their discretion on how much weight capacity to apply to each size of boat/ship, but for reference, the sizes are averaged as:

Medium (up to 5 x 10 x 8 Units)

Large (up to 8 x 20 x 10)

Colossal (up to 12 x 30 x 18 Units)

 

Modified Boats and Ships can be modified to have increased carrying capacity, in the way of having lighter/more efficient materials. The Lore Master may determine what kind of effects these changes have at their discretion.

One of the most dynamic and exciting parts of being a Lore Master is acting on behalf of and creating the non-player characters (NPCs). When creating these characters, there are various aspects, such as “how important is this character to the story?” or “what kinds of abilities and character stats should they have?” These characters play a large role in the overall story of the game and the Campaign experience. Game-wise, important aspects of including the NPC include:

  • If they are going to be involved in combat scenarios, the Lore Master needs a card representation or a Token to represent the NPC.
  • If the NPC is involved in non-combat scenarios, cards are optional (but recommended). If a card is not being used to represent an NPC, the Lore Master is required to provide the character’s stats upon request.
    • Cards are optional when socializing or engaging in commerce, such as buying or selling items (cards are still recommended whenever possible).
    • NPCs can only be represented by Hero character cards, Ally Character cards, and Epic Item cards (such as a sentient item).
    • If you do not have an exact card representation of the NPC to use in your Campaign format adventure, you can use another card or token, but the Lore Master is responsible for tracking the NPC's information and being able to provide accurate information to the player party when requested.
  • NPCs using their abilities follow the same timing rules and turn order established for the Campaign.
  • The Lore Master determines the Player level associated with NPC characters, as well as any specific non-card Skills or abilities, or belongings they may have.

 

Some Lore Masters may decide to include NPC characters in roles such as servants, wards, bodyguards, or hirelings, and allow these characters to offer services in exchange for gold or assistance with a task. This includes pets, familiars, animals, or mystical companions. Whenever a Campaign format NPC is introduced this way, the card or object representing this character cannot be moved or placed into a player’s deck, hand, banish zone(s), or discard pile through any game effect. Player characters may assume control of these characters during gameplay, depending on the circumstances, but otherwise, the Lore Master is still responsible for tracking these characters’ stats and abilities if they are not shown on the card or object representing them. 

 

Ally characters are based on official game cards and are story-relevant characters. These may serve as prebuilt characters for you to use or examples of what types of information are important to track when creating your own NPC characters. Characters can be as complex or basic as you choose!

Characters may be affected by status effects during gameplay, which temporarily modify their stats or affect them in other ways. Characters use Empathy, Spirit, and Vigor checks to resist status or secondary effects of cards and abilities. Unless stated otherwise, a character may be affected by multiple status effects simultaneously. Listed below is each type of status effect and its description of how it affects characters:

 

  • Stunned

    • Effect: A stunned character is incapacitated by a powerful blow or effect, and while stunned cannot attack, and takes a -2 AC penalty while blocking. If the character has any abilities that require an action to activate, they cannot use these abilities while stunned.
    • Duration: Once applied, the effect lasts until the beginning of the affected character’s next turn (unless stated otherwise – e.g., “Stunned for three (3) turns”). 
    • Check: Vigor 1. A successful check resists the status effect from being applied. Failed checks increase the effect duration by one (1) turn for each deficit of 5 or more on the failed check result.
       
  • Asleep/Unconscious
    • Effect: If a character is sleeping (naturally or otherwise) or is unconscious from an attack or effect, they are unable to perform actions or otherwise defensively protect themselves from attacks or effects. Until the character is awakened or revived, they cannot be controlled or otherwise make actions, nor can they attack. Sleeping characters are still considered "blocking" for game effects when being attacked; however, if the sleeping/unconscious character being attacked has any abilities triggered by them blocking specifically, do not activate them.
    • Duration: Sleep time can vary depending on the situation. Unconscious time can vary depending on the severity of what caused the effect. To randomize, use a Fate check, where the result is the number of turns the effect lasts. Otherwise, the duration will be explained in the card or ability text. 
    • Check: Vigor 1. Successful check resists the status effect from being applied or wakes up if already asleep/unconscious. You may perform one Vigor check at the beginning of your turn to determine if your character wakes up, using the same value used to inflict the status effect for attempting to wake up from it. Failed checks increase the effect duration by one (1) turn for each deficit of 5 or more on the failed check result.
       
  • Disoriented/Confused
    • Effect: If a character has been injured, dazed, disoriented, or otherwise had their perceptions affected, they receive a -2 penalty to their various skill checks, as well as a -2 penalty to their ATK and AC for the duration of the effect.  
    • Duration: Once applied, the effect lasts until the beginning of the affected character’s next turn (unless stated otherwise – e.g., “Disoriented/Confused for three (3) turns”). 
    • Check: Vigor 1. A successful check resists the status effect from being applied. Negative modifiers increase based on the severity of the disorientation/confusion, increasing by -1 to skill checks, ATK, and AC for each deficit of 5 or more on a failed check.
       
  • Burning
    • Effect: The character is actively on fire and taking continuous damage from the flames. The amount of damage and for how many turns is defined by the card or ability inflicting the status effect. Characters dealt [Burn] damage from cards or abilities and have Burn tokens on them are considered burning.
    • Duration: In between turns, remove a Burn token from any characters with Burn tokens on them. This status effect is considered in effect until there are no Burn tokens on the affected character. When defining the duration of the ability remaining on the character, it is equal to X, where X is the number of Burn tokens on them.
    • Check: Refer to the card or ability effect for clarification. If there is a check to resist the application of the burn effect, use that. Otherwise, Cards and abilities that apply burn damage and Burn tokens are still applied per the effect; there are no checks to resist Burning status when played this way. Because these abilities are through tokens applied to a character, there is no resistance check.
       
  • Poisoned
    • Effect: The character is actively poisoned and taking continuous damage from the poison in their system. The amount of damage is defined by the card or ability inflicting the status effect. Characters who are dealt [Toxic] damage from cards or abilities and have Toxic tokens on them are considered poisoned. 
    • Duration: In between turns, remove a Toxic token from any characters with Toxic tokens on them. This status effect is considered in effect until there are no Toxic tokens on the affected character. When defining the duration of the ability remaining on the character, it is equal to X, where X is the number of Toxic tokens on them.
    • Check: Refer to the card or ability effect for clarification. If there is a check to resist the application of the burn effect, use that. Otherwise, Cards and abilities that apply burn damage and Toxic tokens are still applied per the effect; there are no checks to resist Toxic status when played this way. Because these abilities are through tokens applied to a character, there is no resistance check.
       
  • ​​Controlled 
    • Effect: The affected character is controlled by a magic or supernatural force against their will. They are unable to perform actions, play cards, or use abilities unless directed to by the source controlling them for the duration of the effect. 
    • Duration: Ability description will define duration in turns or actions, or randomized by Fate check (or up to Lore Master discretion). 
    • Check: Spirit  1 or Empathy 1 (effect description will define). A successful check resists the status effect from being applied. At the beginning of the affected character’s turn, they may perform a Spirit or Empathy check (use the same check as you used when the status effect was applied) to break free of their opponent's control. When performing this check, a successful check resists the status effect, and the effect ends. If the affected character fails this check, the effect continues through the remainder of its duration.
       
  • Transformed/Mutated
    • Effect: - A change or mutation has adversely affected the character. These effects vary and are defined by the card or ability description. 
    • Duration: Ability description will define duration in turns, actions, or permanence. For a randomized value, perform a Fate check (or up to Lore Master discretion). 
    • Check: Vigor 1 or Spirit 1 (effect description will define). A successful check resists the status effect from being applied.
       
  • Frozen
    • Effect: The character has been frozen in place; they cannot attack, block, or perform actions while Frozen. They are still conscious in most cases; otherwise, they are stuck in their current position. Frozen characters are still considered "blocking" for game effects when being attacked; however, if the sleeping/unconscious character being attacked has any abilities triggered by them blocking specifically, do not activate them.
    • Duration: Ability description will define duration in turns or randomized by Fate check (or up to Lore Master discretion). 
    • Check: Vigor 1 or Spirit 1 (effect description will define). A successful check resists the status effect from being applied.​​​​​​​

Characters can acquire or be given various ailments and illnesses in their travels that affect their ability to perform or their overall health. The Lore Master decides what effect and for what duration these illnesses and diseases have on characters by defining the type of ailment and then applying the effects mentioned below, depending on the severity.

 

A Lore Master is not required to apply all effects per severity of illness, injury, or ailment, but may at their discretion. Use the values below as examples of what might affect the character based on each category.

Physical - Affects the character’s attacking, blocking, and ability to perform skills or actions. Usually is an injury from combat, environmental hazards, or a result of an action that was performed incorrectly.

  • Physical Illness and Ailments Severity - Effect or Affected Stats 
    • Light / Low 
      • -1 ATK, -1 AC, -1 Vigor checks. Effect duration typically 1-3 turns.
    • Medium / Mid
      • -2 ATK, -2 AC, -2 Vigor checks, -1 Empathy checks. Effect duration typically 4-6 turns.
    • Severe / High
      • -3 ATK, -3 AC, -3 to Vigor and Empathy checks. Effect duration typically 7-10 turns.

 

Mental - Affects the character personally, affecting how they interact with other characters and even themselves. Demoralizing a character can affect their performance, or altering their perception or ability to think clearly can affect their ability to use skills or abilities. In extreme cases, madness can cause characters to drastically change their perceptions or actions against themselves and others.

  • Mental Illness and Ailments Severity  - Effect or Affected Stats  
    • Light / Low
      • -1 ATK, -1 AC, -1 Spirit checks, -1 Empathy checks. Effect duration typically 1-3 turns.
    • Medium / Mid
      • -2 ATK, -2 AC, -2 Spirit Checks, -2 Empathy, -2 Skill checks. Effect duration typically 4-6 turns.
    • Severe / High
      • -3 ATK, -3 AC, -3 to Skill checks, -3 Spirit Checks, -3 Empathy checks. Effect duration typically 7-10 turns.

 

Infectious - These effects are often tied to poisons, gases, or hazardous materials. These effects usually apply negative modifiers to the character’s various stats to represent their body's inability to perform at full capacity because of fighting off infection.

  • Infectious Illness and Ailments Severity - Effect or Affected Stats 
    • Light / Low 
      • -1 ATK, -1 AC, -1 Vigor checks, -1 Skill checks. Effect duration typically 1-3 turns.
    • Medium / Mid 
      • -2 ATK, -2 AC, -2 Vigor Checks,-2 Skill checks. Effect duration typically 4-6 turns. Effect duration typically 4-6 turns.
    • Severe / High 
      • -3 ATK, -3 AC, -3 to Vigor checks, -3 to Skill checks. Effect duration typically 7-10 turns.

 

Magical - A magical illness or ailment can cause a variety of effects, but can also only be dispelled by another magical effect. These are usually specific, and their effect is explained in more detail with the origin of the effect. 

  • Infectious Illness and Ailments Severity - Effect or Affected Stats
    • Light / Low
      • Use the Card or effect description. Effect duration typically 1-3 turns.
    • Medium / Mid
      • Use the Card or effect description. Effect duration typically 4-6 turns. Effect duration typically 4-6 turns.
    • Severe / High
      • Use the Card or effect description. Effect duration typically 7-10 turns.

 
Situational - situational effects only apply to a character under specific circumstances, such as being in a targeted area, or being of a certain species, alignment, etc. These effects are always either defined by the Lore Master or a specific ability, card, or effect.

Characters may perform actions, such as activating abilities, speaking to one another, attacking one another, or interacting in a variety of ways. When determining if a character may interact with another character. First, consider if your play group has decided to use 3d environments, maps, and objects; then you must follow the guidelines mentioned in the Movement section of the Campaign format rules*. For all other scenarios, follow the logic associated with the type of card, effect, or ability you are playing.

 

*Ultimately, whether you simply play the cards as they are printed/errata’d vs whether you are using the Campaign format rules associated with line of sight, movement, and 3d objects is up to your playgroup. Heroes of Havokk is built to be played as a card game and only requires cards to play the game – the rules associated with these game elements were designed to create a more immersive experience for players (but are not required). It is recommended that for a first-time playthrough or a new Heroes of Havokk group, ignore these rules and play the cards as they are printed.

  • When not using 3d Environments, figures, or objects: If a card states it requires line of sight, or that the character affected must be within "X" meters, ignore these measurements. Any cards that are in play are considered visible for these purposes.
  • For more information on how movement, size, and line of sight work, please see Movement, Size, Line of Sight.

 

When players interact with each other, outside of the game, such as discussing strategy or engaging in game commentary, it is important to remember that the characters in the game have no context of what you, as a player, are aware of or that you would be able to see or have access to as a player observing the game. It can be difficult at times to separate what you know vs what this character knows, but for a more immersive and fair roleplaying experience, it is recommended that players do not use “real world” knowledge or intellect to resolve scenarios. If there is no other clear method or if you are unsure, consult the Lore Master to resolve the situation.

So long as a character has at least 1 HP, they are considered “alive” in the context that they are not defeated. However, “alive” is a relative term when referring to a creature such as a Zombie, since they are a resurrected corpse, which is not “alive” by most people’s standard. When determining the status of a character, they are considered “alive” or “not defeated” so long as they have at least 1 HP remaining. 

 

When a character has no or zero (0) HP remaining, they are defeated. There are some instances where this can be avoided by special abilities, such as on the Survival Skills card. When a player character is defeated, the Lore Master may determine if this is permanent or temporary. The standard rule for this situation is dependent on the Campaign format difficulty:
 

Campaign Difficulty Level - What to do when a Hero is defeated:
 

  • Base / No Additional Difficulty
    • What happens at 0 HP: The Hero is defeated, but remains at 0 HP. A check is made before any other game effects resolve: The Lore Master and the defeated Hero’s owner make a Fate check.
      • If the Lore Master wins the check, the Hero is defeated, and they are removed from the current game round. Following the game round, the Lore Master and party resolve the effects of the character’s defeat (whether that is they revive after the conflict or remain dead).
      • If the defeated Hero wins the check, they are not defeated and return to play with X HP instead, where X is a Vigor check result plus a Fate check result. No effects that trigger when a character is defeated are triggered this way.
         
  • Champion
    • What happens at 0 HP: The Hero is defeated, but remains at 0 HP. A check is made before any other game effects resolve: The Lore Master and the defeated Hero’s owner make a Fate check.
      • If the Lore Master wins the check, the Hero is defeated, and they are removed from the current game round. Following the game round, the Lore Master and party resolve the effects of the character’s defeat (whether that is they revive after the conflict or remain dead). 
      • If the defeated Hero wins the check, they are not defeated and return to play with X HP instead, where X is a Vigor check result plus a Fate check result. No effects that trigger when a character is defeated are triggered this way.
         
  • Legendary
    • What happens at 0 HP: The Hero is defeated, but remains at 0 HP. A check is made before any other game effects resolve: The Lore Master and the defeated Hero’s owner make a Fate check.
      • If the Lore Master wins the check, the Hero is defeated, and they are removed from the current game round. Following the game round, the Lore Master and party resolve the effects of the character’s defeat (whether that is they revive after the conflict or remain dead).
      • If the defeated Hero wins the check, they are not defeated and return to play with X HP instead, where X is a Vigor check result. No effects that trigger when a character is defeated are triggered this way.
         
  • Epic
    • What happens at 0 HP: The character is defeated. The Lore Master decides if there are any chances for the character to return to play or not.

 

When a player's Hero character has been confirmed as defeated, the Lore Master declares the player has been defeated, and any pending effects waiting for this confirmation are resolved. Any effects applied to other characters by the defeated Hero character end and are removed. Any cards that are controlled and owned by that defeated Hero character are removed from the game.

 

At the Lore Master’s discretion, they may choose to “save” or otherwise prevent the defeated Hero from experiencing a true death. In these scenarios, weigh the following options when determining how you want your play group to handle these events:

How far into the Campaign format adventure is this Player Party?

  • For example, if the player defeated was only a level 10 character and inexperienced with the game, it is reasonable to give this player a second chance. The Lore Master could handle this scenario by allowing the character to revive at the end of the current game round. This could be explained by a required recovery time before the Hero is able to adventure further.

How difficult or powerful is the foe that defeated the Hero?

  • It’s reasonable to assume that if a Hero is defeated by a lesser enemy, such as a Clever Shoat, the Hero could be revived after the game round. However, a powerful enemy known for its brutality, such as Vo Raxxus, would likely not leave a survivor.

When the final decision to leave the character defeated has been made, the Lore Master must then divide the experience and rewards that may have applied to the defeated character to the remaining players. Timing for this process still occurs when rewards are normally distributed to players at the end of each game round.

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.