Zolarism
"Where do you get those wonderful toys?" -Jay, "Mallrats"
You always seem to have the right piece of equipment hiding somewhere on your person.
Prerequisites: Wis 13+
Benefit: Once per adventure, you can roll a 1d6 to find on your person a piece of equipment you were not previously carrying. This item is specified by the player, but it cannot be a weapon (unless creatively so), cost more than 1,000 credits or weigh over 1 kg. The item cannot be unique or valuable; it is simply a handy piece of equipment you happen to have at the right time. On a result of 6, you have the piece of equipment you were searching for. On a roll of 2-5, you either do not have the item or have a different item than specified, as decided by the GM. On a roll of 1, there is some kind of catastrophic failure: the item could be there but is imperceptibly damaged, causing it to fail when used, or it could be the entirely wrong item used in the entirely wrong fashion (i.e. a can of spray paint instead of a fire extinguisher, or a packed lunch instead of a parachute). The GM is encouraged to be fiendishly creative with the consequences for failure. Using a Zolarism is a full-round action.
Notes: This is a D20 conversion of a D6 house rule created by and for Zolar- the Zolarism. It began when Warren constantly insisted that Zolar should have items such as wire cutters, comlinks, hydrospanners and datapads when they were needed. Tired of debating, Michael simply institutionalized the problem with the Zolarism. The D6 Zolarism uses the same mechanics as the D20 version, and both versions should only be used with the GM's discretion.
Rapid Reload
"He reloaded as he went, with a rapidity that had also been trained into his fingers. They shuttled busily between gunbelts and cylinders." -Stephen King, "The Gunslinger"
You are extremely quick at reloading your weapon.
Prerequisites: Dex 13+, Quickdraw
Benefit: You can reload your weapon as a free action instead of as a move action. When using a weapon with a full-round reload (such as the Sentinel V), you can reload your weapon as a move action instead of a full-round action.
Mad Hax0ring
"Peek-a-boo!" -Ed, "Cowboy Bebop"
Your familiarity with computers allows you to access and modify computer systems with blinding speed.
Prerequisites: Computer Use 10+, Int 13+, Dex 13+
Benefit: You can halve the amount of time it takes to use the Computer Use skill. Actions that would take a full round can be accomplished as a move-equivalent action, actions that would take two rounds take one round, and so on. You cannot "Take 10" or "Take 20" when using this feat.
Sturdy Frame
You have a tough design that allows you to carry more weight effectively.
Prerequisites: Must be a droid or cybernetic, Str 13+
Benefit: For the purposes of encumbrance, count your Strength score as one point higher on table 6-10: Carrying Capacity in the core rulebook. Thus, a droid with a Strength of 15 without the feat can carry 33 kg as a light load, but a droid with the feat would count its effective Strength as 16, increasing the carrying weight to 38 kg.
Note: This feat can be very useful for droids with a huge amount of add-ons and modifications.
Modular
Your design facilitates modifications.
Prerequisites: Must be droid or cybernetic
Benefit: You get a +2 bonus on all Repair checks made to modify or add on to, but not repair, your components.
Resilient
You have a natural resistance to common droid ailments.
Prerequisites: Must be droid or cybernetic
Benefit: You get a +2 bonus on all Fortitude saves or Int checks to avoid droid ailments such as rust, droid rot, corruption and disrepair.