Pilot TraitsChild 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.
-Base Skill points per level multiplied by 1,5 (not taking in account Int score).
-An enhancement bonus to two different ability scores of your choice equal to 1+1/3 your level.
-An enhancement bonus to natural armor equal to 1+¼ your level.
-A resistance bonus to saves equal to 1/3 your level.
-Extra pilot feats equal to ¼ your pilot level.
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.
Character Level | 1st slot limit | 2nd slot limit | 3rd slot limit | 4th slot limit | 5th slot limit | 6th slot limit |
1st | I | I | I | I | I | I |
2nd | I | I | I | I | I | II |
3rd | I | I | I | I | II | II |
4th | I | I | I | II | II | II |
5th | I | I | II | II | II | III |
6th | I | II | II | II | III | III |
7th | II | II | II | III | III | III |
8th | II | II | III | III | III | IV |
9th | II | III | III | III | IV | IV |
10th | III | III | III | IV | IV | IV |
11th | III | III | IV | IV | IV | V |
12th | III | IV | IV | IV | V | V |
13th | IV | IV | IV | V | V | V |
14th | IV | IV | V | V | V | VI |
15th | IV | V | V | V | VI | VI |
16th | V | V | V | VI | VI | VI |
17th | V | V | VI | VI | VI | VII |
18th | VI | VI | VI | VI | VII | VII |
19th | VI | VI | VI | VII | VII | VII |
20th | VI | VI | VII | VII | VII | VII |
Unless otherwise noticed you can only pick each Neo Skill once. You may take a lower level Neo Skill on a higher level slot if you wish. The bonus apply to your mecha where appliable, and can be channeled through it without need of any extras. Instead of a Neo Skill, you may also pick an Accessory of the same tier.
Basilius Circuit: You recover 3 extra energy per round.
Cunning Protocol: You gain +1 insight bonus to Charisma and Dexterity.
Nanomachines Blood: You gain Fast Healing 1.
Might Protocol: You gain a +1 insight bonus to Strength an Constitution.
Observer Proxy: If you remain unobserved for one round and take no actions, you become invisible and inaudible until you take any actions or use the Use Magic Device skill.
Pride Protocol: You gain a +1 insight bonus to Intelligence and Wisdom.
Hax: You gain a +1 bonus to all damage rolls.
Mysterious Charm: You gain damage reduction 5/magic. This stacks with any other damage reduction you may have that requires magical weapons to bypass.
Red Protocol: You gain a +10-foot insight bonus to your speed.
Tough Nanomachines: You gain 5 hit points.
Integrated Armor: You gain a +2 armor bonus.
Arcane Metal: You gain +10 max energy.
Cunning MK II: You gain a +2 insight bonus to Dexterity and Charisma.
Fading Protocol: You can use Invisibility with CL 1 on yourself at will.
Ghostly Protocol: As an immediate action you can become ethereal for 1 round. After using this ability you need to wait 1d4+1 rounds before being able to use it again.
Might MK II: You gain a +2 insight bonus to Strength and Constitution.
Assimilating Nanomachines: You heal 10% of the damage you deal with physical attacks.
Slave System: You can replicate Summon Monster I as a SLA as a swift action with CL=character level 1/hour. If you're inside your mecha, they become mecha-scale. You cannot summon creatures more than one alignment step away from yours, but double the monsters produced.
Piercing Protocol: You gain a +2 bonus on damage rolls and critical confirmations.
Pride MK II: You gain a +2 insight bonus to Intelligence and Wisdom.
Void Circuit: You recover an extra 5 energy per round.
Pure Pattern: You have an item of
pure metal of basic (aka below masterwork) quality. You need to spend one hour every day maintaing it or it becomes non-functional. It is useless on the hands of anybody else and thus has no sell or sacrifice value. If you lose it, you can recover/repair it back with 1d12 days of shady dealings. You can take this option multiple times, each extra one allows you to grab another basic item of pure metal.
Blink Protocol: You can teleport up to 300 feet as a swift or move action, assuming you haven't been harmed since the last round. Once used you must wait 1d4+1 turns before being able to use this again.
Cunning MK III: You gain +3 Insight bonus to Dexterity and Charisma.
Hyper Protocol: You can perform one extra attack at your highest attack bonus in a full attack.
Prototype Assimilator: You heal 20% of the physical damage you inflict. As a swift action for 3 round you gain +20 feet bonus to all your movement speeds plus you make two extra attacks in a full attack, but you take 30% extra damage. You cannot end this effect earlier once it starts.
Might MK III: You gain +3 Insight bonus to Strength and Constitution.
Mordigan's Code: You gain +20 max HP and +3 insight bonus to your damage rolls. As a swift action your physical attacks deal an extra 1d12 damage and all your ability DCs increase by 1, however you lose 20 HP at the end of each of your turns. It takes another swift action to disable this effect. You cannot die from this damage, ending at worst at -9 HP, but it automatically ends if you reach 0 or below HP, and cannot be restarted until you're fully healed.
Retro Tattoo: Choose a magic item worth 1500 GP or less that's been printed in an official D&D book and doesn't have limited uses that don't recharge (a bag of tricks would be fine, a wand or scroll not). You gain the benefits of that items as if you had equipped it. Alternatively you may use up to 1500 GP to pay for the expenses required for your class abilities or feats. The class ability/feat must specifically state the amount of wealth required to use it. Once this option is selected and used, it can only be exchanged with another Retro Tattoo Neo Skill and you must keep track of the amount spent so far out of the total. This carries over even if your essence is harvested and you later recover your Neo Skills. You can take this Neo Skill multiple times, each time pick another magic item worth 1500 GP or less.
Oblivion Code: You gain a +2 insight bonus to your damage rolls and recover an extra 10 energy per round.
Persevering Protocol: You gain Fast Healing 4 and recover an extra 10 energy per round.
Slave System II: You can replicate Summon Monster II as a SLA as a swift action with CL=character level 1/hour. If you're inside your mecha the summons are mecha-scale. You cannot summon creatures more than one alignment step away from yours, but double the monsters produced.
Pride MK III: You gain +3 Insight bonus to Intelligence and Wisdom.
Sange's Hacking: You add a +2 insight bonus to your damage rolls and when you strike an enemy they must make a Reflex save with DC 10+1/2 HD+Str mod or be Slowed for 1 round. Multiple hits on the same target on the same round don't stack, they just need to save once during that round.
Vanguard Proxy: You gain +10 max HP, Hardness 5 and Fast Healing 5.
Yasha's Torrent: You gain +20 feet insight bonus to your movement speeds and +2 Insight bonus to attack rolls.
Master Pattern: You have an item of
pure metal of masterwork quality. You need to spend one hour every day maintaing it or it becomes non-functional. It is useless on the hands of anybody else and thus has no sell or sacrifice value. If you lose it, you can recover/repair it back with 1d12 days of shady dealings. You can take this option multiple times, each extra one allows you to grab another masterwork item of pure metal.
Artificial Insight: Grants +2 Insight bonus to all stats, Fast Healing 8, grants Energy resistance 10 to Fire/Acid/Cold/Electricity/Sonic that stacks with other sources of energy resistance. Allies besides you whitin 20 mu gain Fast Healing 3 stacking with any other Fast Healing they have and gain Energy resistance 5 to Fire/Acid/Cold/Electricity/Sonic that stacks with other sources of energy resistance. As an immediate action can grant 20 temp HP to self and allies whitin 20 mu that lasts 2 rounds. Once this duration is over it takes 1d4+1 rounds before this can be used again.
Cunning MK IV: You gain a +4 Insight bonus to Dexterity and Charisma.
Dagon's Overflow: As a swift action you can launch a ranged touch attack ray that deals 1d6 damage (fire, acid, cold, electricity, negative energy or positive energy, chosen when this ability is picked) per character level at a target within 150 feet. Once used you must wait 1d4+1 turns before being able to use this again. You can pick this option multiple times, each one pick a different element and has its own “cooldown”.
Diffusal Code: Your physical attacks inflict a targeted dispel with CL=character level on the victim, except they can't dispel more than one effect per attack. Once per day you can replicate an Extraordinary Greater Dispel Magic effect as a swift action with CL=character level+8.
Holy Code: Increases max HP and max energy by 15 each, grants Fast healing 4, grants Energy resistance 5 to Fire/Acid/Cold/Electricity/Sonic that stacks with other sources of energy resistance. Any HP healing you provide is increased by 25%, including self-healing. In the case of mecha Regen, increase it by +1 instead.
Might MK IV: You gain a +4 Insight bonus to Strength and Constitution.
Retro Tattoo II: Choose a magic item worth 4500 GP or less that's been printed in an official D&D book and doesn't have limited uses that don't recharge (a bag of tricks would be fine, a wand or scroll not). Alternatively you may use up to 4500 GP to pay for the expenses required for your class abilities or feats. The class ability/feat must specifically state the amount of wealth required to use it. Once this option is selected and used, it can only be exchanged with another Retro Tattoo Neo Skill and you must keep track of the amount spent so far out of the total. This carries over even if your essence is harvested and you later recover your Neo Skills. You gain the benefits of that items as if you had equipped it. You can take this Ancient Skill multiple times, each time pick another magic item worth 4500 GP or less.
Slave System III: You can replicate Summon Monster III as a SLA as a swift action with CL=character level 1/hour. If you're inside your mecha, they become mecha-scale. You cannot summon creatures more than one alignment step away from yours, but double the monsters produced.
Pride MK IV: You gain +4 Insight to Int and +4 Insight to Wis.
Shadowing Code: As an immediate action you can become Invisible and gain +25 feet insight bonus to movement speed for 3 rounds. The speed bonus ends earlier if you break the invisibility earlier. After using this ability you must wait 1d4+1 turns before using this ability again.
Soul Protocol: You gain Fast Healing 4, +15 max HP, gain +20 max energy and recover an extra 10 energy per round.
Traveling Protocol: Your movement speeds gain a +30 feet insight bonus. In addition as a 1 round action you can replicate a teleport effect in yourself towards an ally's position, but you can only bring yourself and whatever inanimate gear you're carrying.
Relic Pattern: You have an item of
pure metal of relicwork quality. You need to spend one hour every day maintaing it or it becomes non-functional. It is useless on the hands of anybody else and thus has no sell or sacrifice value. If you lose it, you can recover/repair it back with 1d12 days of shady dealings. You can take this option multiple times, each extra one allows you to grab another relicwork item of pure metal.
Artificial Lotus: Grants Fast Healing 7, +7 armor bonus to AC, increase max energy by 35, recover an extra 7 energy at the start of turn. As an immediate action may choose a creature whitin 30 mu and for 1 round whenever they're targeted by any ability with ill effects besides a basic attack, the attacker is also affected as if they targeted themselves (the original target is too). Once you've used the immediate action option, you need to wait 1d4 rounds before you can use it again.
Basher Code: Your physical attacks deal 1d12 insight bonus extra damage and force hit targets to make a Reflex save with DC 10+1/2 HD +Str mod or be dazed for 1 round. Multiple hits on the same target don't stack, they only need to save once if struck multiple times on the same round.
Cunning MK V: You gain a +5 Insight bonus to Dexterity and Charisma.
Guard Code: You gain +20 max HP, +5 armor bonus to AC, fast healing 10 and hardness 15.
Forgotten Code: You gain +30 max HP and +6 insight bonus to damage rolls. As an Immediate action you can appear to become larger and become fully immune to spells and powers for 2 rounds. Su and Ex abilities have a 75% chance of failing to affect you for the duration. After this duration ends you must wait 1d4+1 rounds before being able to use this again.
Hurricane Protocol: Grants a +2 Insight bonus to Strength, +3 Insight bonus to Dex and +1 Insight to mental ability scores, fast Healing 2, +5 mu to melee reach and +15 mu to ranged attacks range increment. Other allies whitin 20 mu gain +15 mu to ranged attack increment. As an immediate action can pick another creature whitin 45 mu. If they're an ally, they're moved 45 mu in a straight line. If they're an enemy, both them and you are moved directly away from each other 45 mu each, then for 1 round you can attack them as if you were adjacent to them (or if they were inside your first range increment for ranged attacks) and if you full attack them, you can make one extra attack at your highest attack bonus. Either way this movement doesn't provoke attacks of opportunity and if there's a solid obstacle in the way, it ends earlier. Once used this ability can't be used again for 1d4+1 rounds.
Might MK V: You gain a +5 Insight bonus to Strength and Constitution.
Retro Tattoo III: Choose a magic item worth 11000 GP or less that's been printed in an official D&D book and doesn't have limited uses that don't recharge (a bag of tricks would be fine, a wand or scroll not). Alternatively you may use up to 11000 GP to pay for the expenses required for your class abilities or feats. The class ability/feat must specifically state the amount of wealth required to use it. Once this option is selected and used, it can only be exchanged with another Retro Tattoo Neo Skill and you must keep track of the amount spent so far out of the total. This carries over even if your essence is harvested and you later recover your Neo Skills. You gain the benefits of that items as if you had equipped it. You can take this Ancient Skill multiple times, each time pick another magic item worth 11000 GP or less.
Orchid Code: As a swift action you can mark one target so that they must make a Will save with DC 10+1/2 character level+Cha mod or become unable to use spells/SLAs/powers/maneuvers/activated items/similar for 1 round and for the duration they take +30% damage from spells/SLAs/powers/maneuvers/activated items/similar. Even if they make the Will save, for 1 round they take a -4 penalty to CL/ML/IL/similar and take +10% damage from spells/SLAs/powers/maneuvers/activated items/similar. Once you've used this, you need to wait 1d4 rounds to use it again. In addition, you recover an extra 15 energy per round.
Slave System IV: You can replicate Summon Monster IV as a SLA as a swift action with CL=character level 1/hour. If you're inside your mecha, they become mecha-scale. You cannot summon creatures more than one alignment step away from yours, but double the monsters produced.
Pride MK V: You gain +5 Insight bonus to Intelligence and Wisdom.
Sange and Yasha Bundle: You gain +40 feet insight bonus to your movement speeds and +4 Insight bonus to attack rolls. You add a +4 insight bonus to your damage rolls and when you strike an enemy they must make a Reflex save with DC10+1/2 HD+Str mod or be Slowed for 2 rounds. Multiple hits on the same target don't stack, they just need to save once.
Source Code: You gain Truesight.
Blood Protocol: Whenever you see another creature die you may store their soul inside your body so that they can't come back to life unless you're slain. If you're slain, you lose half your stored souls, rounded up, but if at least one remains at least three other creatures can ressurect you in a 1 hour ritual and you come back with no level loss. You also gain Fast Healing 8, +35 max HP, gain +40 max energy and recover an extra 20 energy per round.
Cunning MK VI: You gain a +6 Insight bonus to Dexterity and Charisma.
Linken's CPU: You gain a +4 Insight bonus to four stats of your choice. As a free action you may instantly block any attack against you even if it isn't your turn. Once used you must wait 1d4 turns before being able to use this again.
Might MK VI: You gain a +6 Insight bonus to Strength and Constitution.
Retro Tattoo IV: Choose a magic item worth 25000 GP or less that's been printed in an official D&D book and doesn't have limited uses that don't recharge (a bag of tricks would be fine, a wand or scroll not). Alternatively you may use up to 25000 GP to pay for the expenses required for your class abilities or feats. The class ability/feat must specifically state the amount of wealth required to use it. Once this option is selected and used, it can only be exchanged with another Retro Tattoo Neo Skill and you must keep track of the amount spent so far out of the total. This carries over even if your essence is harvested and you later recover your Neo Skills. You gain the benefits of that items as if you had equipped it. You can take this Neo Skill multiple times, each time pick another magic item worth 25000 GP or less.
Refresher Protocol: You gain +8 insight bonus to attack and damage rolls. Once per hour as a free action you can recover one expended spell slot, or instantly recover half your energy.
Slave System V: You can replicate Summon Monster V as a SLA as a swift action with CL=character level 1/hour. If you were inside your mecha they become mecha-scale. You cannot summon creatures more than one alignment step away from yours, but double the monsters produced.
Pride MK VI: You gain a +6 Insight to Intelligence and Wisdom.
Silver Circuit: As an immediate action you can gain an Improved Invisibility effect and gain +50 feet insight bonus to movement speed for 3 rounds. While this ability is active you gain 20% miss chance against enemies that can see you and your physical attacks deal an extra 2d12 damage and force hit targets to make a Reflex save with DC 10+1/2 character level+Str mod or be Slowed for 1 round. Multiple hits don't stack, count only the first one. After using this ability you must wait 1d4+1 turns before using this ability again.
Artifact Pattern: You have an item of
pure metal of artifactwork quality. You need to spend one hour every day maintaing it or it becomes non-functional. It is useless on the hands of anybody else and thus has no sell or sacrifice value. If you lose it, you can recover/repair it back with 1d12 days of shady dealings. You can take this option multiple times, each extra one allows you to grab another artifactwork item of pure metal.
Assaulter Protocol: You gain +10 armor bonus to AC, hardness 20, and in a full attack can make two extra attacks at your highest attack bonus. Enemies hit by your physical attacks take a -10 penalty to AC for 1 round.
Butterfly Code: You gain 50% miss chance, +5 insight bonus to AC, +10 insight bonus to attack rolls and damage rolls. As a free action you may lose the miss chance to gain +100 feet insight bonus to your movement speeds for 1 round.
Cunning MK VII: You gain a +7 Insight bonus to Dexterity and Charisma.
Might MK VII: You gain +7 Insight bonus to Strength and Constitution.
Retro Tattoo V: Choose a magic item worth 135000 GP or less that's been printed in an official D&D book and doesn't have limited uses that don't recharge (a bag of tricks would be fine, a wand or scroll not). Alternatively you may use up to 135000 GP to pay for the expenses required for your class abilities or feats. The class ability/feat must specifically state the amount of wealth required to use it. Once this option is selected and used, it can only be exchanged with another Retro Tattoo Neo Skill and you must keep track of the amount spent so far out of the total. This carries over even if your essence is harvested and you later recover your Neo Skills. You gain the benefits of that items as if you had equipped it. You can take this Ancient Skill multiple times, each time pick another magic item worth 135000 GP or less.
Slave System VI: You can replicate Summon Monster VI as a SLA as a swift action with CL=character level 1/hour. If you were inside your mecha they become mecha-scale. You cannot summon creatures more than one alignment step away from yours, but double the monsters produced.
Pride MK VII: You gain a +7 Insight bonus to Intelligence and Wisdom.
Radiant Circuit: You gain 30% miss chance and +20 insight bonus to damage rolls. Enemies within 200 feet automatically take 20 untyped damage that bypasses all defences at the end of each of your turns.
Vyse Code: As a swift action you can turn one creature within 200 feet in an harmless tiny cute toy for 1 round. Their defensive abilities remain active, but they can only move 5 feet and cannot attack nor affect other creatures by any means for 1 round. A Will save with DC 10+1/2 HD+Cha mod negates the transformation, but the victim still takes a -4 penalty to attack rolls, damage rolls and DCs for 1 round. Once used you must wait 1d4+1 turns before being able to use this again. In addition, you recover an extra 30 energy per round.
Phantasm Pattern: You have an item of
pure metal of phantasmwork quality. You need to spend one hour every day maintaing it or it becomes non-functional. It is useless on the hands of anybody else and thus has no sell or sacrifice value. If you lose it, you can recover/repair it back with 1d12 days of shady dealings. You can take this option multiple times, each extra one allows you to grab another phantasmwork item of pure metal.
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.