Author Topic: Pilot Feats  (Read 15190 times)

Offline oslecamo

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Re: Pilot Feats
« Reply #20 on: November 16, 2018, 10:46:28 AM »
Ultimate Engineer[Pilot]

“I put this question to you, gentlemen
What is mecha engineering?
Mecha engineering is sin. Spacenoid's original sin
Indeed. Mecha engineering is sin.
When spacenoids downloaded the forbidden file of the Server of Knowledge, they became ashamed of their vulnerability
And covered their colonies with mecha.
From the time spacenoids first gained paranormal powers as newtype beings,
It has been their fate to pilot mechas customized through the engineering called sin.
We alone know spacenoid's sin and engineer mecha for mecha engineering's sake.

Prerequisite: 4+ranks in Craft, lv1+ of Real Pilot.
Benefit: Necessity is the mother of invention, thus pilots forced to fight for their lives in mechas that will not spontaneously sprout new powers when it’s convenient can come up with new unique ways to customize their machines. With 1d12 hours of work you can customize your mecha with the below options (or change previous ones). Only one customization may be taken per category (weapon, support, special, A, B and C), but some may be taken multiple times. Each pick costs one Engineering Job. To gain Engineering Jobs is a matter of hard intensive work that takes its toll in one’s body and mind, so the pilot must sacrifice both 5 from their max HP and 5 skill points for each one. Maintaining the option demands constant effort and stress, thus only by letting go of the option and resting for 2d12 hours does the lost max HP and skill points return. You can only sustain a number of Engineering Jobs up to Real Pilot level, and their benefits are good only for when you’re piloting the mecha yourself (any penalties apply to everybody).

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« Last Edit: June 26, 2019, 02:15:26 AM by oslecamo »

Offline oslecamo

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Re: Pilot Feats
« Reply #21 on: April 10, 2019, 10:12:36 PM »
Note: Feats with the [Extra] tag are mutually exclusive with each other, you can only take one of those.

Spirit Regen[Pilot][Extra]
Prerequisites:Any Pilot class
Benefit: You recover an extra 5 Spirit Points per round.


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.
Bonus:  You found, were offered or managed to build your own Helpful Autonomous Robotic Operator with which you develop a special bond. Their 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 8 hours of tinkering.

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Special: If you would gain a familiar or Psicrystal, you may gain Helpful Autonomous Robotic Operator instead.

Metal Madness [Pilot][Extra]
Benefit: Choose one of the following options.
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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+, no companions, followers, familiars nor cohorts.
Bonus: 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.
« Last Edit: July 22, 2019, 01:01:22 AM by oslecamo »