Movement, Size & Line of Sight

Movement and placement of objects are determined through various game effects. Heroes of Havokk is designed to only require the game’s cards to play all formats, but for those who want to incorporate a physical map, terrain, 3d objects, character figures, etc., these items add value to the experience and we wanted to encourage players to still use these objects and rules if they like to expand on their adventures.

 

To clarify: the following rules are optional and will only apply to your Campaign Format games based on your Lore Master and Playgroup's discretion.

The only items required to play Heroes of Havokk are the game cards.

There are many different types of map structures used in tabletop gaming: square, hexagonal, open (measured by distance on an X:Y:Z scale), and Heroes of Havokk can be used with whatever your desired unit of measurement is. For example, if your maps use a square 1-inch grid, each 1-inch square would equal 1 “unit” in Heroes of Havokk terminology. The same is true for a hexagon grid, any other kind of map that utilizes a space-by-space design. For maps or game boards and tables where you measure distance, compare the units of measurement used in the other game to Havokk’s units.

 

An example of this would be using a measuring tape to determine how far a model could be moved as a game piece. If the game measures in “inches,” then this would compare similarly to the above, where 1 “inch” would be 1 “unit.”

  • A “unit” is defined as a single increment of measured space. For your game purposes, if this means that space is “5 feet” or “5 inches,” use the model that works best for you. As a general guideline for movement, first determine the scale of figures, models, or 3D objects you wish to use in your game, and from there, a scale that fits all these factors appropriately.

 

Moving a Character

  • The first step to moving a character is always to determine the character’s movement value. A character’s base movement value is 5 units. This value can be increased or decreased by various cards, effects, and abilities.
  • Moving a Hero character or Ally character requires an action, and the action is resolved after the character has used up its total available movement value or declares they are done moving.
  • Characters cannot occupy the same unit of space as another character unless a special ability allows them to do so. When moving adjacent to or through other characters, this is affected by whether you are friendly to a character or if an opponent controls the character. Friendly characters can move between and around each other, so long as an available unit of space is available to them. Opposing characters will stop your character in direct movement paths.

 

The following is an example of where your Hero can move to based on the above:

* Your Hero is unable to move to this space by moving directly to the bottom left of their current position because two characters are blocking this direction. However, they are still able to move to this space, taking movement path 1-5.

** Your Hero is unable to move to this space by moving directly to the top-right of their current position because two characters are blocking this direction. However, they are still able to move to this space by taking the movement path A-E.

Elevation and terrain can affect the way that characters move and see each other as well. Difficult terrain affects how a character moves through or out of terrain, and elevated terrain can shorten the overall distance you cover based on the height.

 

Elevation is measured in units the same as distance is measured when travelling horizontally. For each different elevation level on a map, the character’s movement must be able to cover “X” units of movement if they want to scale the elevation directly. Similarly, if your character falls from different elevations, depending on the height they fall from, the consequences could be injury or even defeat.

 

The example below shows examples of how difficult or elevated terrain affects character movement:

Climbing

  • When traveling vertically along terrain, Climbing is required when attempting to travel 3 or more units of distance vertically without stopping.
  • First, the character declares their movement path. The Lore Master determines if the character is physically in a condition to complete the climb.
    • The character makes a Vigor check. If the Vigor check result is higher than the number of units being traveled, then the character completes the climb without any issues.
    • If the Vigor check fails, the Lore Master determines the consequence, such as penalizing their remaining movement value or causing them to fall.
      • If a character fails a Vigor check while climbing by 5 or more, they fall from their current location.
  • If the character has not or cannot complete their movement in a single action, or they are still suspended while actively climbing, they are required to make a Vigor check before moving from their current location (using the same criteria mentioned above).

Falling

  • When moving across elevations, characters can drop from up to two units’ worth of elevation without sustaining serious harm. In some environments and outlined in the descriptions of those terrains (or Lore Master discretion), even short falls can inflict harm.
  • Falling from 3-5 units of distance will lead to significant injury. This will deal 1/3 (third) of the character’s maximum HP in damage to them, rounded up.
  • Falling from 6-9 units of distance falling will lead to a major injury. This deals 1/2 (half) of the character’s maximum HP in damage to them, rounded up.
  • If a character falls from 10 or more units of distance, they are defeated unless a special ability or effect prevents damage, reduces the effects of falling, or protects them.
    • The Lore Master may determine that the equipment the character has equipped could prevent defeat or serious harm.

Flying

  • Characters, Mounts, or Objects capable of flight must account for their exact height in Units whenever they stop their movement. Then, once the movement action is taken, the Lore Master determines if the flying object maintains flight or if it begins to descend.
    • If the flight is maintained, the character remains in flight at the designated height until they perform another move action to change location, or when a card, effect, or ability would cause them to descend.
    • If the flight is not maintained, and the flying character is still in control of their movement, they follow the normal expectations of movement and changing elevations.
      • If the flight is not maintained, and is caused by a card, effect, or ability from an opposing source (meaning that descending was not the flying character's intention), apply the effects of falling as mentioned above to the flying object.
  • To determine if a Character, Mount, or Object can place an attack or perform an action while flying, read the description for the Mount or Object. A character can typically attack from a flying mount unless stated otherwise.

Swimming

  • When characters enter water or other liquids that can be swam through, they reduce their movement value by half, rounded up, unless one of their abilities or Species traits prevents them from being hindered this way.
  • While swimming, characters with max weight capacities may only move up to ¼ of their movement value, rounded up.
  • While swimming, characters cannot attack or perform some actions unless stated otherwise in the action’s effect, ability, or description.
    • Characters who are unhindered by swimming in movement are still unable to attack while swimming unless stated otherwise (since they often need their limbs/appendages to maintain swimming).

The difference between being chased by a Mookaloo or a colossal Ytaxian beast matters a lot depending on whether you are also a small woodland creature or if you are a creature towering over rooftops. Size and how an object’s size affects it in-game are important to your survival and effectiveness. There are five size groups, which are then broken down into smaller measurements as needed, but all objects (living, non-living, players, etc.) are categorized as one of the following size categories: Tiny, Small, Medium, Large, and Colossal.

 

These terms are used to describe the overall size of the object, not the size of the object in comparison to what the object is, meaning that a Colossal Apple would be about the size of a house, not a “Colossal Apple” that’s larger than a normal apple by average comparison.

 

Heroes of Havokk uses a rudimentary measure system of “units” for movement, but the actual space defined by this unit value is up to the players. If you are more comfortable using the metric system, for example, then use this as it would be the easiest to calculate a relative size. For game purposes, sizes are defined by the “Size by Units,” which is the total relative space the object takes up:

Size

Description/Object Reference 

Size by Units 

Tiny

An object that is minuscule, easily concealable, or doesn’t take up much space. A common mouse, insect, or toad. A traveler’s coin purse or knife. A potato, apple, or orange. 

Up to 1x1x1

Small

Objects that are compacted, easily storable, or nimble and quick if living. A cat, fox, or rabbit. A backpack, traveler’s bag, or knife. A loaf of bread, a ration, or a tankard. 

Up to 2x2x2

Medium

Something no larger than a person, but still able to be moved or carried by most things. A mortal or a Nelven, a horse, goat. A treasure chest, Weapon, or armor. A roasted creature, watermelon, or egg of a colossal being.

Up to 3x3x3

Large

Larger than most sociable beings, often constructed or old if living. Carries a weight and presence that alerts others to it. Towers over most other objects. An elephant, bear, or monster. A statue, cart, or boat. 

At least 4x4x4

Colossal

Ancient beings, structures, or devices. Powerful entities, deities, and objects. Some rare variations of creatures, others are fully grown.

At least 6x6x6

When determining areas of affect for movement, abilities, and line of sight, an object’s size affects these things and with each size comes a baseline area of effect and range of accessibility. The following diagram to the right shows the comparison of size and area of effect.

When determining the area of effect that a character has available to them, or the applicable area of effect of a skill or ability, review the instructions on the card, ability, or effect to determine if a specific value is expected. Unless specified otherwise, treat objects has having a general area of effect based on the diagram above.

 

  • A “Tiny” object can reasonably interact or affect another object in an adjacent space, but because of its size, it cannot interact with other objects in other spaces simultaneously. This is why the “Tiny” area of effect is only 1 Unit. A “Small” object follows these same principles, where even if the object itself can extend its reach before 1 Unit, the object itself is generally going to be unable to interact with other objects outside of its 1 Unit range because there is a high probably the object itself is not occupying the entire 2x2x2 space.
     
  • For “Medium” objects, this range extends to a 2-unit reach, because generally the object itself now has more mass or can carry mass and use tools to extend its reach. “Large” objects take this principle further, where scaling from the “Medium” object size, and the large object will have a relatively higher or larger center point to work from.
     
  • The last and largest size is “Colossal” with a 4-unit reach. Colossal objects and beings will sometimes have abilities or effects that extend to being this, such as telepathic abilities spanning across the realm to their followers or being able to see great distances. The 4 Unit reach generally refers to an immediate area of effect, such as using their physical form or even other nearby objects.

 

Ultimately, follow the card, effect, or ability instructions to determine how to appropriately apply the game elements for each of the game’s size categories. The Lore Master can make special exceptions or considerations at their discretion, such as whether to consider size when size or height matters in scenarios such as a Colossal being finding itself inside of a small shack. There could be an explanation for how such a large being fits inside the shack, or there could no longer be a shack.

When determining where to count a character’s beginning movement value from, begin with the object’s center unit of space occupied, whenever possible. There are some scenarios, such as flying, underwater, or being in space, where the vertical axis matters, but otherwise, movement is generally lateral. Objects must be able to end their movement or stationary location on a surface or area that can contain their entire form, or in other words, they must be able to fit there. When moving large and colossal-sized objects, it is common that these beings will tread over smaller objects and terrain effortlessly, but the extent of their movement capabilities will be outlined in their description.
 

  • If an object is unable to end its movement and fully occupy that space, then it cannot be moved there unless a special ability or effect would allow it to do so. However, this doesn’t mean that the object cannot be moved; sometimes this means that the object must go around a different path to complete a movement. The Lore Master can use their discretion on whether the object can occupy the space.

 

Item Weight/Carrying

Item weight is mainly considered regarding movement. If a character is fully equipped, for each additional item that is actively attached to them, they would take a penalty to their maximum movement per action based on how encumbered they are. Items cannot typically be attached to characters when they have filled all their equipment slots, so these situations are often unique and require special considerations.

  • For example, if a character is fully equipped and wants to pick up a large object requiring both hands to hold, they would have to temporarily put down their equipped weapon and shield, which would alter their stats and abilities granted by those items.

 

As mentioned in the prior sections, movement and 3d representation of game objects using maps, figures, or anything other than the game cards is an optional gameplay element. We encourage you to try each play style to find what works best for you. The standard practice for campaigns is that players only use game cards and not figures, maps, or 3d elements to announce the action the character wishes to perform. From there, work through the resolution with the Lore Master, and then continue as normal. This could mean that you verbally work through the semantics of carrying an object, or the Lore Master could determine if this is something they would allow and explain how they expect this would have happened.

 

Determining Item Weight

We recommend selecting a measurement system that you are familiar with, or that makes sense to you. Item weight has loosely been defined by how much each item is expected to affect the character’s overall weight capacity, leaving the specific value associated with an item’s weight up to those playing the game.

 

An example of this is “Arcane Bracers,” an Item card and armor that can be worn in a character’s “Shield” equipment slot. These are a “Tiny/Small (depending on what is wearing them or how they are made)” item using size classifications referring to their overall size, but the weight is almost non-existent, as these magical bracers are effectively no heavier than thick clothing. This is why the Weight description of the item is 0-1%, because it is implied that this item is effortless to carry based on its weight.

 

Using this method, the game’s Lore Master can still define the exact weight of each object, and the players don’t have to keep track of multiple units of measurement for weight; they simply need to know what percentage of encumbrance they are experiencing. The following table demonstrates the shift in how encumbrance affects players based on their size and the size of the object they are attempting to hold or carry. The “x-y%” range estimates how much an object of this size may weigh (or how much it encumbers).

A character’s movement is reduced based on the total percentage of how encumbered they are. Using the scales of measurement your campaign has decided on, consider that an object that weighs roughly 20% of average weight is a large enough object of mass that it will affect your ability to move with the object in many scenarios.

 

An example of this would be a character that weighs 75 kilograms (165.347 lbs.) and is carrying an object that weighs 15 kilograms (33.0693 lbs.) – this is a significant portion of the character’s weight; however, if they were to try to move carrying this object, they may reasonably be able to move their entire movement value. However, if a character weighing 75 kilograms were to try and carry an object weighing 30 kilograms (66.1387 lbs.), this is almost half their overall weight, so unless they were physically strong or had special abilities allowing them to carry an object of that size, they would reasonably take a penalty on their total movement value because carrying the object requires too much effort to carry the object at their full speed.

  • Size and weight are not always as consistent as you might think: Gold is a prime example of this, where it weighs a considerable amount, even in smaller masses. This is where you would ideally work with your Lore Master to determine if your character is reasonably or magically able to lift, carry, or move an object.

Encumbrance to Players by Size

 

Tiny

Small

Medium

Large

Colossal

Tiny

0-25%

25-50%

75-100%

100%

100%

Small

0-25%

25-50%

75-100%

100%

100%

Medium

0-5%

5-25%

50-75%

75-100%

100%

Large

0%

0-10%

25-50%

50-75%

100%

Colossal

0%

0%

0-25%

25-75%

75-100%

If you’re unsure of how to resolve a particular situation, you can refer to the Lore Master’s guidance and discretion on their recommended movement value for each scenario.

Line of Sight

For some abilities, effects, and attacks, you must be able to specifically “see” or have a clear line of fire to the target. In these circumstances, size does make a difference and can potentially block or interrupt an effect by getting in the line of sight. The next chart provides a visual diagram of height comparison:

This shows the relative height in Units of each Size category, but also an example of how this could affect Line of Sight: a “Tiny” object would be able to reasonably see a "Colossal-sized" object from its current location if we use the chart as relative positions.

 

However, if we were to rearrange the above example, and exchange the “Small” column and the “Colossal” column, it’s fair to say that this “Colossal” column would block “Tiny’s” Line of Sight to the other columns behind it:

When determining Line of Sight, the object must be able to draw a clear line through the center of at least 1 Unit of space not occupied by another object. If the Line of Sight is hindered, but not blocked completely, use the Lore Master's discretion to resolve the game effect. If you are unable to reasonably determine or agree with a player on whether a Line of Sight can be established, the game’s Lore Master can make this decision at their discretion or ask that a Fate check be performed to decide the outcome.

 

To determine whether a penalty is applied, review the situation and whether the action is being taken would be affected. The following are examples of determining a Line of Sight:

Example #1: Player A wants to use a Spell that requires a Line of Sight to the opposing character. Player B’s Hero is the intended target, and there is one other character between Player A’s Hero and Player B’s Hero.

  • Depending on the Spell, this could be affected by several factors, the most obvious being the Ally character that Player B controls and is directly in the path of Player A’s Hero.
  • Player A’s Hero is Olivia, who is considered a “Medium” character. Player B’s Ally character is a “Clever Shoat", which is considered a “Tiny” character. Player B’s Hero character, Maya Windriver, is considered a “Medium” character.
  • Because the Clever Shoat is a “Tiny” sized object, it is reasonable that Olivia has a Line of Sight to Maya based on the situation described.

Example #2: Player A wants to use a Spell that requires a Line of Sight to the opposing character. Player B’s Hero is the intended target, and there is one other character between Player A’s Hero and Player B’s Hero.

  • Player A’s Hero is Captain Shank, who is considered a “Large” sized character. Player B’s Ally character is a “Talos, Ytaxian Behemoth”, which is considered a “Colossal” character. Player B’s Hero character, Chimeraxion, is considered a “Medium” character.
  • Because of Talos’s size, Captain Shank has no way of seeing past or around Talos if it were an opaque object occupying the entire space. In the interest of fairness and immersive gameplay, here are some potential penalties the Lore Master could offer per this scenario as an alternative to outright failure:
    • Captain Shank takes a -2 Spirit check penalty for Talos being in the Line of Sight – this is allowable because Talos’ size is so great in stature, Captain Shank is physically able to see between and move between Talos’ legs by comparison. There is a chance that Captain Shank could make a precise shot and still hit Chimeraxion.

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.