
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:
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:

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.

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).
Rhogar Oathbreaker, the Fallen

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.

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.

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


Attack
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


Damage


HP (Health Points)


Vigor (Health / Speed)
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:
Examples of using Vigor to determine effectiveness:
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)
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:
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)
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:
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
Examples of making Fate checks:

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).

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.

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.

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:

Chosen Familiar cards you own gain the following abilities mentioned below (when in play and not in play):
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 defeated (when its HP reaches 0), follow the same procedure as when a Hero character is defeated.
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
Campaign Difficulty Level - Legendary
Legend: EXP Values 4-7
Campaign Difficulty Level - Champion
Campaign Difficulty Level - Epic
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.
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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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).
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. |
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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:
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

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