Pilot Feats

s*What do you mean mecha leadership for making my personal fleet isn't included here?*

All [Pilot] feats can be taken as [Fighter] feats. Some classes have feats exclusive to that class, which may be found on their respective pages.

Feats with the [Extra] tag are mutually exclusive with each other. You may only take one of them.

Original Thread.

## Pilot Feats

### Attacker [Pilot]

**Prerequisites**: Any Pilot class

**Benefit**: If you've fought against an enemy (either you or it attacked the other) for at least 2 turns in succession, you gain +3 on damage rolls against said opponent. This bonus increases by an extra +3 for every extra round you fight against him. For every round you don't fight it, it decreases by 3. The bonus/decrease increases by 3 for every 4 HD you have. Double the damage bonus when using [Heavy] weapons.

### Arcane Arsenal [Pilot]

**Prerequisites**: Access to Arsenal II.

**Benefit**: When changing Arsenal, if you pick a lower tier weapon and do not twin-link nor x-link it, you may add magic weapon abilities such as Keen or Flaming to it, up to +1 worth of magic enhancements per lower tier, which also makes it count as magic when beneficial. So for example if you had access to Arsenal III, you could have a Frost Flaming Assault Blade. The weapon costs an extra +2 energy to attack per +1 enhancement bonus with even if it didn't cost any energy before. Double the amount of enhancement bonus for Heavy weapons. Equipping Arcane Arsenal always takes a minimum of 8 hours regardless of any other abilities involved.

### Beautiful Blade [Pilot]

**Benefit**: While piloting your main mecha, you can use Cha instead of Str for melee attacks, Grabbing, Disarming, Pushing, Downfall as well as the DCs of melee maneuvers. In addition once per round if you hit an AoO on an enemy that had attacked you in melee, increase their disposition towards you by 1 step (this does not stack with other effects that increase a creature’s disposition).

You can apply the above benefits while piloting another mecha by first spending 8 hours enthusiastically prettying it up.

### Combat Core [Pilot]

**Benefit**: Your escape pod has a fly speed of 100 mu with poor maneuverability, 50 base energy and 10 arsenal space. It also has one Upgrade Point per Super Robot level you have and 1 Hardpoint per Real Robot grade available. Those extra Hardpoints and Upgrade Points never benefit the base mecha.

### Combo Attack [Pilot]

**Prerequisites**: Any Pilot class, Offensive Support

**Benefit**: When you use Offensive Support, you now deal normal damage instead of just half.

### Coordinator [Pilot]

**Benefit**: You gain Blindsight 20 feet plus 5 feet per Pilot level and once per minute may add your Wis mod as an insight bonus to either AC for 1 round or a single 1d20 roll. This doesn't take an action and can be done even outside your turn. In addition you are automatically aware of the presence of other Coordinators within your Blindsight range if they use this ability.

### Counter [Pilot]

**Prerequisites**: Any Pilot class

**Benefit**: You gain one extra swift/immediate action per round. This extra action may only be used to activate [Pilot] feats or attacking with weapons with the Defensive property.
**Special**: You can take this feat multiple times, up to 1+1/4 HD, each one you gain an extra swift/immediate action per round that can be used only to activate [Pilot] feats and/or attacking with weapons with the Defensive property.

### Cyber Newtype [Pilot]

**Benefit**: You gain Telepathy 20 mu plus 5 feet per Pilot level and once per minute may add your Int mod as an insight bonus to either AC for 1 round or a 1d20 roll. This doesn't take an action and can be done even outside your turn. In addition you are automatically aware of the presence of other Cyber Newtype within your telepathy range if they use this ability, and you can pick Funnels feats even if you can't cast spells or manifest powers.

### Death before Dishonor [Pilot]

**Prerequisites**: Glory in Death feat

**Benefit**: Death is as light as a feather, duty is heavier than a star. You gain a +1 bonus on Will saves and damage rolls, plus your Glory in Death Ability improves as detailed below.

#### Taking you with me

Increase the bonus on the last attack by1 and the bonus damage by 2.
**Special**: You may take this feat multiple times, its effects stack.

### Defend [Pilot]

**Prerequisites**: Any Pilot class

**Benefit**: As an immediate action, you may reduce the damage you would take from the next attack against you by half, after applying DR.

### Defensive Support [Pilot]

**Prerequisites**: Any Pilot class

**Benefit**: When an adjacent ally is attacked, you may as an immediate action put between yourself and the attack, taking only half damage and your Ally none. This ability cannot be used to protect an ally from area attacks.

### Dynamic Terrain [Pilot]

*Some mecha attacks are so powerful they change the nearby environment itself.*
**Prerequisites**: Know at least one maneuver.

**Benefit**: Choose a type of Exotic Environment and maneuver you know. When you initiate the chosen maneuver, you may have all terrain in a radius of 10 feet per PL centered on you change to the chosen terrain. In case of Impassable Terrain, only half the area (your choice) is affected and you must leave an exit route to everybody inside. In case of Bi-Dimensional, the radius is 100 feet per PL instead. Dynamic Terrain lasts until either you use the maneuver again, some other effect would apply a new Exotic Environment in the same area (only in the intersecting area) or 1d12 hours have passed, whatever happens first. You may change your maneuver and terrain choices every time you level up.

### Entropy Elemental [Pilot]

*Ancient ones thought magic was an endless source of energy. They were wrong, for now finally it starts to run out, leaving behind an hungry void that comes to claim its due.*
**Prerequisites**: Unable to use spells/psionics/SLAs/PLAs/invocations/salient divine abilities/divine characteristics/similar, plus must need to eat and breathe and have a lifespan or be an Android.

**Benefit**: When one of the following effects refers to a mecha pilot, it refers to someone with a level in on of the classes here provided they’re inside their machines.

When one of the following effects refers to “spell” or “magic”, it refers to all spells/psionics/SLAs/PLAs/invocations/salient divine abilities/divine characteristics/similar.

The following effects are all [Ex] unless otherwise pointed out.

Pick one of the following options. Regardless of the choice, magic and spell effects always fail to detect or take in account the actions of somebody with Entropy Elemental. So for example if somebody was killed or a spell was ended, divinations would still report the victims as still active. Something like direct scrying would be fooled as well, and even sending them a Message would receive an eerie reply, empty echoes of something already gone.

**Null Soul**: You are fully immune to spells, even instantaneous effects. You could just walk through an Entangle, Grease or Wall of Force effect. You cannot willingly drop this immunity however. Spells cast by Mecha Pilots with Pilot level equal or greater than yours ignore this but you still count as having SR=15+PL against them, and any magic effect that gets

**Dimensional Decay**: As a standard action, you can make a personal dimension or extradimensional space start to collapse provided you’re inside it, adjacent to its entrance, or adjacent to anybody who just teleported/plane shifted/similar inside it (you can automatically sense any such areas you pass through if it happened in the last 1d12 hours). It takes 1d12+1 rounds for it to fully collapse, shaking violently and breaking apart as a warning, and anybody and anything still there in the end is erased forever with no recovery possible.

**Shatter Soul**: Whenever you damage, hit or touch another creature, automatically end all spells on them. Creatures that do not need to eat nor drink must make a Fort save with DC 10+1/2 HD+highest stat mod or be erased forever. Undeads and non-android constructs instead must make a Will save with the same DC and if they fail they go into an eternal rampage destroying whatever’s in range until they’re destroyed themselves. Either way mecha pilots of your level or higher gain a +5 bonus against the destruction/rampage.

**Rune Breaker**: At the start of your turn any permanent spell effects and magic items within 1 mile stop working. For each 24 hours they remain in your proximity there is a 50% chance they forever lose their power although they look as they were before. You may take this option one extra time if you have PL 10+. The second extends the area to all the planet/asteroid/asteroid belt you’re on. Magic items in the personal possession of mecha pilots of your level or higher are immune to this. In addition when you attack somebody's projection/clone/summon/companion/minion controlled by magic/similar (except for familiars), the master also is harmed if they had been hit by the attack as well.

**Tindalos Track**: You can automatically detect the exact position of anyone who casts a spell or has one affecting them for the next 1d12 hours depending on their CL. 30 feet for up to CL 2, 300 feet for up to CL 4, 3 miles for up to CL 6, 30 miles for up to CL 8, 300 miles for up to CL 10, anywhere in the closest three planets/asteroid belts for up to CL 12, anywhere in the closest three star systems up to CL 14, anywhere in the closest 3 galaxies up to CL 16, anywhere in existence for higher CL. You ignore all miss chances from such targets while you can detect their presence. Mecha Pilots can count their CL as 4 lower for the purposes of this effect. You can take this option two times. The second one allows you to instantly transport yourself adjacent to anyone you detect casting a spell with this and attack them as a free action with a non-Heavy weapon provided you’re of their level or higher.

**End of Magic**: Whenever you damage, hit or touch another creature that gained sustenance from magic or things produced/altered by magic, they must make a Will save with DC 10+1/2 HD+highest stat mod or be erased forever. If they fail by 10 or more, all of their descendants and creations becomes empty, useless shells with no recovery possible as well.
**Special**: You can take this feat multiple times, each extra one allowing you to pick another benefit. You can also at any time reduce your max spirit points by 21 to gain this feat with no need of action (your current spirit points aren’t reduced unless they would go over your new max, in which case they become equal to your new max). You can do this multiple times, and reverse the effect by letting go of your previous feat, as long as your max spirit points does not drop below zero. Your max spirit takes 1d12 hours to return to normal and you don't benefit from Entropy Elemental during this waiting period (cumulative time if you let go multiple times).

### Evade [Pilot]

**Prerequisites**: Any Pilot class

**Benefit**: As an immediate action you may gain +10 dodge bonus to your AC or Reflex save against the next attack targeting you. If you succeed on the Reflex save, you suffer no damage or ill effects from that attack.

### Evasive Maneuvers[Pilot]

**Benefit**: When on air, space or water, at the start of your turn can choose to half your movement speeds to gain a bonus on your AC against ranged attacks plus Reflex and Will saves up to your BaB, but you suffer an equal penalty on your AC against melee attacks. You cannot use this if you fired a Heavy Weapon this round. You cannot fire a Heavy Weapon this round if you used this.

### Expendable Machine [Pilot]

*Maybe your mecha has some exceptional self-repair abilities.*

*Maybe it's built of trash that miraculously holds together.
Either way it's pretty easy to put it back into working condition.*
**Prerequisites**: Must own a mecha

**Benefit**: If your mecha is destroyed, it can be repaired with 1d12 hours work and returns to full capacity.
**Special**: If you have Glory in Death, you can eject yourself right as you self-destruct. You can attempt a Hide check opposed by Spot checks so that others think you went down with your machine.

### Falcon Fighter[Pilot]

**Benefit**: If your mecha has a flight speed, you may increase its maneuverability by up to two steps by spending twice as much energy while flying. You may also increase its movement speed as a free action for 1 round by permanently reducing its max HP at the rate of 1 mu per max HP lost. This max HP can be restored with 8 hours of work at any location where you could change accessories.

### Glory in Death [Pilot]

**Prerequisites**: Any Pilot class

**Benefit**: When your mecha would be destroyed, the Pilot may spend an immediate action to activate one of the following options. Activating Glory in Death means the pilot chooses to not eject, dying with their machine.

#### Self Destruct

Press the big red button. Deals 1d6 damage per level in a 30 feet radius, Reflex save with DC 10+1/2 HD+Highest stat mod for no damage.

#### Martyrdom

Manage to get out an inspiring last phrase. Allies of the Pilot in a 30 feet radius gain a morale bonus to attack rolls, damage rolls and saves equal to 1+1/4 HD for 1 round.

#### Taking you with me

As the mecha crumbles it makes one last strike. The Pilot instantly gains a standard action, gaining a bonus on the attack and damage equal to their HD.

### Guardian [Pilot]

**Prerequisites**: Any Pilot class

**Benefit**: If you've fought against an enemy (either you or it attacked the other) for at least 2 turns in succession, you gain +2 to your Fort and Will saves and your Mecha DR against said opponent. This bonus increases by an extra +2 for every extra round you fight against him. For every round you don't fight it, it decreases by 2. The bonus/decrease increase by 2 for every 4 HD you have.

### Heats [Pilot]

**Prerequisites**: Any Pilot class, 2+ pilots must pick it at the same time and agree to form a Team.

**Benefit**: If all the Team members are adjacent, as a swift action they can combine their machines into a single one, hereafter referred as Combined Mecha. The Combined Mecha is one size category larger than the biggest mecha used in its combination and gains all of the Super Robot upgrades of its members, plus 1 "temporary" Upgrade Point per Team member that only apply while combined. It counts as having the average Pilot Level of its members for determining what those "temporary" upgrades can be. Upgrades gained from the component units count towards the limit (so for example two 2nd level super robots each with Plating 2 would form a combined mecha with plating 4, so the combined mecha couldn't spend its temporary upgrades in plating because it's already over the limit for that). Those Upgrade Points are chosen when the feat is taken, but each Team member can choose a different configuration that applies when they're the Lead Pilot (see below). Whenever a Team member levels up they may change their configuration. Max and current HP are also combined, but use only the best current and max energy, DR, Natural Armor, Dodge and movement speed/modes from the combining members (without taking in account upgrades of the component units).

The Combined Robot also gains all the built-in weapons of the combining members (adapting damage to the new size), but multiples of the same one don't stack, and cannot use more than 1 weapon for every Super Pilot level it counts as in each single round. For Hardpoints and Arsenal Space, use the lowest values of the combined members, and the Combined Robot may select any accessories it qualifies for given its Super Pilot level and has enough space, chosen the same way "temporary" Upgrades are.

At the time of combination, one of the members must be chosen as the Head Pilot. Use only his statistics for combat. The other pilots can only use Spirits (if they know them). The Head Pilot may be changed as another combined Swift action. If the Combined Mecha suffers a critical, the full crit damage applies to the Head Pilot. The other pilots are unaffected by crits.

A Combined Mecha consumes ridiculous amounts of energy to hold itself together. The Combined Mecha automatically loses (10+X+Y^2) energy at the start and end of every turn, where X is the number of rounds the Combined mecha has been active and Y is the number of size categories it is above medium, and it only recovers half normal energy, including from energy-recovery upgrades, rounded down. If it is reduced to zero or less energy, it automatically separates into its components. The combination may also be ended earlier as another swift action. Damage dealt so far is spread evenly over the component members, and they're all left at zero energy.

Relationship Feats don't work among the Team pilots while they're combined, being overriden by the feeling of controlling the same machine.

### Helpful Autonomous Robotic Operator [Pilot][Extra]

*First developed as a simple toy for kids, the Helpful Autonomous Robotic Operator proved an extremely versatile and powerful machine to those who managed to unlock its full potential, although this is only possible for those of more innocent minds.*

**Benefit**: You found, were offered or managed to build your own Helpful Autonomous Robotic Operator with which you develop a special bond. They most popular shape is that of a nintendium sphere with simple eyes and mouth, but other models exist such as robotic animals, any counting as a tiny 1 HD construct with 1 HP, 1 Str, 10 on other stats, two non-cha skills as class skills, move speed 30 feet (or fly 30 feet with perfect maneuverability if in a zero gravity enviroment) and a +20 bonus on Jump checks. In addition the Helpful Autonomous Robotic Operator was designed to survive being handled by children, such as being dropped and kicked around or entering warzones, and it’s thus virtually indestructible, there being been zero reports of someone managing to as much as scratch one, more than once being the only thing left intact from a destroyed colony’s wreckage. However any attempt to use a Helpful Autonomous Robotic Operator as a barrier/construction material is futile as it always ends up bouncing away. It is similarly immune to all spells/abilities/similar that would alter its form or nature. It can speak and understand one language decided when this is taken and this alone allows grants +1 circumstance bonus to all cha-based skills, cha-based checks and Will saves. In addition it can perform one of the following options, which may be changed with 24 hours of tinkering.

#### Brainwave Synchronization

Demands Wis 17+. The Helpful Autonomous Robotic Operator gains spirit points equal to half your own and knows one spirit, counting as a Real Pilot for spirit costs.

#### Mechanical Assistant

Demands Dex 17+. The Helpful Autonomous Robotic Operator can 1/round grant a +3 circumstance bonus to any 1d20 roll even after you knew if you would fail or succeed. Alternatively the Helpful Autonomous Robotic Operator may pilot a mecha on their own.

#### Accessory Upgrade

Demands Str 17+. The Helpful Autonomous Robotic Operator counts as two extra accessories of your choice while in a mecha, but they both must be one level lower than the normal accessory level you would have access to.

#### Self Hack

Demands Int 17+. Select a 1st level martial stance. You count as being on it all the time while piloting a mecha, IL=PL.

#### Local Maintenance

Demands Con 17+. While piloting a mecha the Helpful Autonomous Robotic Operator grants it either the Regeneration I or Reactor I properties, not stacking with any Reactor or Regeneration they already have.

#### Last Gen

Demands Cha 17+. Select one 1st level psionic power or one 1st level cleric/druid/wizard spell or two 0th level cleric/druid/wizard spells, neither of which can cause damage or inflict ill effects. The Helpful Autonomous Robotic Operator can use them 1/hour as a SLA/PLA with CL/ML equal to your PL.
**Special**: If you would gain a familiar or Psicrystal, you may gain Helpful Autonomous Robotic Operator instead.

### Hug Cover [Pilot]

**Benefit**: When you fall Prone and adjacent to a solid stable surface, you can choose to gain a bonus on your AC against ranged attacks plus Fort and Will saves up to your BaB, but you suffer an equal penalty on your AC against melee attacks. The bonus/penalty lasts until you're not prone or on a solid surface anymore. You can also move at half your land speed while prone. You cannot use this if you fired a Heavy Weapon this round. You cannot fire a Heavy Weapon this round if you used this.

### Innovade [Pilot]

**Benefit**: You can operate unattended machines(including mechas) within 20 feet plus 5 feet per Pilot level as if they were in your possession (although this doesn't allow you to simultaneously operate more machines than you would normally be able to, aka only one mecha can be operated at a time and so on) and once per minute may add your Cha mod as an insight bonus to either AC for 1 round or a 1d20 roll. This doesn't take an action and can be done even outside your turn. In addition you are automatically aware of the presence of other Innovade within your machine operation range if they use this ability.

### Leader [Pilot]

**Prerequisites**: Any Pilot class

**Benefit**: Allies (besides yourself) within a 5 feet radius from you gain +1 Command bonus to attack rolls and AC.
**Special**: This feat may be taken multiple times, up to 1+1/4 HD. Each time it is taken the radius increases by an extra 5 foot and the bonus to attack rolls and AC increases by an extra +1.

### Lucky [Pilot]

**Prerequisites**: Any Pilot class

**Benefit**: You may re-roll all natural 1s you roll on a 1d20, but no more than once per roll.

### Martial Pilot [Pilot]

**Prerequisites**: Knowledge of two Pilot Schools.

**Benefit**: Choose one Pilot School you don't have access to yet. You learn one maneuver or stance from it of a level no higher than 1+(1/2 PL) and when you would gain new maneuvers and/or stances, you may gain them from this new school instead.

### Metal Madness [Pilot][Extra]

*#### Old Newtype**They said those born in space would get special abilities but you were born on a planet and kicked their asses yet nobody respects you which makes you GGAAAHHH!!! While you’re piloting a mecha it gains Berserk II during which you gain +4 Str, +4 Dex, +2 to Will and Fort saves and -2AC.**#### Psycho Personality**When trying to artificially enhance humanoid minds during a time of war, a lot of corners will be cut. You need Cyber Newtype to pick this option. While you’re piloting a mecha it gains Berserk I during which you gain +2 Dex, +2 Wis, +1 to Fort saves, -2 AC and any funnels you use have their DCs increased by 1 and damage increased by 1d6.**#### Stupid Empty Ego Dementia**Just genetically engineering humans before birth in a time of peace sounded like a great idea, but still somebody had to screw up something. You need Coordinator to pick this option. While you’re piloting a mecha it gains Berserk III during which you gain +5 Str, +5 Dex, +5 Int, +3 to Will and Fort saves, -2 AC and when making a full attack with only Beam weapons, you may make an additional Beam attack by taking a -2 penalty on all your attack rolls.**#### Mirrored Mind**They made great plans for you. You made other plans inside your head and suddenly they take over. You need Innovade to pick this. While you’re piloting a mecha it gains Berserk II during which you gain +4 Str, + 4 Cha, +2 to Reflex and Will saves and during which you may swap your feats and known spirits/maneuvers for another valid configuration (the other valid configuration must be picked when this feat is gained and may be changed at level up).*

**Benefit**: Choose one of the following options:

### Moon Pilot [Pilot]

*With the proper training some of a Nano-armor’s systems can be drectly integrated with a Mecha.*
**Prerequisites**: Level 1+ of Moon Vanguard and level 1+ in either Real Pilot, Super Pilot, Peace Princess, Support Staff, Magitech Knight, Arcane Pilot, Divine Pilot, Prodigy Pilot, Mecha Marine, Steel Soldier and/or Psycho Pilot.

**Benefit**: When piloting your main mecha, as a move action you can grant it 1 upgrade point per equivalent super pilot level or 1 accessory if you have 3 equivalent real robot levels, plus another Accessory for each 3 extra equivalent real robot levels of your Nano-armor. Either way they must be options of your current Nano-armor. If your nanoarmor is a “pure” super, then you can grant an extra 3 upgrade points. If your nanoarmor is a “pure” real, then you can grant an extra Accessory. You can change which upgrades/accessories are granted as a move action and they only work while you’re piloting the mecha.

### Offensive Support [Pilot]

**Prerequisites**: Any Pilot class

**Benefit**: When an adjacent ally attacks, you may as an immediate action attack the same target with a weapon that can reach it from your position, but you only deal half damage. You can't use this ability with or to support an area weapon.

### Predict [Pilot]

**Prerequisites**: Any Pilot class

**Benefit**: If you've fought against an enemy (either you or it attacked the other) for at least 2 turns in succession, you gain +3 on damage rolls against said opoonent. This bonus increases by an extra +3 for every extra round you fight against him. For every round you don't fight it, it decreases by 3. The bonus/decrease increase by 3 for every 4 HD you have. Double the damage bonus when using [Heavy] weapons.

### Prevail [Pilot]

**Prerequisites**: Any Pilot class

**Benefit**: If your mecha is below half HP, you gain a +2 to attack and damage rolls, AC, Saves and mecha DR. If your mecha is below 1/4 HP, increase this bonus by an extra +2. Both those bonuses increase an extra 2 for every 4 HD you have. Double the damage bonus for [Heavy] weapons.

### Real Rank [Pilot]

*Every organization grants perks to its workers, but you're particularly good at pulling strings for your benefit.*
**Prerequisites**: At least one level in Real Pilot or Peace Princess, Cha 11+

**Benefit**: You gain access to the following options. Using the following effects demands spending time performing a variety of boring tasks to build up favors and reputation, like writing reports, inspecting the workplace, parades, praising, offering advice/counsel, assorted cleaning/maintenance and maintenance. Either way you must do it yourself while not under any ill condition. Each 1 hour of such work grants you 1 favor, and you can build up Favor up to your Real Pilot level+Peace Princess level+Cha mod to spend later. However you cannot spend more favor in a single ability than your Real Pilot+Peace Princess level.

#### Transportation

You can call for vehicles to take you to another place you’ve already been to, distance based on how far away it is. This is a free action to activate, but the transports take 1 minute to arrive to the location you called them to and the voyage takes 1d12 hours. Only six pilots and their mechas plus up to 20 tons of extras get to go. You don’t risk any random encounters or the like, but it’s pretty clear to anybody else who cares where you’re going to.

* 1 Favor: Up to 1000 miles, same planet.
* 3 Favor: Anywhere same planet.
* 5 Favor: Another planet on the same system, arrive 1d100 miles off-target in a random direction.
* 7 Favor: Unlimited distance, but must be in the same plane.
* 9 Favor: Another plane, deviate 1d100 miles off-target in a random direction.
* 11 Favor: Another plane, no deviation.

* For each extra Favor point you spend, you can double the transport capacity (true double, x2, x4, x8, etc), or half the waiting time, or half the voyage time.
* For +2 extra Favor spent you can call stealth specialist transports which allow your final destination to be unknown to others.
* For +5 extra Favor spent you can go to a place you only know second hand (reports, knowledge, videos, scrying, anything detailed besides you personally being there).
* For +10 extra Favor spent you can go to a place you’ve just heard about.
If your destination is one of the main areas of your organization, you can reduce the Favor cost by 5, to a minimum of 1.

You can call Troops (1d12 lv 1 Warriors of a LA 0 race with one exotic, one martial and one simple weapon, virtually unlimited basic ammo and one armor of your choice, although they’re all cheap used-up versions that may look nice at distance but hard to use and thus are only good when used by those Troops and have no worth for anybody or anything else). Even in the middle of enemy territorry you can use this ability as you call for sleeper agents, liberate prisioners, raise militias or persuade enemy troops to turn sides. They take 1 minute to arrive and serve for 1 hour per Favor spent. You don’t suffer any penalties if they die as long as you report their deaths and pretend to show emotion for their losses, but you lose Real Rank if you’re found out using their bodies for other purposes (or allowing somebody else to do so).

* For each +1 Favor spent you can increase the Troop’s level by 1.
* For each +2 Favor spent double the number of Troops.
* For each +1 Favor spent half the waiting time until they arrive.
* For +1 Favor spent they bring radios that allow them to communicate up to 1 mile.
* For +2 Favor spent they bring radios that allow them to communicate up to 10 miles.
* For +3 Favor spent they bring radios that allow them to communicate up to 100 miles.
* For +4 Favor spent they bring radios that allow them to communicate up to 1000 miles.
* For +6 Favor spent they bring radios that allow them to communicate anywhere in the same planet.
* For +8 Favor spent they bring radios that allow them to communicate anywhere on the same system.
* For +10 Favor spent they bring radios that allow them to communcate anywhere on the same galaxy.
* For +12 Favor spent they bring radios that allow them to communicate from another plane.
* For +X Favor one of them carries a personal accessory Radar of tier X of your choice.

#### Social Status

You can attend any high-class event or attend any important government/military reunion as long as you spend Favor equal to the level of the highest individual involved. If it’s somebody directly connected to your faction, you can reduce the cost by 5, to a minimum of 1. You can bring up to five other people to the event.

You can spend 1 Favor and 10 minute of speech/showing off to increase how much others in a 5 mu radius like you by one step for 24 hours. This does not stack with other effects that increase other's disposition towards you. By each extra point of Favor you spend on this double the radius of effect (true doubling, so 2x, 4x, 8x, etc).

#### Supplies

By spending X Favor you can with 1d12 minutes of searching locate a place to change arsenal up to tier X within 1 mile, even in seemingly abandoned/enemy areas as you find out about hidden bases kept by others for a rainy day. Such places are only good for one use up to 6 mechas.

### Remote Sync [Pilot]

**Prerequisites**: Android race or Innovade feat

**Benefit**: As a standard action you may synchronize yourself with an un-piloted mecha (or one with a willing pilot, in which case they cannot affect the mecha while you're synchronized with it) or unattended machine whitin 30 feet (or 30 mu if you're in a mecha yourself). In the case of a sentient super robot, they are allowed a Will save with DC 10+1/2 PL+Cha mod to resist. You may keep synchronization of a number of machines up to your Cha bonus+1, and you can see/hear from all of them while they remain whitin 60 feet (or 60 mu if you're in a mecha yourself). You may divide your actions as you see fit between any of the shynchronized targets, or otherwise spend a fullround action to have them all perform a basic move action or run action. If you use a spirit that would affect your mecha, you may have it affect one synchronized mecha instead. However if any suffer a mental debilitating ability, they all suffer. If any is destroyed, you are automatically Dazed for 1 round with no save ignoring any immunity you may have. If one of the synchronized mechas/machines is moved out of range, its synchronization ends.

### Robotech [Pilot]

**Benefit**: If your mecha has the Transform special ability, you can activate it as a free action.

### Running Shot [Pilot]

**Prerequisites**: Any pilot class

**Benefit**: When performing the run action, you may fire a non-heavy ranged weapon at any point during the movement, but it must be directed on the direction you're running at the moment.

### Secondary Subpilot [Pilot][Extra]

*Most non-combiner mechas have a single pilot, but some have the radical idea of carrying a second pilot to help control the machine. The reason being that the second pilot is quite spirited but sucks at actually piloting.*
**Prerequisites**: Must have Cha 13+, and no companions, followers, familiars or cohorts.

**Benefit**: You gain a Subpilot built as either a Real Pilot or Super Pilot of your level (or combination), except they don't get their own mecha, must also take Secondary Subpilot except they don't gain any benefit from it and take a -20 penalty on AC and all 1d20 rolls if they try to pilot a mecha on their own. They can ride in your mecha along with you but the only action they can take is using their own spirits and they cannot switch controls. You must also spend 8 hours every day bonding in some way with your subpilot (chatting, playing, sharing a hobby, mecha maintenance, house cleaning, shopping, etc) outside of combat or they'll refuse to ride the same mecha as you. Failure to spend the necessary time bonding means they refuse to ride in your mecha until you make up for the missing time.
**Special**: You may take this feat multiple times, each extra one allows you to gain an extra subpilot as above but only one may ride with you in your mecha at a time. Switching them takes 8 hours to properly re-calibrate the secondary controls. The total bonding time doesn't increase, you can bond with multiple subpilots at the same time.

### Smart Sword [Pilot]

**Benefit**: While piloting your main mecha, you can use Int instead of Str for melee attacks, Grabbing, Disarming, Pushing, Downfall as well as the DCs of melee maneuvers. In addition 1/round if you make a basic charge and hit an enemy who had attacked you in melee, you can (re)roll any Knowledge checks you have against them gaining a +5 circumstance bonus, and you may use your BaB instead of ranks if better.

You can apply the above benefits while piloting another mecha by first spending 8 hours carefully analyzing it.

### Soul System [Pilot]

*Souls exists pretty much everywhere, and thanks to science they can now be harnessed in an efficient manner, although only veteran pilots can hope to use them for their benefit.*
**Prerequisites**: Pilot level 3+

**Benefit**: You know how to craft and use Soul Items.
With any time of work, you can inscribe special circuits in either a set of weapon, head, body and belt slot. When you kill/destroy another creature while wearing this set, you can bind their soul to an item, provided you spent at least 8 hours per CR working in the circuit. Undead and constructs have souls for the purposes of this feat unless otherwise specified that they do no (eg. due to the Soulless racial property). The hours need not be continuous, and you can upgrade later. The item must be in either your possession or theirs at the time of death, and must be either in the weapon, head, body or belt slot, and not already have a soul already bound to it.

When the soul is bound, the Soul Item grants one of the following benefits based on the creature:

* Enhancement Bonus to one ability score equal to 1+1/3 the creature’s CR, provided it was the creature’s highest ability score.
* Enhancement bonus to one Skill equal to 2+1/2 the creature’s CR, provided the creature either had a racial bonus on it or 5+ ranks.
* Resistance to one element equal to 5+creature’s CR, provided the creature had either resistance or immunity to that element.
* Enhancement bonus to Natural armor equal to 1+1/4 the creature’s CR, provided it had a natural armor bonus.

If it was a non-mass produced non-factory non-generic mecha:

* One accessory, provided it's an accessory the mecha had.
* Upgrade points equal to 1+1/6 their original pilot’s CR, provided they’re upgrades the mecha had.
* One movement speed they had, replacing one of your mecha’s own movement modes.

Once the bonus is chosen for a specific soul, it cannot be changed.

You take a penalty to max spirit points equal to four times the CR of each bound creature, or CR of the original pilot for mechas. If this would take you below 1 spirit point (or you had none), you go in a berserk rage attacking anything and everything nearby until destroyed or the Soul Items are somehow removed/destroyed. Removing the item makes max spirit points recover at the rate of 1 per round, but equipping the same or a new Soul Item before the recovery will make applies a new penalty stacking with the remaining of the last one. You can only benefit from up to 4 Soul items at a time, one weapon, head, body and belt each. While bound, the soul can’t be used for any other effects, including the creature can’t return to existence. If the item is destroyed, the soul is released. As an immediate action, you can also release the soul of a bound item you have equipped.
**Special**: If you’re starting a high level campaign where somebody has this feat, they can count as having up to four souls bound of any creatures of CR up to their own level-4, or mechas whose pilots would be of the same level.

### Spiral Spirit [Pilot]

**Benefit**: At the start of your turn you can spend any amount of Spirit Points to recover an equal amount of Energy or HP as a free action.

### Spirit Regen [Pilot][Extra]

**Prerequisites**: Any Pilot class

**Benefit**: You automatically recover 10 spent Spirit Points at the beginning of each of your turns.

### Spirit Up [Pilot]

**Prerequisites**: Any Pilot class

**Benefit**: Your Max Spirit Points increases by 20.
**Special**: This may be taken multiple times, up to 1+1/4 HD. Its effects stack.

### Spray and Pray [Pilot]

*Attack fast and wildly.*

**Benefit**: When you attack with a mecha weapon that targets AC, you may instead force the enemy to make a Reflex save to avoid being hit, DC 10+1/2 HD+Str or Dex mod, whichever is higher, plus your mecha weapon's default attack bonus. You may also choose to spend double the ammo/energy cost and overheat the weapon (meaning you can't use it again for 2 rounds), in which case the enemy takes half damage even if they make the save, but no other special effects from hitting with the weapon trigger. You can only use this last option with a mecha weapon that costs ammo/energy to use.

### Sustained Barrage [Pilot]

*Maintain a steady attack, testing your target's endurance.*

**Benefit**: When you attack with a mecha weapon that targets AC, you may instead force the enemy to make a Fort save to avoid being hit, DC 10+1/2 HD+Str or Dex mod, whichever is higher, plus your mecha weapon's default attack bonus. You may also choose to spend double the ammo/energy cost and overheat the weapon (meaning you can't use it again for 2 rounds), in which case the enemy takes half damage even if they make the save, but no other special effects from hitting with the weapon trigger. You can only use this last option with a mecha weapon that costs ammo/energy to use.

### Sweeping Advance [Pilot]

**Benefit**: When you destroy an enemy, you can take a basic move action as a free action towards the destroyed enemy's position. You cannot use this if you fired a Heavy Weapon this round. You cannot fire a Heavy Weapon this round if you used this.

### Tactical Assault [Pilot]

*Don't aim at where the enemy is now, aim at where they will be.*

**Benefit**: When you attack with a mecha weapon that targets AC, you may instead force the enemy to make a Will save to avoid being hit, DC 10+1/2 HD+Str or Dex mod, whichever is higher, plus your mecha weapon's default attack bonus. You may also choose to spend double the ammo/energy cost and overheat the weapon (meaning you can't use it again for 2 rounds), in which case the enemy takes half damage even if they make the save, but no other special effects from hitting with the weapon trigger. You can only use this last option with a mecha weapon that costs ammo/energy to use.

### The Target[Pilot]

**Benefit**: You can activate Dual Sensor, Targeting Computer, Multi-Sensor, Targeting Simulator, Custom HUD, Laser-Sights or T-Link Sensor as a free action by paying 5 energy per accessory tier, or activate it as move/swift action and pay the same amount of energy to re-roll all miss chances for 1 round.

### Terrain Mastery [Pilot]

**Benefit**: Choose one of the following options. In addition you ignore the Decay Cloud, Withering Dust and Lighting Storm Exotic Environments when you are in your chosen type of terrain.

#### Water

You gain a +3 bonus to AC, Saves and attack rolls while fighting under a large liquid body.

#### Ground

You gain a +2 bonus to AC, Saves and attack rolls while standing on a solid surface.

#### Air

You gain a +1 bonus to AC, Saves and attack rolls while fighting in a gaseous atmosphere without touching a solid surface.

#### Space

You gain a +1 bonus to AC, Saves and attack rolls while fighting under void conditions without touching a solid surface.

### Trans-Am [Pilot]

*Contributed by YuweaCurtis. Original Post.*

**Benefit**: Utilizing a secret system hidden within the GN Drive, the pilot expends more energy to increase the performance of their Mecha. At the cost of 20% max energy per turn you gain a +1 attack bonus, +2 damage bonus, +1 enhancement bonus to AC, and +5 mu movement speed per 3 Pilot levels you have. This is activated using a swift action, and during its duration the mecha emits a red glow which prevents Hide checks. This can be ended as a free action. This automatically ends if you are incapable of paying the cost and is only usable while the currently piloted mecha has a GN Drive.

### Trans-Am Burst / Quantum System [Pilot]

*Contributed by YuweaCurtis. Original Post.*
**Prerequisites**: Trans-Am, Innovade, Twin Drive feat, Tier VII mecha

**Benefit**: While Trans-Am is active, gain 100 mu blindsense. Also everyone within range can use Detect Thoughts at will, the save being Charisma based and the level based off individual character level. This can be use to read base intentions on the 2nd round. You have +5 bonus to resisting others trying to use it on you. Everyone in range can also telepathically communicate with one or more people in the area.

### Twin Drive [Pilot]

*Contributed by YuweaCurtis. Original Post.*

**Benefit**: Due to higher energy requirements for certain weapons and accessories, or the need for longer performance times, some specialized units are fitted with a second paired engine. Whenever piloting a mecha with the Reactor ability, it gains 20% more max energy and it's Reactor is increased by 1.

### Zen Zanbato [Pilot]

**Benefit**: While piloting your main mecha, you can use Wis instead of Str for melee attacks, Grabbing, Disarming, Pushing, Downfall as well as the DCs of melee maneuvers. In addition once per round if you fight defensively and hit an enemy who had attacked you in melee, you can automatically recognize any lies about the things they've ever told you (you won't know the truth, but you'll know exactly about what they lied).

You can apply the above benefits while piloting another mecha by first spending 8 hours patiently meditating inside it.

## Casters

### Digital Domain [Pilot]

**Prerequisites**: Int 12+, Wis 12+, Cha 12+, at least one level of Divine Pilot or Magitech Knight.

**Benefit**: Choose a cleric Domain from a god you worship. You add the Domain’s spells to your spells known and also gain the Domain’s special power.
**Special**: If you stop worshiping your god or worship another one, you lose this feat. You may take this feat multiple times, its effects stack. Any Charisma effects from the Domain’s powers may be converted to Wisdom. If you are a Magitech Knight, you may cast the 7th, 8th and 9th spells each 1/day with no need of a spell slot provided you have at least twice as many Magitech Knight levels as the spell’s level.

### Magic Reactor [Pilot]

**Prerequisites**: Neo Divinity or Steel Arcanist

**Benefit**: You can have your mecha get normal HP, Energy, Nat armor and DR while retaining full spell channeling capacity. However each time you cast a spell while piloting a mecha, you must pay 5 energy per its level, and if the spell produces a non-instantaneous effect, your max energy is reduced by an equal amount while the spell lasts. If the mecha is destroyed, such a sustained effect ends automatically.

### Metal Mind [Pilot]

**Prerequisites**: At least one level of Super Pilot or Real Pilot

**Benefit**: You can count your Super Pilot and Real Pilot levels as levels of Psycho Pilot for purposes of ML and for the purposes of learning new powers and getting more power points per day. So for example, a Real Pilot 3 who took 1 level of Psycho Pilot could choose to have ML 4, get 1 2nd level power and 6 PP base. She wouldn't get the powers knowns and power points of a Psycho Pilot 3 however.
**Special**: In a gestalt/tristalt/whateverstalt campaign, both classes must be on the same track (and only on the same track) for you to gain this benefit.

### Neo Divinity [Pilot]

**Prerequisites**: At least one level of Real Pilot or Super Pilot

**Benefit**: You can count your Real Pilot and Super Pilot levels as levels of Divine Pilot for purposes of CL and for the purposes of learning new spells and getting new spell slots. So for example, a Real Pilot 3 who took 1 level of Divine Pilot could choose to have CL 4, get 3 2nd level spell slots, 1 1st level spell slot, 1 2nd level spell known and 1 0th level spell known. She wouldn't get the spell knowns and spell slots of a Divine Pilot 3 however.
**Special**: In a gestalt/tristalt/whateverstalt campaign, both classes must be on the same track (and only on the same track) for you to gain this benefit.

*Table of Spells gained when Multiclassing with Neo Divinity or Steel Arcanist*:

In the cases where the table shows zero spell slots, the character still gains bonus spells for high mental stats as usual for the class.

### Psionic Trooper [Pilot]

**Prerequisites**: At least one level of Super Pilot or Real Pilot

**Benefit**: You can count your Super Pilot and Real Pilot levels as levels of Prodigy Pilot for purposes of ML and for the purposes of learning new powers and getting more power points per day. So for example, a Real Pilot 3 who took 1 level of Prodigy Pilot could choose to have ML 4, get 1 2nd level power and 2 PP base. She wouldn't get the powers knowns and power points of a Prodigy Pilot 3 however.
**Special**: In a gestalt/tristalt/whateverstalt campaign, both classes must be on the same track (and only on the same track) for you to gain this benefit.

### Steel Arcanist [Pilot]

**Prerequisites**: At least one level of Super Pilot or Real Pilot

**Benefit**: You can count your Super Pilot and Real Pilot levels as levels of Arcane Pilot for purposes of CL and for the purposes of learning new spells and getting new spell slots. So for example, a Real Pilot 3 who took 1 level of Divine Pilot could choose to have CL 4, get 3 2nd level spell slots, 1 1st level spell slot, 1 2nd level spell known and 1 0th level spell known. She wouldn't get the spell knowns and spell slots of a Arcane Pilot 3 however.
**Special**: In a gestalt/tristalt/whateverstalt campaign, both classes must be on the same track (and only on the same track) for you to gain this benefit.

### Terrorize Undead [Pilot]

**Prerequisites**: Int 13+, Wis 13+, Cha 13+, at least one level of Divine Pilot or Magitech Knight.

**Benefit**: You gain the Turn Undead ability of a cleric, using your Divine Pilot + Magitech Knight level as cleric level.

## Funnels

As mechas that could channel certain pilot's mental power were developed, a new terrifying weapon was planned and developed. Groups of robotic drones under control of one single advanced mind, swarming their targets from all directions with perfect coordination. Its code-name: "Funnels".

Funnels are dense masses of flying Diminutive robotic drones that would not be particularly dangerous in their own groups, but can be terrible foes when gathered in sufficient numbers. For game purposes a Funnel is defined as a single mecha with a space of 10 mu—gigantic clouds are actually composed of dozens of Funnels in close proximity. A Funnel has a single pool of Hit Dice and hit points, a single initiative modifier, a single speed, and a single Armor Class. It makes saving throws as a single mecha.

Many different kinds of robotic drones can mass as Funnels, but they're treated as Mechas for all creature types purposes.

A Funnel of Diminutive robots consists of  between 8-100 flying robotic drones.  Larger Funnels are represented by multiples of single Funnels. A large Funnel is completely shapeable, though it usually remains contiguous.

Unlike other robots with a 10-foot space, a Funnel is shapeable. It can occupy any four contiguous squares, and it can squeeze through any space large enough to contain one of its component robots.

### Funnel Combat

Funnels never make attacks of opportunity, but they can provoke attacks of opportunity.

Funnels are always immune to the area attacks from their own controller.

Funnels come in three different kinds, offensive, defensive and ranged, which controls how they fight. They deal 1d6, plus 1d6 at 3HD and an extra +1d6 for every 2 HD thereafter, Reflex save for half. Funnel attacks ignore half DR and hardness.

Funnels have 50% reduction against weapon damage but take +50% damage from area attacks.

### Funnel Type

Funnels come in three main types that determine how they fight.

#### Offensive Funnels

With claws or short-range high-intensity lasers those funnels specialize in quickly approaching the enemy and tearing it apart piece by piece. In order to attack, a single Offensive Funnel moves into opponents’ spaces, which provokes an attack of opportunity. It can occupy the same space as a robot of any size, since it crawls all over its prey, but remains a mecha with a 10-foot space. It then deals damage to all creatures inside it at the end of its turn. In addition Offensive Funnels specialize in attacking weak points to cripple their opponents. Creatures damaged by an Offensive Funnels must succeed on a Fort save or be Dazed for 1 round.

#### Ranged Funnels

With missiles, cannons or other long-range weapons, those funnels specialize in raining destruction from afar. In order to attack, a Ranged Funnel at the end of its turn chooses 4 connected squares within 100 mu. Creatures inside those squares take Funnel damage.

#### Defensive Funnels

This type of funnel isn't designed for attacking but rather intercepting enemy attacks. Reduce all damage received by other allied creatures inside a Defensive Funnel's area by an amount equal to 3+HD. The Defensive Funnel may reduce this bonus by 3 to either grant cover, concealment, or double its area (stacking), to a minimum of 0 reduced damage.

### Funnel Control System [Pilot]

**Prerequisites**: Any Pilot class, ability to cast spells or manifest powers.

**Benefit**: You gain a set of Funnels integrated in your mecha, of a type (Offensive, Ranged or Defensive) of your choice when this feat is picked. Its HD is equal to your own and it has same AC as your mecha, half its DR, HP and saves and flight speed with perfect maneuverability equal to your mecha's highest movement speed. You add the highest level of spell/power you can cast/manifest to the damage dealt/reduced by your funnel. You must spend a swift action concentrating each round for your Funnel to act, otherwise they simply hover in place without attacking. Your funnels benefits from any special visions and senses you have, and you can "see/sense" from their position as well.

Any Funnels save DCs are 10+1/2 HD+Your highest mental stat mod.

Normally your funnel rests inside special protective crevices inside your mecha's body where it can't be damaged by exterior sources, but as a standard action you can “deploy” it in squares adjacent to you, and it acts instantly, using your own initiative. Your funnels draw directly energy from you trough either thin cables or an energy net, and the funnel will consume 5 energy at the start of each of your turns. You can recall them back inside as an immediate action, in which case it stops draining your energy. If your mecha runs out of energy, its component robots falls to the ground and must be manually recovered after battle. If it is destroyed or lost, it can be replaced at any place where you could change equipment.
**Special**: You may pick this feat up to three times, each one choosing a new type of Funnels. Each drains energy separately, but you can deploy multiple different funnels and keep concentration on them with the same action.

### Channel Funnels [Pilot]

**Prerequisites**: Funnel Control System

**Benefit**: You can use your casting/manifesting as if you were on the position of your funnels.

### Custom Funnels [Pilot]

**Prerequisites**: Funnel Control System

**Benefit**: Your Offensive and Ranged funnels gain either the Pinning, Disarming, Concussive, Grabbing or Downfall property. Use your own stats as appropriate. If you have both Offensive and Ranged funnels, you may pick different abilities for each.

### Improved Funnel [Pilot]

**Prerequisites**: Funnel Control System

**Benefit**: Choose one of your type of funnels. That type of Funnel deals an extra 1d6 of damage (or reduces an extra 3 points of damage taken for a Defensive Funnel) and can be used to perform Bullrush, Disarm, Trip or Grapple attempts on targets inside their area without provoking attacks of opportunity.

### Faster Funnel [Pilot]

**Prerequisites**: Funnel Control System

**Benefit**: Your Funnels can now be deployed as a move or swift action

### Refractor Bits [Pilot]

**Prerequisites**: Funnel Control System

**Benefit**: Enemies inside or within 15 mu of your funnel area take a -6 penalty to AC and reflex saves. Enemies attacking through this area take a -6 penalty to attack rolls.

### Strike Shields [Pilot]

**Prerequisites**: Funnel Control System (Offensive) and Funnel Control System (Defensive)

**Benefit**: Instead of either Offensive or Defensive funnels, you can deploy a single set of funnels that work as both Offensive and Defensive.

## Relationship Feats

Close relationships are a very complex matter, but there's no denying that there's great power to be drawn from them. For a mecha pilot putting their life on the hands of other mecha pilots, it's not unexpected at all to develop strong feelings for your companions of one kind or another.

When you pick a [Relationship] feat, you must choose an individual to which it will apply. Each individual can only be targeted by a single kind of relationship-you cannot love someone while wanting to be friends with them. However the feelings don't need to be mutual. The target of your love can feel you as just a friend, if they have have any feelings back for you at all!

Ship captains and Mecha Mooks that took the Combined Team feat cannot have relationship feats towards their own class companions. They already have deep links between them resulting from piloting the same machine simultaneously. Similarly, you can't benefit from Relationship feats if the target of your affection is sharing your space.

Each relationship feat provides certain bonus when near the target of your feelings (even if they're disabled or dead), but if you both share the same kind of feeling for each other, this allows you to unleash a Synchro Attack.

#### Synchro Attack

To use a synchro attack both you and your relationship partner must have successfully damaged the target in the last round. If you're adjacent to each other, when one of you attacks the target of the synchro on their own turn, the other partner can perform an attack consuming the same type of action against that same target as a free action. Ammo, energy and other non-action resources are expended as normal. You only need to be adjacent to each other at the start of the synchro. If one of you charges, the other can stay behind and unleash a ranged attack for example.

The extra attack from a synchro attack cannot trigger new synchro attacks.

### Love [Pilot, Relationship]

*Arguably the strongest feeling, although also the hardest to properly harness. Love is an harsh mistress, capricious and volatile. When two lovers take to the battlefield together, they fight more boldly than ever, seeking to crush any obstacle that would keep them apart.*

**Benefit**: When you perform an attack adjacent to your love target, your first successful attack in each round (hits and isn't countered/blocked/similar) deals extra damage equal to your HD.
**Special**: You may take this feat up to two extra times. Its effects stack, and grant you an extra benefit depending on the number of times you picked this feat.

#### Love Twice

Once per hour if an enemy damages your love target or inflicts an ill effect on them, as an immediate action you can count yourself as adjacent to your love target for Synchro Attacks and Love Relationship for 1 round.

#### Love Thrice

Once per day if an enemy destroys/kills/disables/similar your love target while you're adjacent to them you can instantly recover all your mecha's HP, ammo and energy, and double your Love Relationship bonus to weapon damage rolls for 1 round as an immediate action.

### Friendship [Pilot, Relationship]

*Comradeship is essential element to any lasting organization. Trusting others to watch your back and in turn supporting them will lead to results that are greater than the sum of the parts.*

**Benefit**: While adjacent to your friendship target, you gain a +1 bonus to attack rolls, saves and AC, plus an extra +1 for every 6 HD you have.
**Special**: You may take this feat up to two extra times. Its effects stack, and grant you an extra benefit depending on the number of times you picked this feat.

#### Friendship Twice

Once per hour if an enemy damages your friendship target or inflicts an ill effect on them, as an immediate action you can instantly move yourself adjacent to your friendship target as long as he's within view.

#### Friendship Thrice

Once per day if an enemy would destroy/kill/disable/similar your Friendship target while you're adjacent to them, you may force them to either re-roll the attack with a -10 penalty, or your ally to re-roll the save with a +10 bonus, and double your Friendship Relationship bonus to attack rolls and AC for 1 round as an immediate action.

### Rivalry [Pilot, Relationship]

*Competition is quite common inside any organization, its members trying to outdo each other to impress their superiors and subordinates. Sometimes said competition evolves into a quite personal ground, two rivals constantly bidding to prove which of them is the very best.*

**Benefit**: When you start an attack adjacent to your rivalry target, your weapon crit ranges and the save DCs of your weapons and maneuvers increase by 1 for 1 round.
**Special**: You may take this feat up to two extra times. Its effects stack, and grant you an extra benefit depending on the number of times you picked this feat.

#### Rivalry Twice

Once per minute if an enemy damages your rivalry target or inflicts an ill effect on them, as an immediate action you for 1 round all your attacks against that enemy automatically threaten critical hits (if they would already automatically threaten critical hits, they're an automatic critical hit).

#### Rivalry Thrice

Once per day if an enemy kills/destroys/disables/similar your rivalry target while you're adjacent to them, as an immediate action you can take a fullround worth of actions that must be spent attacking said enemy to the best of your capacity, and double your Rivalry Relationship bonus to crit ranges and save DCs for any attacks performed against that same enemy.

### Devotion [Pilot, Relationship]

*Somewhere between Love and Friendship, there is a special feeling, most commonly found among family members, whether related by blood or formed together by sharing great experiences. It is being there for your special one(s) no matter what. It is enduring trough great pains and struggles so you can be together. It is Devotion.*

**Benefit**: When you end your turn adjacent to your Devotion target, your DR and resistance against all elements is increased by an amount equal to your HD for 1 round.
**Special**: You may take this feat up to two extra times. Its effects stack, and grant you an extra benefit depending on the number of times you picked this feat.

#### Devotion Twice

Once per hour if an enemy damages your Devotion target or inflicts an ill effect on them, as an immediate action you can instantly move adjacent to the attacker as long as they're within view and take the damage/ill effect yourself.

#### Devotion Thrice

Once per day if an enemy destroys/kills/disables/similar your Devotion target while you're adjacent to them you can instantly recover half your Devotion target's HP, ammo and energy, preventing their destruction/death/disable/similar, and double your Devotion Relationship bonus to DR and resistance for 1 round as an immediate action.

## Martial Discipline Feats

### Born to Fight [Pilot]

**Prerequisites**: Any Pilot class

**Benefit**: You can "overcharge" one Accessory of your mecha as a free action (even if it isn't your turn) to gain a specific benefit as detailed below, but after that the accessory becomes useless for 10 rounds and you cannot remove it nor exchange it from your Arsenal.

* Booster (I): +30 mu to all the mecha movement modes for 1 round.
* Chokabam Armor (I): Reduce the damage of one attack by 20, 30 for Heavy, or 40 for Fortress.
* Shoulder Shield (I): Negate one attack if enemy was 100+ mu away, or 90+ mu for Wall, or 80+ mu for Guardian.
* Nacht system (I): The mecha completely disappears and cannot be targeted by any effects for 1 round.
* Custom Coloring (I): Recover 5 spirit points.
* Cape (I): Re-roll a failed save.
* Water Jet (I): Gain a +2 bonus on all 1d20 rolls and damage rolls while underwater for 1 round.
* Dual Sensor (I): +2 to all attack rolls for 1 round.
* Solar Panel (I): For 1 round all energy costs are reduced by 10%.
* Yksvoknym Particles Generator (I): For 1 round no radar or special sense can detect you unless the source is within 20 mu from you.
* Radar Extender (I): Allies other than you within 10 mu gain a +1 precision bonus to damage rolls for 1 round.
* Interference Extender (I): Allies within 10 mu gain +3 temporary HP for 1 round.
* Close Canceller (I): Negate one Overcharge from an enemy you're you're adjacent to.
* Generator (II): Recover 25 energy.
* Emblem (II): Recover 10 spirit points.
* Carbon Armor (II): Reduce the damage of one attack by 30, or 45 for Heavy, or 60 for Fortress.
* Carbon Shield (II): Reduce the damage of one attack by 20%, or 30% for Wall, or 40% for Guardian.
* Servo Motor (II): Gain +4 Dodge bonus and reflex saves for 1 round.
* AB Field (II): Fully nullify one Beam attack.
* Mega Booster (III): +60 mu to all the mecha movement modes for 1 round.
* Hybrid Armor (III): Reduce the damage of one attack by 40, or 60 for Heavy, or 80 for Fortress.
* Hybrid Shield (III): Fully negate one attack if it came from an enemy 60+ mu away from you, or 50+ mu for Wall, or 40+ mu for Guardian.
* Medal (III): Recover 20 spirit points.
* Tesla Drive (III): Double your flight speed for 1 round.
* Trajectory Calculator (III): +100 mu to all ranged weapon's range for 1 round.
* Multi-Sensor (III): +4 to all attack rolls for 1 round.
* Fission System (III): For 1 round all energy costs are reduced by 20%.
* Electronic Disruptor (III): For 1 round no radar or special sense can detect you unless the source is within 10 mu from you.
* Bio sensor (IV): Gain +8 Dodge Bonus and reflex saves for 1 round.
* Golden Gears (IV): Recover 35 spirit points.
* Ceramic Armor (IV): Reduce the damage of one attack by 50, or 75 for Heavy, or 100 for Fortress.
* Ceramic Shield (IV): Reduce the damage of one attack by 40%, or 50% for Wall, or 60% for Guardian.
* Enancher (IV): All mecha weapons critical threat increases by 2 for 1 round.
* Large Generator (IV): Recover 50 energy
* GN Drive (IV): For 1 round you gain a +6 Dodge bonus to AC, Fort/Will Saves, Str/Dex checks/skills, +60 mu to all movement speeds and a +6 bonus to attack and damage rolls with weapons with GN on their names, however you also glow brightly red, automatically failing any Hide/Disguise checks, and until the GN Drive becomes operational again, you suffer a -6 penalty to AC and all 1d20 rolls.
* Orichalcum Armor (V): Reduce the damage of one attack by 60, or 90 for Heavy, or 120 for Fortress.
* Orichalcum Shield (V): Fully negate one attack if it came from an enemy 40+ mu away from you, or 30+ mu for Wall, or 20+ mu for Guardian.
* Platinium Plating (V): Recover 55 spirit points.
* Mark of the Hero (V): +4 Dodge bonus, +8 Armor, +4 DR, +4 to all attack rolls, +4 to all saves and re-roll all natural 1s for 1 round.
* Mirror-Image Projector (V): Hyper Jammer miss chance cannot be re-rolled nor ignored for 1 round.
* Custom HUD (V): +8 to all attack rolls for 1 round.
* Tronium engine (V): For 1 round all energy costs are reduced by 30%.
* Field Dampener (V): For 1 round no radar or special sense can detect you unless the source is within 5 mu from you.
* Hyper Generator (VI): Recover 100 energy.
* S-Adaptator (VI): Grants the Amphibious property, ignores dificult terrain, +2 to all saves.
* Royal Insignia (VI): Recover 70 spirit points.
* TROMBE! (VI):+90 mu to all the mecha movements for 1 round.
* Lacanium Armor (VI): Reduce the damage of one attack by 70, or 105 for Heavy, or 140 for Fortress.
* Lacanium Shield (VI): Reduce the damage of one attack by 60%, or 70% for Wall, or 80% for Guardian.
* Thruster (VI): Gain +12 Dodge Bonus and reflex saves for 1 round.
* Tesla Drive S (VI): Triple your flight speed for 1 round.
* G-Territorry (VI): Ignore one non-damage effect for 1 round.
* Z.O Armor (VII): Reduce the damage of one attack by 80, or 120 for Heavy, or 160 for Fortress.
* Aegis (VII): Fully negate one attack if it came from an enemy 20+ mu away from you for Automatic, or 15+ mu for Advanced, or 10+ mu for Artificial.
* Minmei Doll (VII): Recover 100 spirit points.
* T-Link sensor (VII): +16 to all attack rolls for 1 round.
* Holy Power Device (VII): For 1 round all energy costs are reduced by 40%.
* Advanced AI (VII):+16 Dodge Bonus and reflex saves, +20 mu to all speeds, +20 mu to all ranged weapons reach, +8 to all attack rolls, and re-roll all natural 1s and 2s for 1 round.
* Steel Soul (VII): +8 Dodge Bonus, +12 Armor, +8 DR, +8 to all attack rolls, +8 to all saves, ignore all non-damage effects for 1 round.
* Sistema Voyeur (VII): For 1 round no radar or special sense can detect you.
* Radar (any): Triple the radar's range for 1 round, for one attack your weapon gains the Area, Power, Concussive, Rending, Downfall, Pinning, Disarming, or Pushing property.
* Frame (Any): Fully negate the damage of a successful critical or all elemental damage from the respective element for 1 round. In the case of the Super Frame you become immune to critical hits for 1 round.

In addition you can use your pilot maneuvers and stances while outside your mecha, but only once per 5 minutes.

You can also inflict non-damage effects (both ill or beneficial) in a mecha even if you're on foot and smaller than them.
Finally, when you exit your mecha (or escape pod), you may choose to do so with a jetpack, mini motorcycle, leg augments or something similar.

Either way the effect of said item is identical-they convert your regular movement speeds to mecha scale for the duration of up to 1 minute (you can choose to divide the duration over 10 separate rounds as you wish).

Once those rounds are ended, the energy of such transport is depleted and cannot be used again until you either spend 1 hour recharging it, or you return to your mecha.

*Expendable accessories and [Rev] accessories do not have overcharge options.*

### Gate to Nowhere [Pilot]

**Prerequisites**: Born to Fight, Pilot level 6+, Knowledge of at least one Internet Explorer stance and three Internet Explorer maneuvers.

**Benefit**: While in an Internet Explorer stance, you can use the following tactical options. You cannot start one while another is still active.

#### Firefox

As a fullround action you can choose for your movement speeds to be halved, but you can add your Int mod to Hide and Move silently checks, become immune to the Scan spirit, immune to indirect divination effects, and knowledge checks against you take a -10 penalty. Ending this effect is a swift action.

#### Chrome

At the start of your turn, if you're inside your mecha, you may gain your choice of Glory in Death, Death before Dishonor, or Terrain Mastery for 1 round, or grant one of those feats to an adjacent ally for 1 round.

#### Opera

As a move or swift action, your next attack within 1 round gains a +4 bonus on the attack roll and DC (if any), but roll a 1d12.

1. Nothing special happens.
2. One of your weapons chosen at random cannot be used until the start of your next turn.
3. You cannot move until the start of your next turn.
4. One of your arsenal options chosen at random cannot be used until the start of your next turn.
5. You cannot use maneuvers until the start of your next turn.
6. You lose 10 spirit points.
7. You become Confused until the start of your next turn, ignoring any immunities you have.
8. Make an attack with your strongest weapon against yourself as a free action.
9. You take a -4 penalty to Fort and Will saves until the start of your next turn.
10. You take a -4 penalty to Reflex saves and AC saves until the start of your next turn.
11. Your turn automatically ends.
12. Roll twice, apply both results.

#### Safari

At the start of your turn, if you're not inside your mecha, you may materialize a Generic Universal Neo Dynamic Assault Mobile Suit of the same level as your mecha around you (provided there's enough space), but no Arsenal besides one random melee weapon and one random ranged weapon of the same level. It lasts for 2d12 rounds before de-materializing again, and during that time you cannot use other tactical options from this feat nor can you willingly exit this mecha.

### I am Invincible! [Pilot]

**Prerequisites**: Born to Fight, Pilot Level 6+, at least one Burning Justice Stance and three Burning Justice maneuvers.

**Benefit**: While in a Burning Justice Stance, you can use the following tactical options. You cannot start one while another is still active.

#### Ally of Justice

At the start of your turn, if you're inside your mecha, you may gain your choice of Defensive Support, Defend, Attacker or Rivalry feat for 1 round.

#### Come to Me

If you're outside your mecha and in an open space, and your mecha is at full energy, as an immediate action you can call it into an empty space adjacent to you big enough for it to fit in. It arrives instantly, and at your discretion picks you up and puts you inside your cockpit right away.

#### Over the Top

As a move or swift action, you can integrate one single piece of equipment of Pure Crafting. This can be either an item you actually own, or any single Pure Metal item that demands BaB equal to your Pilot level-5 (up to Relicwork at Pilot level 17) takes 1d3 rounds to integrate with your mecha, and then it benefits from the pure metal item using your own BaB. Retrieving the pure metal item from your mecha demands another move or swift action (if it was spawned, then it simply dissipates) and is instant. If it's a pure metal weapon, you can add its pure metal properties to one of your mecha's weapons of your choice. If you leave it in your mecha after you exit, then it counts as a Coat of Arms of the respective material in mecha scale. When you board again, it will need another 1d3 rounds for the benefit of the pure metal item to start applying again to the mecha itself.
Only one item may be integrated at a time. You need to remove any previous one before being able to apply a new one.

#### Who the Hell do You Think I Am

By spending a fullround action screaming and making poses, you can grant yourself an Insight bonus equal to the highest level of Burning Justice maneuvers you know on two Str, Con or Cha-based skills of your choice in which you have no ranks, and count as having at least 1 rank in them(or alternatively two of Str, Con or Cha checks). Only two insight bonus at a time. You can end this as a free action.

### Heaven-Sailing Dragon [Pilot]

**Prerequisites**: Veteran Mechanics, Pilot Level 6+, at least one Ships Full of Hope Stance and three Ships Full of Hope maneuvers.

**Benefit**: While in a Ships Full of Hope Stance, you can use the following tactical options. You cannot start one while another is still active.

#### The Steel Ark

At the start of your turn, if you're inside your ship, you may gain your choice of Combo Attack, Leader, Guardian or Friendship feat for 1 round.

#### Communication Hub

As a fullround action select a number of other mechas up to your Cha mod inside your ship. They can communicate at distance with each other while they're on the same planet.
If you're able to initiate 5th level Ships Full of Hope maneuvers, the communications can extend to that planet's moons and closest planets on the same solar system.
If you're able to initiate 7th level Ships Full of Hope maneuvers, the communications can extend to any other location in the same solar system.
If you're able to initiate 9th level Ships Full of Hope maneuvers, the communications can extend to any other location in the galaxy.
Selecting a new group of mechas to belong to your Communication Hub overwrites the previous ones.

#### Jammer

As a fullround action, you can start reducing the range of all communications (including magical ones) to 30 mu maximum in an area up to one grade smaller than the highest you can use. You must be inside said area.
So for example, if you can extend communications to the galaxy, you could jam communications in a solar system.
Even if you can cannot initiate 5th level Ships Full of Hope maneuvers, you can still jam an area with a radius of up to 1 mile per Pilot level.
You cannot use Cruising Speed or Warp Speed(see below) while using your Jammer.
You can use the Jammer and Communication Hub simultaneously, but all your energy recovery is halved.
Your Communication Hub is not blocked by your own Jammer. You can stop using either as a free action.

#### Warp Speed

If you take 3 rounds to charge up Cruising Speed, your ship's movement speeds are increased by ten. If you take 3 minutes to charge up Cruising Speed, they're increased by 100. If you take 3 hours to charge up cruising speed, they're increased by 10,000.
If you're able to initiate 6th level Ships full of Hope Maneuvers, you may instead spend 3 continuous rounds to replicate a Teleport spell converted to mecha scale, except you can only bring along whatever's inside your ship and the maximum range is 5 000 000 000 000 mu per pilot level.
Your ship loses half its max energy and cannot regenerate energy for 3 rounds after using the above option.
If you're able to iniate 8th level Ships full of Hope Maneuvers, you may instead spend 3 continuous rounds to replicate a Plane Shift spell converted to mecha scale, except you can only bring along whatever's inside your ship.
Your ship loses all of its energy and cannot regenerate energy for 6 rounds after using the above option.

You can still attack and use maneuvers while "charging up" like above after using a fullround action to start it, but your movement speeds drop to zero while doing so.

### Rushing Dandy [Pilot]

**Prerequisites**: Born to Fight, Pilot Level 6+, at least one Into the Danger Zone Stance and three Into the Danger Zone maneuvers.

**Benefit**: While in an Into the Danger Zone Stance, you can use the following tactical options. You cannot start one while another is still active.

#### Heroic Personality

At the start of your turn, if you're inside your mecha, you may gain your choice of Lucky, Spirit Regen, Counter or Devotion feat for 1 round.

#### Field Improvisation

As a move or swift action you can quickly customize a weapon for extra effect depending on their properties.

##### Area

If the weapon has the area property and is ranged, you can change the line to either a cone with up to half the first range increment, or to affect a 20-mu spread within the two first range increments. If it's a melee area weapon, you may instead make it affect up to a 40-mu burst centered on you.

##### Rending

Your weapon chews through fueling cables and other support systems. Damaged opponents only recover half energy for 1 round (multiple blows on the same enemy don't stack).

##### Power

Your weapon burns extra hot, melting repair systems and nanomachines alike. Damaged opponents only recover half HP for 1 round (multiple blows on the same enemy don't stack).
Only one customization at a time, and it lasts until you change it or activate another option from this feat.
Alternatively, if you're outside a mecha, as a fullround action you may jury-rig an adjacent destroyed mecha to go again and board it, recovering 1d12 HP and energy per Pilot level (count the destroyed mecha as if at 0 HP and energy), but losing half its weapons at random (rounded up) and will fall apart on its own after 1d12 rounds. If it was your own mecha double the HP/energy recovered and how long it lasts. From now on no amount of improvisation will get it back moving until it is properly repaired.

#### Collateral Damage

As a move or swift action, you remove all the limiters on your weapons. They now deal double damage against inanimate objects and ignore half the hardness of your targets. When you attack a target, you also may attack the terrain they're standing in, destroying any area cover/concealment and turning it into hard terrain (if anything remains). In the case of area attacks, if they deal enough damage to destroy a section of terrain they keep dealing damage to the terrain behind.
Alternatively, you may shoot at terrain to create rubble that provides a Cover bonus equal to the highest level Into the Danger Zone maneuver you have (still counts as hard terrain).

#### Raw Power

By spending a fullround action screaming and making poses, you can grant yourself an Insight bonus equal to the highest level of Into the Danger Zone maneuvers you know on Str checks. While this is active your mecha can carry/move an object as if it had 10x this Insight Bonus as much carrying capacity, provided it's a single solid inanimate/helpless object, like a bigger mecha/building/mountain/planetoid.

### Shooting Star, Cut Through the Night [Pilot]

**Prerequisites**: Born to Fight, Pilot Level 6+, at least one Ace Pilot Stance and three Ace Pilot maneuvers.

**Benefit**: While in an Ace Pilot stance, you can use the following tactical options. You cannot start one while another is still active.

#### Ace Legend

At the start of your turn, if you're inside your mecha, you may gain your choice of Offensive Support, Evade, Predict or Love feat for 1 round.

#### Supply Drop

Once per minute as a swift or move action, you can call for specific supplies to be dropped to your position by distant allies. They arrive instantly to a position adjacent to you and you can grab and equip them instantly as they arrive. Others cannot use them as they're calibrated to your machine only.

Regardless of the option chosen, supply drops are made from cheap, unstable materials and become useless within 5 rounds. You can discard them earlier as another move or swift action so you can use other options from this feat.

##### Wargear

One arsenal weapon or accessory of level up to your available arsenal level-1. Only good for 5 rounds, but doesn't take arsenal space. You can also request weapons or accessories sized for yourself, although with the same limitations.

##### Energy Tank

Refills 20% of your mecha's max energy when picked up and another 20% at the start of each of your next turns for 5 rounds.

##### Decoy Drone

Enemies seeing this activated must make a Will save with DC 10+1/2HD+Highest Dex or Str mod or next round they cannot attack anything but the decoy. Multiple decoys in the same round don't stack. The decoy can be sent to any direction up to 10 mu per pilot level when activated, but is destroyed at the end of the next round if at least one enemy attacked it. If not attacked, it keeps flying for 5 rounds, each time forcing a new Will save from enemies.

#### Natural Leader

As a fullround action once per hour, you can call a single Mecha Mook (just one, not the whole squad) to any position you can see. It has elite array of stats, level equal to your own, only Pilot Feats and arsenal of your choice.

It serves faithfully and immediately. You can dismiss them as an immediate action, in which case they'll return to the nearest friendly base as fast as possible, allowing you to use other options from this feat.

You can use this even if unable to take actions. If your own mecha was destroyed, you can requisition the mecha mook's machine for yourself, in which case you can use other options from this feat.

#### Lessons From The War

By spending a fullround action having flashbacks of previous, terrible battles, you can grant yourself an Insight bonus equal to the Highest level of Ace Pilot maneuvers you know on two Dex, Int or Wis-based skills of your choice in which you have no ranks, and count as having at least 1 rank in them (or alternatively two of Dex, Int or Wis checks). Only two insight bonus at a time. You can end this as a free action.

### Showtime Star [Pilot]

**Prerequisites**: Born to Fight, Pilot level 6+, Knowledge of at least one Gun Maniac stance and three Gun Maniac maneuvers.

**Benefit**: While in a Gun Maniac stance, you can use the following tactical options. You cannot start one while another is still active.

#### Artificial Awakening

At the start of your turn, if you're inside your mecha, you may gain your choice of Cyber Newtype, Innovade or Coordinator feat for 1 round, or grant one of those feats to an adjacent ally for 1 round.

#### High Time

At the start of your turn, if you're not inside your mecha, you may materialize one Heavy, a pair of Twin-Linked and a non-Heavy ranged weapons your mecha is equipped with suited for your size, but they still count as mecha weapons and need at least 30 feet (5 mu) open space to be used due to exceptionally long barrels. You must pay Spirit points equal to their energy cost to use them, or 10 Spirit points per ammo in the case of guns that run on ammo. They de-materialize after 1 round.

#### Toughness Time

If last round you used exactly one [Twin Guns], [Launcher] or [Rifle] maneuver and this turn you use exactly one maneuver with another of those 3 tags, you recover 20 Spirit points at the start of your next turn.

#### One More Time

If you used Toughness Time last round and this turn you use one maneuver with the third tag you didn't use yet, that attack doesn't consume ammo/weapon energy cost for the first shot (applies to both weapons if using a [Twin Guns] maneuver) and you recover 30 spirit points at the start of your next turn.

### Adrenaline Attack [Pilot]

**Prerequisites**: Born to Fight, Pilot level 6+, Knowledge of at least one Martial Machine stance and 3 Martial Machine maneuvers.

**Benefit**: While in a Martial Machine stance, you can use the following tactical options. You cannot start one while another is still active though.

#### Slider Upper

At the start of your turn, if you’re inside your mecha, you may gain your choice of Zen Zanbato, Beautiful Blade or Smart Sword feat for 1 round, or grant one of those feats to an adjacent ally for 1 round.

#### Step Advance

At the start of your turn, if you're not inside your mecha, you may materialize one Heavy, a pair of Twin-Linked and a non-Heavy melee weapons your mecha is equipped with suited for your size, but they still count as mecha weapons and need at least 30 feet (5 mu) open space to be used due to exceptional size. You must pay Spirit points equal to their energy cost to use them, or 10 spirit points per ammo in the case of weapons that run on ammo. They de-materialize after 1 round.

#### Halfline Boost

If last round you used exactly one [Knuckles], [Saber] or [Twin Daggers] maneuver and this turn you use exactly one maneuver with another of those 3 tags, you recover 20 spirit points at the start of your next turn.

#### Halfline Slayer

If you used Halfline Boost last round and this turn you use one maneuver with the third tag you didn’t use yet, that attack doesn’t consume ammo/weapon energy cost for the first attack (applies to both attacks if using a [Twin Daggers] maneuver), and you recover 30 spirit points at the start of your next turn.

### Turbo Operational Universal High Overcharge Utility [Pilot]

*Crossover with Touhou Battle Grimoire.*
**Prerequisites**: Real Pilot or Super Pilot

**Benefit**: Choose one of the following martial disciplines.

* Ancient Temple
* Border of Life
* Chinese Star
* Crystalized Silver
* Doll Judgement
* Dream Battle
* Drunken Demon
* Love-Coloured Magic
* Lunar Dial
* Lunatic Princess
* Misteryous Millenium
* Plain History
* Riverside View
* Septette for the Dead
* Venerable Battlefield

You learn one 1st level maneuver from them and can now learn more maneuvers from the new school in place of your regular ones. You must meet any extra prerequisites for the school like Ancient Temple's feat (in which case you can choose a pair of your mecha's slashing melee weapons to become the youkai-forged blades and change them when you reach a new tier of mecha weaponry).

## Racial Feats

### Advanced Combat Model [Android, Racial]

**Prerequisites**: Android Race

**Benefit**: The Android chooses a level I Accessory from the Arsenal that doesn't demand energy to use, which can be changed at each level up and cannot be disarmed/sundered. If the Android has Pilot levels, he may choose for this Accessory to be one of its Mecha accessories currently available to it. However that accessory cannot be used while piloting the Mecha, nor can it be an Accessory with a limited number of uses such as a Cartridge.

### Cold Calculations [Android, Racial]

**Prerequisites**: Android Race

**Benefit**: You can use Int instead of Cha for Bluff, Diplomacy, Intimidate, Terror Tactics, Ships Full of Hope and Peace Princess features.