// Operators & Specialists · cyber-surgeon

Chopper

Inspired by Rifts Ultimate Edition, Adventurers and Scholars category INT-key

Overview

The Chopper is Rifts' surgical specialist for cybernetic and bionic implants. Where ordinary doctors stitch wounds and prescribe drugs, the Chopper installs cyberware — eyes that see through walls, arms that punch through steel, neural implants that reorganize a patient's cognition. They are the linchpin of Rifts cyberware culture: every Redliner, every Manic, every Cyborg, every voluntarily-augmented Federation officer or wasteland operator owes their condition to a Chopper somewhere.

Choppers range from corporate Federation surgeons with formal credentials and well-equipped clinics to back-alley wasteland operators who'll install illegal modifications in a converted garage for the right price. The work is precision technical surgery — a craft that takes years to master and one that almost no other class can do. A party without a Chopper has to find one as an NPC; a party with a Chopper PC suddenly has access to cyberware they couldn't otherwise acquire without significant downtime travel.

This is the project's premier expanded-skill class. Its identity comes entirely from Specializations — no spellcasting, no focus pool, no state machines, just skills, deep proficiency, and class-action expertise. The Chopper is the party's downtime engine: a moderate support character in combat, and the one who unlocks everyone else's cyberware aspirations the rest of the time.

At a glance

Key abilityINT — medical knowledge, technical precision
Class DCINT
Hit Points8 + CON per level
Key skillsCrafting, Medicine, Society + 2 chosen
PerceptionTrained at L1 → Expert at L7 → Master at L15
SavesFort Trained / Ref Trained / Will Expert at L1. Will Master at L11. Fort Expert at L11. Ref Expert at L13. Will Legendary at L17.
WeaponsTrained in simple weapons. Expert at L11. No martial proficiency — Chopper is not a combat class.
ArmorTrained in unarmored and light armor. Expert at L13.
Specializations3 at L1 (Surgery + Cybernetic Surgery + Pharmaceuticals). +1 at L5, +1 at L11, +1 at L17 (6 total by L17).
Surgical BayA workshop/clinic location established at L1 that modifies your downtime activities.
Signature systemExpanded Skills — Cybernetic Surgery is the class signature Specialization

A few notes set the chassis apart. The Chopper is trained only in simple weapons (no martial proficiency), reflecting its non-combat identity. It is Will Expert at L1, reflecting the mental discipline of a surgeon. And it depends on the Expanded Skills system — the Chopper cannot function without the Specializations framework.

Class features by level

L1start
  • Cyber-Surgery Lore (skill). You gain Cyber-Surgery Lore at Trained proficiency. This Lore skill covers cyberware design, installation procedure, modification, removal, and cybernetic anatomy. It scales with class proficiency.
  • 3 Starting Specializations. You begin with these Specializations from the Expanded Skills system:
    • Surgery (parent: Medicine). Standard surgical procedures. Specialized Tasks: Major Surgery, Field Operation.
    • Cybernetic Surgery (parent: Medicine + Crafting). Install, modify, and remove cyberware. Specialized Tasks: Install Cyberware, Modify Cyberware, Remove Cyberware, Field Install (L5+).
    • Pharmaceuticals (parent: Medicine + Crafting). Drug synthesis, prescription, identification.
    Specializations work per the Expanded Skills rules. Specialization tier = parent skill proficiency. As you gain Master Medicine (L13), your Surgery and Cybernetic Surgery operate at Master tier.
  • Cyber-Anatomy (passive). When you Recall Knowledge about a creature with cyberware (using Cyber-Surgery Lore, Medicine, or Crafting), you automatically learn:
    • The creature's complete cyberware loadout (item names, item levels, body locations).
    • The creature's known system vulnerabilities (e.g., susceptibility to EMP, neural override weak points, joint armor seams).
    • The creature's approximate operational status (full health, broken thresholds, recent damage).
    This requires no separate check — Cyber-Anatomy is your automatic interpretation of any Recall Knowledge you make about a cybered target. Standard Recall Knowledge rules still apply for what's known to the GM versus what you can extract.
  • Surgical Bay (downtime). You have established a Surgical Bay — a workshop / clinic / surgical facility where your downtime medical and cyberware activities take place. The Bay may be a permanent location (a Federation base, a wasteland fortress, a mobile vehicle) or re-established at each long-term campsite. The Bay provides:
    • Tools and supplies for cyberware installation (per the Cyberware install procedure requirements).
    • A clean, lit, prepared space for surgery (no DC penalty for environmental conditions).
    • Storage for cyberware components and medical supplies.
    Loss of the Bay (destroyed, abandoned, separated from) means you cannot perform downtime cyberware installations until you re-establish one. Establishing a new Bay takes 1 week of downtime + significant material cost (10% of expected wealth for your level).
  • Bay Reserve (resource). Your Surgical Bay continuously produces a stockpile of prepared cyber-components, cultured biogel, and freshly calibrated tooling — your Bay Reserve (the Chopper's instance of the shared Facilities mechanic). It has a maximum equal to your class level, and a full day of downtime spent with access to a functioning Surgical Bay refills it to its maximum. Bay Reserve is a downtime resource — it can't be spent during an encounter. Spend it to assist your cyberware work:
    • Steady the Procedure (1 Reserve): eliminate the critical-failure risk of one Installation, Modification, or Repair.
    • Stocked Parts (1 Reserve per 5 item levels, minimum 1): draw the procedure's components from your Bay's stock, covering their material cost.
    • Expedite (1 Reserve): halve the time of one Installation, Modification, or Repair; each additional Reserve spent halves it again.
    • Rapid Procedures: the Sub-Spec and capstone field/instant-install abilities are powered by Bay Reserve instead of a daily limit (Improvised Install 2, Sanctioned Install 3, Instant Install 4).
  • Chopper Sub-Spec (pick one at L1). Three Sub-Specs shape your identity:
    • Corporate Chopper. Federation-trained or comparable formal credentials. Includes high-tier installation specs; access to corporate suppliers (downtime-cost reduction on Federation or corporate-faction cyberware).
    • Wasteland Chopper. Self-trained, scrap-and-improvise, no formal credentials. Can install cyberware without formal Bay infrastructure with a 1-step DC increase. Wasteland reputation: people fear and respect your skills, especially in the lawless regions.
    • Combat Chopper. Military medic specialized in field surgery during combat operations. Improved Field Triage, can perform Combat Heal as a free action once per round, and Field Install is available at L3 instead of L5.
    Sub-Spec scales at L7 (Greater Sub-Spec) and L15 (Master Sub-Spec) — see Sub-Specs below.
  • Field Triage (class action, in or out of combat). Touch a willing creature. Make a Medicine check against DC 15 + the target's level. On success, restore HP equal to (2 × your Medicine proficiency level × 1d8). On failure, no effect. A creature can't benefit from your Field Triage again until 10 minutes pass.
L2
  • Class feat. Skill feat.
L3
  • Skill increase. General feat.
  • Specialized Task: Module Hot-Swap. 1-hour downtime activity. Swap one installed cyberware item for another (the patient's previously-installed item is removed and the new item installed). Cost: 50% normal install cost and time. No critical-failure risk. Patient must consent.
L4
  • Class feat. Skill feat.
L5
  • Ability boost. Skill increase.
  • Specialized Task: Field Install (Wasteland and Combat Chopper Sub-Specs only; Corporate gains it at L7). 10-minute activity in non-laboratory conditions. Install cyberware with a +5 DC increase. Critical failure on Field Install causes minor patient damage (1d6 + level) instead of catastrophic loss. Allows emergency cyberware installation during downtime in a hostile environment.
  • Specialization tier reaches Expert. One of your starting three reaches Expert when Medicine reaches Expert (at the L5 standard skill increase).
  • +1 Additional Specialization. Choose any Specialization from the Expanded Skills catalog whose prerequisites you meet.
L6
  • Class feat. Skill feat.
L7
  • Skill increase. General feat.
  • Expert Perception.
  • Cyber-Anatomy (Master). Beyond identifying cyberware, you learn the patient's exploitable vulnerabilities — specific attack vectors. Triggered when an ally attacks a cybered creature you've Recalled Knowledge on; once per round. The ally gains +2 status bonus to that attack roll and +1d6 status bonus to damage. You identify a weak point and the ally exploits it.
  • Greater Sub-Spec. Your Sub-Spec gains a passive scaling benefit:
    • Corporate: Field Install is now available (Wasteland and Combat had it at L5). Cyberware installation downtime cost reduced by 25% in Federation or corporate-faction territory.
    • Wasteland: By spending 2 Bay Reserve, perform an Improvised Install — install cyberware made from scrap or off-the-shelf materials in non-laboratory conditions in 1 minute (vs. the normal multi-day install). Reduced patient cost, but the cyberware is unreliable (−2 status to all uses).
    • Combat: Combat Heal becomes a 1-action activity (vs. 2-action). Field Triage loses its 10-minute per-creature cooldown.
L8
  • Class feat. Skill feat.
L9
  • Skill increase.
  • Specialized Task: Cybernetic Repair. 10-minute activity out of combat, or a two-action activity when used in combat. Restore HP to a cybernetic creature (including Chromeboys, Cyborgs, Manics with cyberware, Redliners with their rig, Psi-Knights with installed cyberware) equal to (3 × class level + INT modifier). Works on the cybernetic creature's HP, not their suit's. You can't repair the same creature again until 10 minutes pass.
L10
  • Ability boost. Class feat. Skill feat.
L11
  • Skill increase. General feat.
  • Will Master.
  • Fort Expert. Your Fortitude proficiency improves from Trained to Expert.
  • Weapon Expertise. Expert in simple weapons.
  • +1 Additional Specialization.
  • Specialized Task: Cybernetic Modification. Multi-day downtime activity. Permanently add a specific feature to a creature's installed cyberware (e.g., make a cyber-eye telescopic, install a grappling hook in a cyber-arm, add a poison-dispenser to a cyber-jaw). DC scales by feature complexity.
L12
  • Class feat. Skill feat.
L13
  • Skill increase.
  • Ref Expert. Your Reflex proficiency improves from Trained to Expert.
  • Master Medicine. Your Surgery and Cybernetic Surgery Specializations now operate at Master tier — install DCs reduced by an additional 5 (cumulative with class baseline −5), and critical-failure damage to the patient is eliminated entirely on routine installs.
  • Defensive Robes (Light Armor Expert). Your Light Armor proficiency improves from Trained to Expert.
  • Specialized Task: Cybernetic Resurrection. 1-hour ritual. Requires a creature who died within the last 24 hours with brain intact (or recoverable). Resurrect the creature, replacing missing or damaged body parts with cybernetic substitutes. The resurrected character becomes a Partial Cyborg — they gain Cyber-Anatomy as a class feature, 4 starting cyberware items based on what was needed for resurrection (eyes/arm/etc.), and the partial Cyborg lineage. The character does NOT gain Full-Conversion Cyborg class features; they retain their original class but with cybernetic modifications. The ritual requires significant resources (50% expected wealth, multiple high-tier cyberware items).
L14
  • Class feat. Skill feat.
L15
  • Ability boost. Skill increase. General feat.
  • Master Perception.
  • Cyber-Anatomy (Greater). Your L7 vulnerability-identification ability extends to all allies who can perceive your Recall Knowledge action, not just one. Multiple allies can exploit the same identified vulnerability in the same encounter.
  • Master Sub-Spec. Your Sub-Spec gains a major scaling benefit:
    • Corporate: By spending 3 Bay Reserve, perform a Sanctioned Install — install a cyberware item from a corporate or Federation catalog at full DC, full cost reduction, with the item later delivered via supply (no waiting time for material acquisition).
    • Wasteland: Improvised Install becomes a 10-minute activity (vs. 1 minute). The improvised cyberware now operates at −1 status (vs. −2 at L7), making the trade-off more attractive.
    • Combat: Field Surgery (a new specialized task) — perform Major Surgery during combat as a 3-action activity, with a +5 DC penalty for the combat conditions. Allows you to repair a downed ally's critical injuries mid-fight.
L16
  • Class feat. Skill feat.
L17
  • Skill increase.
  • Will Legendary. Greater Resolve.
  • +1 Additional Specialization. Your Specialization count reaches 6 (3 starting + 3 added at L5, L11, L17).
  • Cyber-Anatomy (Legendary). Cyber-Anatomy now extends to all cybernetic creatures within sensor range (1 mile, automatically detected). You always know which cybered creatures are present without needing Recall Knowledge actions. Vulnerabilities still require Recall Knowledge to identify specifically.
L18
  • Class feat. Skill feat.
L19
  • Skill increase. General feat.
  • Legendary Medicine. Your Surgery and Cybernetic Surgery Specializations operate at Legendary tier. Install DCs are at minimum 5 (essentially auto-success on routine installs). Critical failures are impossible on routine installations. Major procedures still have failure risk, but at reduced severity.
L20capstone
  • Ability boost. Class feat. Skill feat.
  • Master of the Surgical Bay. Your Surgical Bay reaches mythic quality. The Bay grants:
    • All cyberware installation/modification activities are performed at 1/4 normal time (e.g., a multi-day install becomes a 1-day procedure).
    • Modifications to a creature's cyberware can double their installed cyberware capacity (a creature normally limited to 6 implants by Chopper-class allowance can have 12 with your Bay's support).
    • Cybernetic Resurrection's time window extends from 24 hours to 1 week post-death.
    • By spending 4 Bay Reserve, perform an Instant Install — install cyberware in a 10-minute activity (vs. the multi-day downtime install). Functions identically to a clean install; no penalties.
    This is the Chopper's lifetime work realized: a clinic that can perform miracles. Particularly powerful in campaigns featuring death-and-resurrection plot threads, mass cyberware refits, or any scenario requiring high-tier medical-tech intervention.

Sub-Specs

Three Sub-Specs shape the class. The Corporate Chopper is the most fully developed; the Wasteland and Combat builds are alternatives.

Corporate Chopper

  • L1: Federation-trained or comparable formal credentials. Field Install not available at L5 (gained at L7 instead). Access to corporate suppliers reduces cyberware installation downtime cost by 10% (cumulative with class baseline −5 DC).
  • L7 Greater: Field Install becomes available. Cyberware installation downtime cost reduced by 25% in Federation or corporate-faction territory.
  • L15 Master: Sanctioned Install (spend 3 Bay Reserve) — install a cyberware item from a corporate catalog at full DC, full cost reduction, item delivered via supply chain (no material acquisition delay).
  • Lore: A formally credentialed surgeon. Operates in major cities, military bases, or established clinics. Has a reputation as a "real" doctor; reduced suspicion in legitimate spaces.

Wasteland Chopper

  • L1: Self-trained, scrap-and-improvise. Can install cyberware without formal Bay infrastructure with a +5 DC increase. Improvised cyberware (made from scrap) costs significantly less.
  • L7 Greater: Improvised Install (spend 2 Bay Reserve) — a 1-minute installation of off-the-shelf scrap-cyberware in non-lab conditions. The patient's install reliability is reduced (−2 status to all uses).
  • L15 Master: Improvised Install becomes a 10-minute activity; reliability penalty reduced to −1 status.
  • Lore: A wasteland independent. Operates from converted garages, abandoned facilities, or mobile vehicles. Reputation varies — some respect the resourcefulness, others distrust the lack of credentials.

Combat Chopper

  • L1: Military medic specialized in field surgery during combat. Combat Heal becomes a 1-action activity (vs. 2-action standard). Field Install is available at L3 (vs. L5 standard).
  • L7 Greater: Field Triage loses its 10-minute per-creature cooldown. Combat Heal scales with class level.
  • L15 Master: Field Surgery (new specialized task) — perform Major Surgery during combat as a 3-action activity with a +5 DC penalty.
  • Lore: A military combat medic, either Federation-trained or independent (mercenary). Specializes in keeping soldiers alive during operations.

Class feats

Class feats available at each feat level — you gain one at every even level, and can always pick a feat of your level or lower.

Level 1

  • Skill Specialist. Gain an additional Specialization from the Expanded Skills catalog beyond your class's 3 starting Specializations.
  • Equipment Specialist. +1 status bonus to checks made with surgical tools, medical instruments, and cyberware installation equipment.
  • Bedside Manner. +1 status bonus to Diplomacy and Medicine checks made to interact with patients (calming a fearful patient, convincing a reluctant one, etc.).
  • First Responder. Trigger: an ally within 30 ft is reduced to 0 HP. Stride up to your Speed toward them; if you end your movement adjacent, the ally becomes stable.

Level 2

  • Diagnostician. When you Recall Knowledge about a creature's biology or condition, you also learn its current Hit Point bracket (healthy / injured / badly wounded) and any active conditions affecting it.
  • Sedative Dart. Make a ranged attack (20 ft) with a prepared sedative dart against a living creature; on a hit, it attempts a Fortitude save vs. your class DC or be slowed 1 until the end of its next turn (clumsy 1 on a critical failure instead). Nonlethal.
  • Field Pharmacist. Once per round. Administer a prepared stimulant to yourself or an adjacent ally: the target gains a +1 status bonus to attack rolls and saving throws until the start of your next turn.

Level 4

  • Modular Practice. When you perform cyberware installations during downtime, you can install two implants on the same patient with a single preparation, combining (and roughly halving) their time. No daily limit — the install time and cost are the limiter.
  • Cyber-Anatomy (Enhanced). Your Cyber-Anatomy passive feature extends to identifying cyberware in destroyed creatures — useful for forensic investigation of cyber-related deaths.
  • Pharma-Modify. During downtime, you can use your Pharmaceuticals Specialization to craft custom drugs that target specific creature types or conditions (e.g., a drug that neutralizes a specific poison, or grants +1 status to one stat for 24 hours). Gated by crafting time and materials, not a daily limit.

Level 6

  • Anatomical Insight. When you successfully Recall Knowledge about a creature, you may grant one ally who can see you a +1 circumstance bonus to their next attack roll against that creature before the end of your next turn. Once per round.
  • Improved Triage. Your Field Triage's per-creature cooldown drops from 10 minutes to 1 minute, and it heals 1 additional die.
  • Pharma Grenade. Throw a chemical canister (30 ft); each creature in a 10-ft burst attempts a Fortitude save vs. your class DC or be sickened 1 (sickened 2 and slowed 1 on a critical failure). Nonlethal gas.

Level 8

  • Expert Surgeon. Master Medicine reduces all surgery DCs by an additional −2 (cumulative with class baseline). Effectively, your installation DC is class baseline −7 by L13+.
  • Cybernetic Specialist. Your Cybernetic Surgery Specialization gains access to a custom catalog of experimental cyberware items that cannot be installed by standard Choppers.
  • Field Veteran (Combat Sub-Spec only). Combat Heal restores additional HP equal to 1d6 + your Medicine proficiency level (in addition to baseline healing).

Level 10

  • Combat Surgeon. You can use Cybernetic Repair on any creature (not only cybered ones) as battlefield surgery, and its in-combat version is a 2-action activity that also removes one persistent damage condition.
  • Mass Triage. Apply Field Triage to all allies within 15 ft at once (roll once, apply to each). The per-creature cooldown applies to each as normal.
  • Adrenaline Shot. Once per round. Administer a combat stimulant to an ally within 30 ft: they gain a +10-ft status bonus to Speed and can Step as a free action on their next turn.

Level 12

  • Mass Install. You can perform up to 3 cyberware installations in a single preparation — different patients, or one patient with 3 implants — combining their prep time. No daily limit; the time and cost are the limiter.
  • Cyber-Network. Establish a network of Chopper patients — you can communicate with up to 6 of your past patients via a cyber-network at any time, through their installed cyberware. Useful for intelligence-gathering or remote troubleshooting.
  • Specialized Equipment Master. Your Surgical Bay's tools provide a +1 status bonus to all your installation, modification, and repair checks (cumulative with all other bonuses).

Level 14

  • Master Diagnostician. Your Anatomical Insight / Cyber-Anatomy ally bonus increases to +3 to the attack roll and +2d6 to damage, and you learn a creature's lowest saving throw as a free action whenever you Recall Knowledge about it.
  • Emergency Reconstruction. Trigger: an ally within 30 ft is reduced to 0 HP. The ally is restored to 1 Hit Point, stabilized, and heals an additional amount equal to twice your level. Usable once per 10 minutes.
  • Battlefield Pharmacy. Your Field Pharmacist and Adrenaline Shot feats can affect two targets at once, and any ally currently under one of your stimulants gains a +1 status bonus to saving throws.

Level 16

  • Cyber-Resurrection Mastery. Cybernetic Resurrection (L13 specialized task) extends to creatures who died up to 1 month ago (vs. 24 hours). The brain must still be recoverable.
  • Surgical Trance. You can enter a focused surgical trance for 1 hour. During it, your installation/modification activities operate at half time, with no critical-failure risk and a +5 status bonus to relevant checks. After the trance, you need 8 hours of rest before you can enter another — the recovery is the limiter, not a daily cap.
  • Living Legend Chopper. Your reputation extends across the wasteland. Your fees are halved; people seek you out for major procedures from significant distance.

Level 18

  • Surgical Mastery. Your cyberware installations, modifications, and surgeries can never critically fail, and you perform all of them in half the normal time.
  • Master Healer. Your Field Triage and Cybernetic Repair restore the maximum value of their dice plus your level, and their per-creature cooldowns are removed.
  • Living Network. Your Cyber-Network extends to all of your past patients regardless of distance, and once per round you can grant a networked ally you can sense a +1 circumstance bonus to a check by feeding them real-time guidance.

Level 20

  • Miracle Worker. Your Cybernetic Resurrection works on creatures dead up to 1 month, and no longer strictly requires an intact brain if enough of the body remains for your cybernetics to reconstruct the patient (GM discretion).
  • Apex Chopper. Your identified-vulnerability bonus (Cyber-Anatomy) applies to every ally against the studied creature, and allies exploiting it score a critical hit on a natural 19 or 20 against that creature.
  • Field Hospital. You can establish a temporary Surgical Bay anywhere in 10 minutes (no material cost). Allies who rest within it recover additional Hit Points and remove one lingering condition, and your installation and repair tasks there work as if in a fully equipped Bay.

In and out of the spotlight

The Chopper has a unique spotlight pattern: their identity is downtime-focused, so the real question is how they hold up in combat.

Combat

  • The Chopper is a moderate support character. Main combat contributions:
    • Field Triage (1- or 2-action restore HP to an ally).
    • Combat Heal (ally heal, once per round).
    • Cybernetic Repair at L9+ (heals a cybered ally significantly).
    • Cyber-Anatomy + identified vulnerability (grants attacking allies +2 status to attack rolls).
    • Simple weapons + class proficiency progression.
  • Damage output is low. Survivability is light-armor-tier. The class plays as a healer/support, not a frontline fighter.

Downtime

  • The Chopper dominates. The class enables cyberware installation, modification, repair, and resurrection — all things other classes need but cannot do for themselves.
  • A party with a Chopper has access to cyberware operations it would otherwise need NPC specialists for.

Without a Surgical Bay

  • The Chopper loses major installation capability.
  • Field Install and Field Triage remain available.
  • The class is still functional but cannot perform full installations until a new Bay is established.

Where the class shines

  • Cyberware-heavy campaigns: the Chopper is central. The party's installed cyberware all routes through them.
  • Death-and-resurrection plot threads: a Chopper with Cybernetic Resurrection at L13+ becomes plot-critical.
  • Mass-installation scenarios (refit the party for a major mission, etc.): the Chopper handles in days what would take weeks of NPC outsourcing.
  • Investigation of cyber-related crime or deaths: Cyber-Anatomy and Cyber-Surgery Lore make the Chopper the party's forensic expert.
  • Pure combat with no downtime: the Chopper plays as a moderate support character — functional, but not dominant.