Princess Pride- The Princess may use add her Cha mod to all saves. You can pick this up to three times. The second you can choose to either be able to attempt a new save against an effect you're under effect currently even if you can't act and if you succeed, you can pretend under an hostile effect, or as a standard action you may allow an ally that can see or hear you to re-roll a save against an ill effect currently affecting them with a bonus equal to your Cha mod. If you pick this ability a third time, you can choose either option, and can use the self-safe as a standard action and the ally save as an Immediate action.
Hesitation-As an Immediate action the Peace Princess may force an attacking enemy whitin 10 mu per PL to make a Will save with DC 10+1/2 HD+Cha mod or their attack stops. Their original action is wasted, but they don't spend any energy/ammo and may take a basic move action as a free action. Enemies failing this save cannot attack the same target(s) for 1d12 rounds.
Diplomatic Immunity-You can ignore local laws of any civilized place you're in. To a sensible degree of course. Causing wanton destruction/death and making no attempt to cover will just mean the local government will figure out a way of killing you in a discrete manner or “terrorist attack”. But you can always get away with insulting/slapping government figures, even pointing guns at them, wandering anywhere that isn't locked and grabbing anything that isn't nailed down.
Defeat is an Option-If the Peace Princess surrenders in combat as a fullround action, she and her allies can be expected to be spared and treated fairly. In 1d12 days the Peace Princess can then set things up so that the guards relax and there's an escape opportunity, or a rescue team comes, or she simply befriends her captors to the point they'll let her walk way. Either way mechas and any other gear are recovered.
Mercy-The Peace Princess and her allies attacks can always choose to leave an enemy at a minimum of 1 HP if their attacks would've inflicted more damage. When this happens (and the enemy was above 1 HP previously), roll a 1d12.
1-Nothing else happens.
2-Enemy cannot self-Destruct/explode/similar.
3-All weapons of the enemy except their weakest one (per damage die) disabled.
4-Energy/PP drops to zero, spell slots and readied maneuvers are expended without effect, cannot recover energy/PP/spells/maneuvers.
5-Critical point exposed, the next hit against the enemy will destroy it.
6-Enemy cannot recover HP.
7-All movement speeds drop to 5 mu (5 feet if not-mecha)
8-All of the enemy's senses are disabled.
9-Enemy does their best to retreat and won't bother you again for 1d12 days.
10-Cockpit automatically ejects, cannot self-destruct, if non-mecha all magic effects are dispelled and magic items are supressed.
11-Mecha destroyed, including cockpit, but pilot survives, cannot self-destruct. If non-mecha, all of their equipment is disarmed.
12-Mecha becomes fully nonfunctional, cannot self-destruct, pilot is trapped inside. If non-mecha, they cannot take any actions.
The Mecha may be repaired at any Arsenal change opportunity. Non-mecha heal after 2d12 hours.
You may take Mercy multiple times. Each extra one allows you to add +1 or -1 to the result and also allows allies within 30 mu to add +2 damage to their damage rolls per each extra Mercy Pick, but such attacks can never drop a target below 1 HP.
Parley-The Peace Princess may make a Diplomacy check as a standard action without penalty.
Beloved- As a fullround action you can grant any Relationship Feat (Love, Friendship, Devotion or Rivalry) to yourself and another pilot within 30 feet between you two. You can take this option multiple times, each extra one allows you to benefit an extra pilots this way. You can dismiss old Relationships as an immediate action to make room for new ones.
Royal Guard-You gain two 1st level Mecha Mook (not a full squad). Their suits are designed for guard duty so they don't take maximized damaged from non-mecha mooks, but their own weapons deal minimum damage against all targets. If lost can be replaced in 1d12 minutes of mourning and making a short speech about their noble sacrifice and a desire to end conflict from the Peace Princess. You can take this multiple times, each one either gaining two extra Mecha Mook (no limit) or increasing their levels (maximum 3 or Peace Princess level, whichever's lower).
High Connections-With 1d12 hours of work, the Peace Princess can arrange for one combat weapon, one special weapon or one Acessory from Arsenal level II delivered and installed on a mecha of her choice anywhere, including removing previous arsenal/accessories to make space. This does not allows a mecha to equip more arsenal options than normal, only a better one. If you use this option again, you must return the previous choice, or show proof they've been destroyed/used up. You may take this option multiple times, each extra allows you to call one combat weapon or special weapon or acessory of the same tier. That Arsenal only works while the Peace Princess is within 30 mu.
Arcane Genetics-The Peace Princess can use one 0th level and 1st level arcane spell of her choice as Cha-based SLAs with CL equal to HD, except she must pay any expensive material and exp components. Her Royal Robot can channel this arcane SLAs without problem. If they produced an effect with a duration or instantly produces anything durable, such effects automatically disappear when the Peace Princess uses the SLA again. In the case of a single-target or personal SLA that produced an effect with a duration other than instantaeous or Permanent and has a casting time of a standard action or less, by casting it as a fullround action, the Peace Princess can make that SLA affect any targets of her choice within 30 mu, but in this case the spell only lasts as long as the Peace Princess concentrates as a Standard or Swift action each turn, and must make a Concentration check or lose it if the Royal Robot or herself are damaged.
Either way whenever you cast such a spell or while concentrating on them, allies within 30 mu casting Arcane spells gain a +1 bonus to CL and DC.
Tommorrow-At the start of your turn all allies other than yourself within 30 mu recover 5 SP.
Royal Champion-You gain a Real Pilot Cohort that can only take Pilot feats and places your protection above everything else to the point of not starting fights unless absolutely necessary. The Champion won't willingly go further than 30 mu away from you, nor will they attack/hinder an enemy unless they first try to attack you or the Champion. The Champion is level 3 or the Peace Princess's level, whichever is lower. You can take this multiple times, each one increasing the Royal Champion's max level by 1, up to 6. For every two points of Leadership score, you may increase the maximum level of the Champion by 1 without taking another pick of Champion. This does not allow the Champion to exceed level 6 or the Peace Princess's level. Leadership score points used to increase your Champion's maximum level don't count toward your effective Leadership score for determining the maximum level of the Cohort gained from the Leadership feat. If the Royal Champion is lost, it takes 1d12 days to get a replacement. You can only pick this option once per Peace Princess level. If any effect besides the Queen capstone of the Peace Princess would rise th Champion's level above the Peace Princess's own, then the Champion remains at the same level as the Peace Princess instead.
Political Princess- With 1d12 days of work you can organize a Treaty to ban the use of one each of the following things.
-Ban a specific Arsenal Choice (or sub-choice) of level equal or lower to your highest Rags to Royalty.
-Ban a specific spell of level equal or lower to your highest Rags to Royalty+2.
-Ban a specific non-mecha item. This covers re-fluffed items. Combined items are banned if either component includes a banned one.
-Ban a specific maneuver of level equal or lower to your highest Rags to Royalty+2.
-Ban a specific Spirit.
The chosen options cannot be used anywhere within 3000 mu of the Peace Princess until such a new Treaty is created, that nullifies the previous one. You may take this option multiple times, each extra one allowing you to ban an extra choice from each option.
If multiple Political Princesses treaties overlap the same area, only the highest level one applies. If multiple are tied for level, they make opposed Cha checks to break the tie.
Passenger Princess-You can enter any other person's mecha as long as they're neutral or better to you, in which case you can use your Spirits to benefit it as if you were the main pilot but can't take other actions besides exiting the mecha. The original pilot doesn't get to refuse the honor of serving as your personal driver. With 8 hours of work you can combine your Royal Robot with another so that the other mecha allows you channel your Peace Princess abilities while being a co-pilot this way. Another 8 hours of work reverses this proccess so that you can have your Royal Robot back.
Pretty Princess-You may use Charisma instead of Dex for either AC (in which case you can't be flanked), or Reflex saves (in which case when you succeed on a Reflex save you don't take any damage) or Move Silently +Hide checks (in which case you can hide without actually having anything to hide behind, actually more like you fit perfectly with the scenery and so don't look out of place). You may pick this up to three times, each one picking a new choice.
Psycho Princess-You may use Charisma for either your ranged or melee attack +damage rolls, or Str+Trip+Grapple checks, or Initiative checks instead of the normal stat. You may pick this up to four times, each one picking a new option.
If you kill everybody else, there shall be true peace at least!