Pilot

Corp-certified spacecraft operator.

The Pilot is the interface between a ship and the void -- the hands on the stick, the feet on the thrust pedals, the gut that knows when a gravity well is too close. The corps do not trust machines to fly their ships. Machines cannot feel the fold. A Pilot can.

Asset Realisation books the Pilot as "operational capital -- vehicular." The Pilot flies a ship worth more than the habitat they grew up on, and the corp insures the ship. The Pilot is replaceable. Every flight hour logged is recorded on the Kadiss grid; every near-miss, every hull scrape, every insurance claim follows the Pilot from contract to contract. A Pilot with too many incidents is reclassified as "high-risk operational capital" -- assigned to the runs no one else will take, premiums deducted from pay, until one day the ship does not come back and the corp writes off both hull and asset in a single line item.

The Pilot operates sublight (orbital insertion, docking, combat manoeuvring) and Fold-adjacent flight (riding the fold-currents the Navigator reads, holding the ship steady in the deep). Without a Navigator aboard, the Pilot can feel the fold well enough to hold course through a plotted jump -- but cannot read new routes. With a Navigator, the Pilot is the body that executes what the Navigator's Fold-sight perceives.

Operating on the Tech chassis (d8 HD, 3/4 BAB, Ref good, Fort/Will poor, 6 SP). The Pilot wears light armour only -- bulk interferes with the stick. Prime requisites: DEX (stick precision) and INT (system knowledge). A Pilot's value is measured in flight hours survived, not enemies killed.

Rules Reference

FieldValue
Armor AllowanceLight
Bab Tierthree-quarters
Base Skill Points6
Hdd8
Hd Sides8
Max Level20
Multiclass NotesPilots can multiclass with Operative and Scout archetypes. Non-human pilots use simultaneous multiclassing rules.
Primary AbilitiesDEX, INT
Prime RequisitesDEX, INT
Save Tiers / Fortitudepoor
Save Tiers / Reflexgood
Save Tiers / Willpoor
Weapon AllowancePistol, Knife

Notes

Archetype Niche: The Pilot turns a ship from transport into a weapon. Their Evasion bonus shifts the core ship-combat math (Gunnery: d20 + ranks + DEX >= 10 + Evasion). Combat Manoeuvre gives the party a defensive trump. System Override is risk/reward power -- the Pilot can make the ship perform beyond spec, gambling on the Engineering check. A party without a Pilot can fly a ship. A party with a Pilot can fight with one. The Pilot is also the party's interface with ship-systems: sensors, comms, docking, atmospheric flight -- anything that touches the stick.

Level Table

Crewman

FieldValue
bab0
fortitude0
level1
reflex2
skillPoints24
titleCrewman
will0
xp0

Helmsman

FieldValue
bab1
fortitude0
level2
reflex3
skillPoints6
titleHelmsman
will0
xp1250

Stellar Navigator

FieldValue
bab2
fortitude1
level3
reflex3
skillPoints6
titleStellar Navigator
will1
xp2500

Flight Officer

FieldValue
bab3
fortitude1
level4
reflex4
skillPoints6
titleFlight Officer
will1
xp5000

Master Pilot

FieldValue
bab3
fortitude1
level5
reflex4
skillPoints6
titleMaster Pilot
will1
xp10000

Ace

FieldValue
bab4
fortitude2
level6
reflex5
skillPoints6
titleAce
will2
xp20000

Squadron Leader

FieldValue
bab5
fortitude2
level7
reflex5
skillPoints6
titleSquadron Leader
will2
xp40000

Wing Commander

FieldValue
bab6
fortitude2
level8
reflex6
skillPoints6
titleWing Commander
will2
xp70000

Legendary Pilot

FieldValue
bab6
fortitude3
level9
reflex6
skillPoints6
titleLegendary Pilot
will3
xp110000

Supreme Pilot

FieldValue
bab7
fortitude3
level10
reflex7
skillPoints6
titleSupreme Pilot
will3
xp160000

Legendary Aviator

FieldValue
bab8
fortitude3
level11
reflex7
skillPoints6
titleLegendary Aviator
will3
xp210000

Master of the Void

FieldValue
bab9
fortitude4
level12
reflex8
skillPoints6
titleMaster of the Void
will4
xp260000

Pilot Supreme

FieldValue
bab9
fortitude4
level13
reflex8
skillPoints6
titlePilot Supreme
will4
xp310000

Fold Sovereign

FieldValue
bab10
fortitude4
level14
reflex9
skillPoints6
titleFold Sovereign
will4
xp360000

Helm Master

FieldValue
bab11
fortitude5
level15
reflex9
skillPoints6
titleHelm Master
will5
xp410000

Chief Pilot

FieldValue
bab12
fortitude5
level16
reflex10
skillPoints6
titleChief Pilot
will5
xp460000

Flight Captain

FieldValue
bab12
fortitude5
level17
reflex10
skillPoints6
titleFlight Captain
will5
xp510000

High Aviator

FieldValue
bab13
fortitude6
level18
reflex11
skillPoints6
titleHigh Aviator
will6
xp560000

Lord Pilot

FieldValue
bab14
fortitude6
level19
reflex11
skillPoints6
titleLord Pilot
will6
xp610000

Fold Warden

FieldValue
bab15
fortitude6
level20
reflex12
skillPoints6
titleFold Warden
will6
xp660000

Special Abilities

Ace Pilot

FieldValue
level1
nameAce Pilot

description: Flight is not training. It is the gut knowing what the instruments cannot measure. +2 to Pilot checks. A ship the Pilot is actively flying gains +1 Evasion -- the Pilot reads incoming fire before the gunnery computer locks, nudging the ship just enough. Once per encounter, the Pilot may push the ship past its rated speed for 1 round (150% speed) by overriding the governor safeties. After, the engines require a DC 15 Engineering check to avoid strain penalties (-2 to all ship actions for 1d4 rounds). The corp would call this reckless. The Pilot calls it flying.

Combat Manoeuvre

FieldValue
level3
nameCombat Manoeuvre

description: The Pilot has survived enough incoming fire to read the attacker, not just the attack. Once per encounter, force an enemy ship to re-roll a successful gunnery check against the Pilot's vessel -- a last-instant vector change, a debris-shadow duck, a thruster-feint the enemy's targeting computer cannot predict. +2 to Pilot checks for evasive patterns, docking under fire, or navigating debris fields. When the Pilot performs a feather-touch dock against a moving target, the DC is reduced by 5 -- the stick and the hull are the same thing, and the Pilot feels the contact before it happens.

System Override

FieldValue
level5
nameSystem Override

description: The Pilot knows the ship better than the engineers who built it -- knows which safeties can be bypassed, which limiters lie. Once per encounter, redline one ship system (shields, weapons, engines, or sensors) for 1d4 rounds, gaining +2 to all related checks. The system screams warnings; the Pilot ignores them. When the override ends, the system is disabled for 1 round -- thermal cut-out, breaker trip, firmware panic. Multiple systems can be overridden in sequence, but each after the first imposes a cumulative -2 penalty to the Engineering check to prevent lasting damage. Override too many systems and the ship remembers. The Pilot walks away. The Pilot always walks away.