CALLSIGN HP ARMOR E-DEF E VA S I O N SPEED GRIT
GENERIC
John Lancer, LL 6
Celebrity
/9
0
10
10
HULL AGI
4
SYS
+3ENG
SKILL TRIGGERS
+6 Assault +4 Charm +4 Invent or Create +6 Show Off
2 2 2 2
LICENSES
HORUS Balor I HORUS Minotaur II IPS-N Nelson III
TA L E N T S
SPACEBORN
All of your mechs that you build come with built-in EVA capabilities, meaning you suffer no penalties when operating
underwater or in zero-g environments. As a quick action, you can shunt power into this component to fly 3 spaces and take
Heat equal to your mech’s Size + 1, although you must land at the end of this movement or fall.
1/round, when your mech is involuntarily moved by another character’s attack or by failing a save forced by another
character, you can choose the direction you move. Additionally, when your mech clears Prone, you may move 2 spaces in
any direction as a free action. This movement ignores engagement and doesn’t provoke reactions
1/round, when your mech hits a character with a melee attack, it can immediately give that character +1 Difficulty on all
checks or saves to avoid Knockback, Prone, Slowed or Immobilized until the end of its next turn, including any effects that
are part of the triggering attack.
PANKRATI
You gain +1 Accuracy to melee attacks against Immobilized or Slowed targets.
1/scene, you can make a Valiant Charge as a free action on your turn, moving up to twice your Speed and ignoring terrain
penalties. You must move in a straight line and end your charge adjacent to a hostile character, and you cannot start your
charge adjacent to any hostile characters. When you end your charge, any adjacent hostile characters are Slowed until the
end of their next turn.
SKIRMISHER
At the start of your turn, you gain soft cover. You lose this cover if you attack or force another character to make a save.
Before or after you Skirmish (including as a reaction, e.g. from Overwatch), you may move 2 spaces. This movement
ignores engagement and doesn’t provoke reactions.
HUNTER
1/round, when you attack with an Auxiliary melee weapon, you may fly up to 3 spaces directly towards the targeted
character before the attack. This movement ignores engagement and doesn’t provoke reactions.
All your Auxiliary melee weapons gain Thrown 5, if they don’t have this property already – if they already have Thrown, it
increases to Thrown 5. At the end of your turn, all weapons you have thrown this turn automatically return to you.
CORE BONUSES
REINFORCED FRAME
You gain +5 HP.
THE LESSON OF THE OPEN DOOR
Your Save Target increases by +2; additionally, 1/round, when a character fails a save against you, they take 2 heat.
PILOT LOADOUT
HORUS CALENDULA OVERCHARGE
DISCOMBOBULATE +1 +1d3 +1d6 +1d6+4
HULL AGI SYS ENG CORE POWER R E PA I R C A PA C I T Y
2
STRUCTURE
2 2
HP
2 /1
STRESS
/4
H E AT
ARMOR
/4 /21 2 /4 /8
ATK TECH ATK SAVE SPEED E-DEF EVASION SENSORS LTD SYS
+3 +3 16 5 12 9 8 +1
FRAME TRAITS
SCULPTOR OF FATE GRAMMATON LAW GRAMMATON MANTLE
1/round, when the Calendula hits a SLOWED hostile characters are As a protocol, the Calendula can
character with a tech attack, it can also SHREDDED while within become INTANGIBLE until the start
create a void husk in a free space Range 3 of the Calendula. of its next turn.
within RANGE 3 of its target. Void
husks are INTANGIBLE objects that
don’t cause obstruction. The husk is
the same SIZE as its target, has
IMMUNITY to all damage and
effects, and emits a BURST 2 aura
while active that affects both
Intangible and tangible characters.
Hostile characters are SLOWED
while they are at least partly in the
area. The Calendula can create any
number of husks, all of which
disintegrate at the end of the scene.
CORE SYSTEM
EXECRATION OF THE NAMES OF THE UNWORTHY DEAD
EXECRATE (PASSIVE)
Gain the Execrate Quick Tech action.
WEIGHING OF INEQUITABLE HEARTS (ACTIVE)
One hostile character and one allied character both within Range 5 and line of sight to you or a void husk, become
INTANGIBLE until the end of your next turn. Two characters must be chosen for this effect to occur. This ability is Efficient
and will refund 1 Core Point at the end of any scene in which this ability was used.
PRIMARY / / L O A D O U T
MAIN/AUX MOUNT
IPS-N AUXILIARY MELEE
Power Knuckles
Threat 1 |1d3+1 Explosive Damage
IPS-N AUXILIARY MELEE
Power Knuckles
Threat 1 |1d3+1 Explosive Damage
SYSTEMS
SYSTEM
Spaceborn EVA
All of your mechs that you build come with built-in EVA capabilities, meaning you suffer no penalties when operating
underwater or in zero-g environments.
Activate Spaceborn EVA (Quick)
EFFECT
You can shunt power into this component to fly 3 spaces and take Heat equal to your mech’s Size + 1, although you must
land at the end of this movement or fall.
Unique Indestructible Quick Action
Aggressive System Sync H O R U S TECH
Chains of Prometheus (Full Tech)
EFFECT
Make a tech attack against a character within Sensors. On a hit, they take 4 heat and, for the rest of the scene, take 2 heat
any time they are more than range 3 from you at the end of their turn. They can end this effect with a successful Systems
save as a full action. This can only affect one character at a time.
Excommunicate (Full Tech)
EFFECT
Make a tech attack against a character within Sensors. On a hit, for the rest of the scene, the first time in a round they move
adjacent to an allied character during their turn or start their turn adjacent to one, both characters take 3 heat. They can end
this effect with a successful Systems save as a full action. This can only affect one character at a time.
Full Tech
HORUS TECH
Viral Logic Suite
Logic Bomb (Invade)
EFFECT
All characters of your choice within burst 2 of your target must succeed on a Systems save or become Slowed until they end
one of their turns not adjacent to any character.
Banish (Invade)
EFFECT
Until the end of your target’s next turn, they take 2 heat for every space they voluntarily move, up to a maximum of 6 heat.
Unique Invade
HORUS TECH
Scanner Swarm
You gain +1 accuracy on tech attacks against adjacent characters.
Unique
IPS-N SYSTEM
Armor-Lock Plating
You can Brace while Grappling. When you do so, any grapples currently affecting you end.
Additionally, when you Brace, you gain the following benefits until the end of your following turn:
Attacks against you receive +1 difficulty.
You can’t fail Agility or Hull saves or contested checks.
You gain Immunity to Knockback, Grapple, being knocked Prone, and being moved by any external force smaller than Size
5.
Unique Heat 2 (Self)
IPS-N SYSTEM
Bulwark Mods
Your mech’s extended limbs, additional armor, redundant motor systems, and other reinforcements allow you to ignore difficult
terrain.
Unique
Metafold Carver H O R U S TECH
Ophidian Trek (Invade)
EFFECT
Your target is teleported 1d6+1 spaces directly toward you, or as close as possible. If this effect would move them to a space
occupied by a character, object, or piece of terrain, the teleport fails.
Fold Space (Invade)
EFFECT
Your target disappears from the battlefield until the start of its next turn. It returns in the same space they disappeared from,
or in a free space of their choice as close as possible.
Invade
Mesmer Charges H O R U S D E P L O YA B L E
Mesmer Beacon (Quick)
EFFECT
Throw a Mesmer Beacon within Range 5. Your target must succeed on a Systems save, or the only voluntary movements
they can make are toward you until the end of their next turn.
Deploy Mesmer Mine (Quick)
Mesmer
Characters within the affected Burst 2 area must succeed on a Mine
Systems save or become Immobilized until the end of
their next turn.
Limited 3 Unique Grenade Mine Quick Action
Personalizations GMS SYSTEM
You gain +2 HP and, in consultation with the GM, you may establish a minor modification you have made to your mech.
This mod has no numerical benefit beyond the additional HP it grants, but could provide other useful effects. If the GM agrees
that this mod would help with either a pilot or mech skill check, you gain +1 Accuracy for that check.
Unique