Tuesday, October 21, 2014

d20 Rifts - Operator Class


This is a core class.
The operator is one of the cogs that holds the world together. There is a lot of very advanced technology out there, and precious few people to keep it running. In civilized areas, operators run very profitable businesses, either legitimate or black market. In the wildlands, though, it’s a different story. Very few villages can afford their own specialist, and even fewer can afford parts and supplies. So, traveling operators become part mechanic, part scavenger, and often hero.

Abilities: The primary ability for an operator is Intelligence, to understand and diagnose the machines. Operators also need a decent Wisdom for focus, and Dexterity for fine manipulation.
Vitality: 1d8 plus Con modifier per level.

Class Skills

The operator’s class skills and the key abilities are listed below:
Class Skill Key Ability
Appraise Int
Boating Dex
Bureaucracy Cha
Computers Int
Concentration Wis
Craft Wis
Cryptography Int
Cultures Wis
Demolitions Int
Diplomacy Cha
Driver Dex
Electronics Int
Forgery Int
Hobby Wis
Knowledge Int
Languages Wis
Listen Wis
Mechanics Int
Open Lock Dex
Pilot Dex
Profession Wis
Search Int
Surveillance Wis
Survival Wis
Use Rope Dex
Skill Points at 1st Level: (8 + Int modifier) × 4.
Skill Points at Each Additional Level: 8 + Int modifier.

Class Features
The following are class features of the operator.

Starting Feats: At 1st level, the operator gains the following feats.
Armor Group Proficiency (Light)
Weapon Group Proficiency (Melee)
Weapon Group Proficiency (Handgun)
Astute: Whenever the operator spends an action die to add to an Intelligence-based skill check, two dice are added instead of one (e.g. a 1st-level operator’s bonus of 1d4 becomes 2d4). This is the operator’s core ability.
Scavenge: The operator is known for being able to construct a working generator from spit and baling wire. Scavenging rules still required.
Stainless Steel Rep: There are more than a few people out there who quite literally owe an operator their life. Others know that the operator can provide invaluable assistance in the future, and are very willing to make a deal. As such, beginning at second level, an operator is able to make favor checks without an established base of operation, as though he had poor contacts. These favor checks may require the operator to pay in kind with gear or services.
At 11th level, the operator may add his rank in Tools and Supplies to all favor checks. He also makes favor checks as though he had mediocre contacts.
At 19th level, he may substitute his ranks in Electronics or Mechanics for his level when making favor checks. He may make favor checks as though he had good contacts.
Jury-rig: Beginning at 3rd level, the operator gains a +2 bonus to attempts to make temporary or jury-rigged repairs. This bonus increases by +1 at 5th level, and every 2 levels thereafter.
Additionally, beginning at 5th level, the operator is able to ignore a certain amount of erratic behavior from his gear. He may spend and roll an action die to ignore an amount of Wear, equal to the result, on a single item for a scene. He may do this once per session at 5th level, gaining an additional use per session at 9th, 13th, and 17th levels.
MacGyver It: The operator is a master of making anything at hand work for him.
At 4th level, he gains the Improvised Weapon feat.
At 8th level, he may substitute any kit for any other kit (except Demolitions). The kit does not gain any bonuses from any special qualities.
At 12th level, the operator gains the Weapon Focus feat for improvised weapons.
At 16th level, the operator no longer suffers any penalty for using a skill without the requisite kit.
At 20th level, the operator gains the Improved Improvised Weapon feat.
Special Ability: At 6th level, and every 3 levels thereafter, the operator receives one of the following abilities of his choice.
Intercept Communication: Once per session, the operator may intercept a telephone call, radio signal, or other electronic communication originating from a specific person or location, and clandestinely listen in without making a Surveillance check. This ability may be taken multiple times, granting one additional user per session each time.
Electronics Familiarity: The operator is familiar with all types of electronic devices, including alien technology. See the Electronics skill for the effects of familiarity with a device.
Feat: The operator gains a bonus gear or skill feat. He must still meet all of the feat’s prerequisites, including ability score and base attack bonus minimums. This ability may be selected multiple times, each time granting another feat.
Improvisation: Once per game session as a full action, the operator can improvise any simple (Caliber I) object needed out of whatever’s lying around. Even if stripped naked and thrown into a cell, he could fashion a lockpick out of some hair stiffened with a bit of dried blood. The item is subject to GC approval. This ability may be gained multiple times, allowing an extra use of the ability per session each time.
Tech Support: Once per session, the operator may grant the benefits of one of his gear feats to another character for a scene. During that scene, the operator does not gain the benefits of the feat, though he does not lose access to any abilities with that feat as a prerequisite. This ability may be gained multiple times, allowing an extra use of the ability per session each time.
Workshop: Many operators wander the countryside with nothing more than a toolbox on their back. But some either settle in one place, or have refitted the back of a vehicle to function as a workshop. When this special ability is first selected, the operator gains Workshop as a Wealth category, and gains 1 point in it. Whenever the operator is able to work in his workshop, he may add his ranks in Workshop to any Electronics, Mechanics, or related checks he makes. If this special ability is selected a second time, the operator gains an additional point in Workshop, and the error range of all related checks in the workshop is reduced by 1. If the ability is selected a third time, the operator gains another point in Workshop, and the threat range of all related checks in the workshop is increased by 1. This ability may only be selected three times.
Critical Juncture: An operator is intimately familiar with the schematics of a wide range of machines. And, hence, is intimately familiar with their weak points. At 10th level, the operator’s threat range for any attacks targeting a machine increases by 2. The threat range increases by an additional 2 at 20th level. For this purpose, machines are considered to include robots, vehicles, and power armor. They do not include standard body armor.
Masterpiece: At 14th level, the operator may declare one object of his creation to be his “masterpiece.” All of this device’s statistics (ammunition, damage, range, speed, etc.) and bonuses are doubled. If the gadget increases a DC, the bonus to the DC is doubled, not the total DC. Defense bonuses are considered to be DC modifiers.
Level Class Ability
1 Scavenge, Astute
2 Stainless Steel Rep
3 Jury-rig
4 MacGyver It
5 Jury-rig
6 Special Ability
7 Jury-rig
8 MacGyver It
9 Jury-rig, Special Ability
10 Critical Juncture
11 Stainless Steel Rep, Jury-rig
12 MacGyver It, Special Ability
13 Jury-rig
14 Masterpiece
15 Jury-rig, Special Ability
16 MacGyver It
17 Jury-rig
18 Special Ability
19 Stainless Steel Rep, Jury-rig
20 MacGyver It, Critical Juncture
BAB: Low
Fort: Low
Ref: Med
Will: Med
Def: Med
Init: Med
BP: High
GP: High

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