Real Pilot and Real Robots

You're way out of this league.

Original Thread

Bonus Feat
Whenever this ability shows up, the Real Pilot can pick a feat from the list of pilot feats.

Real Robot
The real pilot was trained by a powerful organization (the details of which should be discussed with the DM), which at 1st level grants him access to a basic real robot. The organization also pledges to repair non-disabling damage and refuel the mecha on any of it's branches for no cost. The organization can be assumed to have such branches in any stable city where the Real Pilot could conduct normal business. If the mecha is reduced to 0 HP the Real Pilot will have to undergo some redeeming quest for a replacement (assuming he makes it back). If the Real Pilot is at least 4th level, he can request a Real Robot one grade lower than he would normally have access to while on his redeeming quest (including arsenal options).

As the Real Pilot grows in levels he gains access to stronger mechas as shown on the table, but he cannot change his choices on mechas until he levels up. Alternatively, at any moment they're allowed to change their arsenal, they may request a generic GUNDAMS or VALKYRIE mecha.

Arsenal
On top of the mecha the organization also freely supplies an array of basic swappable weapons and  accessories to further customize his mecha. Refer to the Arsenal list for details. Items from the arsenal list can be swapped on any organization branch while the mecha undergoes maintenance, and access to new ones is granted at the same rate as new mechas.

Maneuvers
The Real Pilot learns maneuvers and stances from the Ace Pilot and Into the Danger Zone schools as shown on the table. To learn a maneuver of any given level, he needs to have a Pilot Level of twice the maneuver level, minus one. His Pilot level is equal to his Real Pilot level plus half his other levels.

Spirited
Each level of Real Pilot increases the max number of spirit points of the player by 6. In addition the player learns one spirit, and whenever "Spirit" appears on the table he learns one more.

Spirits can be used as a free action at the beginning of your turn by paying their cost in spirit points (before you take any other action). You need to meditate for 5 minutes to recover your spirit points. You can use multiple spirits in a turn, but only once each kind of spirit. Spirits that trigger in a condition, such as valor and alert, last 1 minute and then are lost if they are not triggered by the end of the duration.

Trump Card
At 20th level, as an immediate action 1/hour the Real Pilot can reveal a secret custom system installed in his mecha. This can be any weapon or accessory from the Arsenal list, going over the normal Arsenal limit of the Pilot, but it only remains useable for 1 minute, then it overheats/is discarded/runs out of power.