Author Topic: Pilot Traits  (Read 3562 times)

Offline oslecamo

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Pilot Traits
« on: March 15, 2017, 03:01:21 AM »
« Last Edit: December 03, 2018, 03:38:34 AM by oslecamo »

Offline oslecamo

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Re: Pilot Traits
« Reply #1 on: August 23, 2018, 03:25:43 AM »
Pilot Traits


Child Soldier (Trait)
Either by being an orphan, kidnapped, sold by cruel parents or simply separated from them by conflict, you ended up forced to work as part of some shady violent industrial organization. Lacking proper education, you're highly suspicious of fancy magic items, however you have a knack with machinery and other things that helps you solve problems through other ways.

Prerequisite: Levels in either Real Pilot, Super Pilot, Peace Princess, Support Staff, Arcane Pilot, Divine Pilot, Einst Queen, Ideal Idol, Magitech Knight, Mecha Marine, Module Pilot, Monado class, Moon Vanguard, Prodigy Pilot, Psycho Pilot, Steel Soldier, Ship Captain or Techno Thief.

Benefit: You gain the following benefits.

(click to show/hide)

If you're a PC or a named NPC that isn't somebody's cohort/minion, you also gain Improved Unarmed Strike plus six Neo Skills chosen from the list below. With each level up you can choose new abilities to fill those slots, or with one year of uninterrupted work.

If you're slain, your body wields high quality organs that can be harvested as essence for crafting magic items worth 90% the average treasure for your level (or WBL if you're a PC or named NPC that isn't somebody's cohort/minion).

Loss: You don't know how to read and write unless you spend 2 skill points for that since such old skills are seen as obsolete or just not worth the effort when there's cheap machines to do that work. You also don't know how to speak any widely known language unless you spend another 1 skill points to learn Common. You cannot benefit from magic items on your possession, nor mundane items worth  more than 10 GP besides non-magic non-masterwork weapons you're proficient with, mechas, and pilot clothes. Neither can you benefit from abilities that allow you to absorb a magic item's essence like the Tarrasque's Assimilation. You can still benefit from such items used by others, like riding in somebody else's airship, as long as you're not piloting it. You must still claim your fair share of the party's treasure, and spend 90% of it in exotic gadgets and clothing which don't do much but you've been pretty much brainwashed to believe you can't live without buying the newest models at every opportunity. Or you're sending the money to support distant family and friends plus maybe saving some for your own retirement.  The remaining 10% may be spent as you see fit, although the item usage limitations remain.

If you're brought to life after your essence was harvested, you must spend treasure equal to the average treasure for your level (or WBL if you're a PC or named NPC that isn't somebody's cohort/minion) in assorted medical therapies to regain your Child Soldier bonus, which takes 1d12 days. Until then you're too weakened to fully unleash your abilities. Your family/friends/retirement fund/fun will have to wait. If you can't afford a full recovery right away, you can gradually recover relatively to the level of treasure/WBL you can spend in the medical therapy, so for example if you're a 10th level child soldier character and spend equivalent to a 5th level character's WBL in such a therapy, you would recover Child Soldier bonus equivalent to a 5th level Child Soldier character. Each such partial therapy still take 1d12 days to complete.


(click to show/hide)

Special: A Child Soldier can't take Vow of Poverty, as they wouldn't be rennouncing anything.


Miss Missile(Trait)

Prerequisite: Levels in either Real Pilot, Super Pilot, Peace Princess, Support Staff, Arcane Pilot, Divine Pilot, Einst Queen, Ideal Idol, Magitech Knight, Mecha Marine, Module Pilot, Monado class, Moon Vanguard, Prodigy Pilot, Psycho Pilot, Steel Soldier, Ship Captain or Techno Thief.

Benefit: When you use weapons with “Missile” in their name you gain a +1 bonus in the attack rolls and they only cost half energy to use and consume half ammo (you can work with fractional ammo). When using twin/X-linked energy weapons, you instead pay normal energy cost instead of half for each weapon.

Loss: When you use weapons without “Missile” in their names, you take a -1 penalty in the attack rolls, they cost double energy to use and consume twice as much ammo.



Beam Boy (Trait)
Beams of all sorts are a classic mecha weapon, but some pilots use them almost exclusively.
Prerequisite: Levels in either Real Pilot, Super Pilot, Peace Princess, Support Staff, Arcane Pilot, Divine Pilot, Einst Queen, Ideal Idol, Magitech Knight, Mecha Marine, Module Pilot, Monado class, Moon Vanguard, Prodigy Pilot, Psycho Pilot, Steel Soldier, Ship Captain or Techno Thief.
Benefit: When you use weapons with “Beam” in their name you gain a +1 bonus in the attack rolls and they only cost half energy to use and consume half ammo (you can work with fractional ammo). When using twin/X-linked energy weapons, you instead pay normal energy cost instead of half for each weapon.

Loss: When you use weapons without “Beam” in their names, you take a -1 penalty in the attack rolls and they cost double energy to use and consume twice as much ammo.


School Specialist (Trait)
Pilots are often versatile in their fighting techniques, but some prefer to focus in a specific combat path.
Prerequisite: Levels in either Real Pilot, Super Pilot, Peace Princess, Support Staff, Arcane Pilot, Divine Pilot, Einst Queen, Ideal Idol, Magitech Knight, Mecha Marine, Module Pilot, Monado class, Moon Vanguard, Prodigy Pilot, Psycho Pilot, Steel Soldier, Ship Captain or Techno Thief.

Benefit: Choose one pilot/martial school. You count as having +1 PL/IL for that school’s effects besides learning them.

Loss: All your other pilot/martial schools take a -1 PL/IL penalty, including for learning them.


Strange Spirit (Trait)
Many pilots have unexpected staarts to their careers, but some never really fit to their machines.
Prerequisite: Levels in either Real Pilot, Super Pilot, Peace Princess, Support Staff, Arcane Pilot, Divine Pilot, Einst Queen, Ideal Idol, Magitech Knight, Mecha Marine, Module Pilot, Monado class, Moon Vanguard, Prodigy Pilot, Psycho Pilot, Steel Soldier, Ship Captain or Techno Thief.

Benefit: You can count levels of your first class as either super pilot, real pilot or ship captain for the purpose of spirit costs.

Loss: You no longer count as your original first class for the purpose of spirit costs.
« Last Edit: November 02, 2019, 02:48:57 AM by oslecamo »

Offline oslecamo

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Re: Pilot Traits
« Reply #2 on: August 23, 2018, 03:25:51 AM »
Mecha Traits


Any mecha may pick up to two of the following traits upon its creation. A mecha’s traits may be changed with 1d12 days of work provided the one doing the changes has enough ranks on the relevant craft skill for the mecha+3 (so for example to change the traits of a basic tier I real you would need 4 ranks in Armosmithing). For each extra rank, halve the necessary time to change the traits.

Heavy Frame (Trait)
Use denser alloys and the like for extra durability at the expense of clumsier control.
Benefit:  Mecha gains +2 DR.
Loss: Mecha has -2 AC.

Light Frame (Trait)
Use less dense alloys and the like for better control at the expense of durability.
Benefit: Mecha gains a +2 Dodge bonus to AC.
Loss: Mecha has -2 DR

Elegant Frame(Trait)
Nice design, but breaks easy.
Benefit: Mecha gains +2 bonus to Reflex saves.
Loss: Mecha takes a -2 penalty to Fortitude saves.

Bright Frame(Trait)
Mecha is quite shiny and that’s great for motivation, but stands out like a sore thumb.
Benefit: Mecha gains a +2 bonus to Will saves.
Loss: Mecha takes a -2 penalty to Reflex saves.

Dull Frame (Trait)
Extra patches of plating and protection bolted in cheaply, but feels cramped.
Benefit: Mecha gains a +2 bonus to Fort saves.
Loss: Mecha takes a -2 penalty to Will saves.

Scout Frame (Trait)
Sacrifice mass for higher speed.
Benefit: Mecha gains +10 mu to movement speeds.
Loss: Mecha’s maximum HP reduced by an amount equal to (1 per super robot/battleship level + 3*real robot tier).

Guardian Frame(Trait)
Sacrifice speed for higher mass.
Benefit: Mecha’s maximum HP increased by an amount equal to (1 per super robot/battleship level + 3*real robot tier).
Loss: Mecha’s movement speeds are halved.

Storage Frame (Trait)
Sacrifice main mass for more fuel space.
Benefit: Mecha’s maximum energy increased by 15.
Loss: Mecha’s maximum HP decreased by an amount equal to (1 per super robot/battleship level + 3*real robot tier).
« Last Edit: December 03, 2018, 03:38:14 AM by oslecamo »

Offline oslecamo

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Re: Pilot Traits
« Reply #3 on: August 23, 2018, 03:26:02 AM »
Reserved.

Offline oslecamo

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Re: Pilot Traits
« Reply #4 on: August 23, 2018, 03:26:10 AM »
Reserved.

Offline oslecamo

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Re: Pilot Traits
« Reply #5 on: August 23, 2018, 03:26:23 AM »
Reserved.