// Operators & Specialists · vehicles & tech
Operator
Overview
The Operator is Rifts' wasteland mechanic, junker, and gear specialist — the character who keeps the party's vehicles running, repairs damaged power armor, salvages working components from broken tech, and improvises functional gear from scrap when nothing else is available. Where a Technomancer is a magic-and-tech caster who creates magical tech, the Operator is a practical engineer who maintains, repairs, and modifies mundane tech. They're the unsung hero of any vehicle-heavy or gear-heavy campaign — without an Operator, the party's truck breaks down in the wasteland with no one to fix it.
Operators in canon are practical, resourceful, and often grumpy. They range from formally trained mechanics (Federation motor pool veterans, Northern Gun corporate techs) to self-taught wasteland junkers who learned by taking apart pre-Rifts trucks. They tend to dress in work clothes, carry tool belts, and have grease under their fingernails. The class is the party's "engineer in the back of the van" — quiet, essential, and almost never the spotlight character in a combat scene.
The Operator is not a combat class. Its identity is technical skill, not firepower — built on Crafting Specializations, a Workshop, and an instinct for mechanism. Their party value is downtime and any encounter that turns on vehicles, electronics, or salvage.
At a glance
| Key ability | INT — technical knowledge, mechanical aptitude |
| Class DC | INT |
| Hit Points | 8 + CON per level |
| Key skills | Crafting, Society, Survival + 2 chosen |
| Perception | Trained at L1 → Expert at L7 → Master at L15 |
| Saves | Fort Trained / Ref Trained / Will Expert at L1. Fort Expert at L11. Will Master at L11. Ref Expert at L13. Will Legendary at L17. |
| Weapons | Trained in simple weapons. Expert at L11. (No martial proficiency.) |
| Armor | Trained in unarmored and light armor. Expert at L13. |
| Specializations | 3 at L1 (Vehicle Mechanics + Electronics Repair + Salvage). +1 at L5, +1 at L11, +1 at L17 (6 total by L17). |
| Workshop | A workshop/garage location established at L1, modifying the class's downtime activities. |
| Signature system | Expanded Skills — Vehicle Mechanics is the class signature Specialization |
Class features by level
- 3 Starting Specializations.
- Vehicle Mechanics (parent: Crafting). Maintain, repair, and modify vehicles. Specialized Tasks: Major Vehicle Repair, Field Repair, Vehicle Modification, Hot-Wire.
- Electronics Repair (parent: Crafting). Repair and identify pre-Rifts and modern electronics. Specialized Tasks: Diagnose System, Repair Component, Identify Tech Item.
- Salvage (parent: Crafting + Survival). Extract working components from broken/scrap technology. Specialized Tasks: Salvage Run (downtime), Salvage Identification (1-minute, identify what a junk pile contains), Quick Salvage (10-minute, extract a single working part).
- Workshop. You have established a Workshop — a garage, motor pool, repair bay, or mobile vehicle-workshop. The Workshop provides:
- Tools, parts inventory, and lift/diagnostic equipment for vehicle and electronics repair (no DC penalty for environmental conditions during major repair work).
- Storage for salvaged components.
- A foothold for downtime activities — Salvage Run can fully exploit a recently found scrap source.
- Workshop Reserve (resource). Your Workshop builds up a stock of machined parts, scavenged components, and prepped tooling — your Workshop Reserve (the Operator's instance of the shared Facilities mechanic). Its maximum equals your class level, and a full day of downtime spent with access to a functioning Workshop refills it to its maximum. Workshop Reserve is a downtime resource — it can't be spent during an encounter. Spend it to assist your technical work:
- Steady the Procedure (1 Reserve): eliminate the critical-failure risk of one repair, modification, or build.
- Stocked Parts (1 Reserve per 5 item levels, minimum 1): draw a procedure's components from your stock, covering their material cost.
- Expedite (1 Reserve): halve the time of one repair, modification, or build; each additional Reserve spent halves it again.
- Rapid Procedures: faster technical tasks are powered by Reserve instead of a daily limit (Improvised Vehicle 2, Junkyard Dive 2, Mechanical Intuition bypass 2, Major Salvage 3, Mechanical Intuition full repair 3, Instant Repair 4). Faction-favor abilities aren't Workshop work — they're gated by delivery time and GM availability instead.
- Mechanical Intuition. When you observe or examine a mechanical device, machine, or vehicle, you automatically understand its basic operating principles (what it does, how it works); visible damage or wear patterns and a rough age estimate; whether the device has been tampered with versus original-spec configuration; and whether it contains hidden compartments, modifications, or non-standard components. This is automatic on examination — no separate check required. Limited to mundane mechanical/electronic tech; magical-tech and exotic alien tech require specific Specializations or class feats.
- Operator Sub-Spec (pick one at L1). Three Sub-Specs shape your identity:
- Federation Motor Pool Operator. Formally trained in Federation military gear. Specializations include Federation-specific tech. Reduced cost to acquire spare parts in Federation territory. Reputation: people see you as a soldier (helpful or hostile depending on context).
- Wasteland Junker. Self-taught wasteland operator. Can perform Salvage on creatures (dead cybered or technological creatures — extract their parts as salvage), which is sometimes morally fraught. Respected among scrap-traders, viewed with suspicion in formal settings.
- Corporate Tech. Trained by a corporate manufacturer (Northern Gun, Naruni Enterprises, etc.). Specializations include high-end commercial tech. Discount on commercial tech purchases. Corporate connections, both good and bad.
- Field Repair. Usable in or out of combat. Touch a damaged vehicle, mechanical device, or piece of gear. On a successful Crafting check (DC = 15 + item level), restore HP to the device equal to (your Crafting proficiency level × 1d6). You can't repair the same device again until 10 minutes pass.
- Class feat. Skill feat.
- Skill increase. General feat.
- Specialized Task: Improvised Vehicle (downtime activity). Combine salvaged parts and standard parts into a functioning vehicle. Improvised vehicles are crude (−1 status to all vehicle operations) but functional and can be built from materials a Junker has on hand. By spending 2 Workshop Reserve, attempt this; success creates a functioning improvised vehicle of your level.
- Class feat. Skill feat.
- Ability boost. Skill increase.
- +1 Additional Specialization. Pick from the Expanded Skills catalog. Recommended for Operator: Power Armor Tech (parent: Crafting, prereq: Expert Crafting, which you should have by L5), which lets the Operator service Chromeboy power armor, install/modify power armor systems, and contribute to the Chromeboy player's gear maintenance.
- Class feat. Skill feat.
- Skill increase. General feat.
- Expert Perception.
- Mechanical Intuition (Greater). Your intuition extends to identifying intentional design choices in devices — you can identify the manufacturer, design school, or specific designer of a piece of tech. Useful for tracking specific operators, recognizing custom modifications, and similar.
- Greater Sub-Spec. Your Sub-Spec gains a passive scaling benefit:
- Federation: You can request a Federation spare-parts delivery to your Workshop; parts arrive in 1–2 days at no cost (the delivery time is the limiter). Limited to standard Federation-issue components.
- Junker: By spending 2 Workshop Reserve, perform a Junkyard Dive — a 1-hour activity at a recognized scrap source. Extract significantly more salvage than a baseline Salvage Run.
- Corporate: Once per round, identify the manufacturer-specific weakness of a piece of corporate tech — your next attack against a creature using that tech gains a +2 status bonus to the attack roll.
- Class feat. Skill feat.
- Skill increase.
- Specialized Task: Hot-Wire Mastery. Hot-Wire (standard Vehicle Mechanics task) can be performed as a single action (vs. baseline 1-minute). Useful for emergency vehicle access in combat.
- Mechanical Intuition (Master). By spending 2 Workshop Reserve, you can attempt to bypass a security or locking mechanism on a piece of tech (door lock, vehicle ignition, panel cover) without using Thievery — Mechanical Intuition reveals the bypass. DC = 15 + item level + 5.
- Ability boost. Class feat. Skill feat.
- Skill increase. General feat.
- Will Master.
- Fort Expert.
- Weapon Expertise. Expert in simple weapons.
- +1 Additional Specialization.
- Specialized Task: Cross-System Hack. 10-minute activity with Computer Operations (gained via additional Specialization if you have it). Bypass security on a single computer system or network. DC = 15 + system level + 5.
- Class feat. Skill feat.
- Skill increase.
- Ref Expert.
- Master Crafting. Your Vehicle Mechanics, Electronics Repair, and Power Armor Tech Specializations now operate at Master tier — install DCs reduced, repair times reduced, modification quality improved.
- Defensive Robes (Light Armor Expert).
- Specialized Task: Vehicle Master Modification. Multi-day downtime activity. Permanently add a major feature to a vehicle (hidden compartments, weapon mount upgrades, armor reinforcement, speed upgrades). DC scales by feature complexity and vehicle level.
- Class feat. Skill feat.
- Ability boost. Skill increase. General feat.
- Master Perception.
- Master Sub-Spec. Your Sub-Spec gains a major scaling benefit:
- Federation: You can request Combat Support — Federation reinforcements arrive at your location in 1d4 minutes (the GM adjudicates availability; limited to legitimate operations). A faction favor, gated by availability rather than a daily cap.
- Junker: By spending 3 Workshop Reserve, perform a Major Salvage — a 1-day activity at a major scrap source (city ruins, downed vehicle field, etc.). Extract a full vehicle's worth of components.
- Corporate: Industrial Inquiry — communicate with corporate contacts to acquire a specific high-end item at 50% normal cost; delivery in 1–2 weeks (the delivery time is the limiter).
- Class feat. Skill feat.
- Skill increase.
- Will Legendary.
- +1 Additional Specialization. Total: 6 Specializations.
- Mechanical Intuition (Legendary). By spending 3 Workshop Reserve, you can repair any mechanical or electronic device to functional state, regardless of damage severity, in 1 hour of work (the parts are drawn from your Reserve). Requires a Workshop.
- Class feat. Skill feat.
- Skill increase. General feat.
- Legendary Crafting. Your Specializations operate at Legendary tier. Install DCs are minimum 5 (auto-success on routine work). Critical failures are impossible on routine tasks.
- Ability boost. Class feat. Skill feat.
- Master Engineer. Your Workshop becomes a mythic-quality facility:
- All vehicle maintenance, repair, and modification activities are performed in 1/4 normal time.
- The Workshop can produce custom vehicles to your specifications (downtime, significant cost, bespoke designs possible).
- By spending 4 Workshop Reserve, perform an Instant Repair — restore any vehicle/device to full operational status in 10 minutes (vs. multi-day standard repair times). Works on any vehicle the Operator could normally repair.
- The Workshop is recognized across the wasteland — Operators of comparable rank visit for consultation; spare parts are easier to acquire here.
Sub-Specs
Federation Motor Pool Operator
- L1: Federation-trained. Bonus to Federation gear; reduced Federation spare-parts cost; military reputation.
- L7 Greater: Federation spare-parts delivery (gated by 1–2 day delivery time).
- L15 Master: Federation Combat Support (a faction favor, gated by GM availability).
Wasteland Junker
- L1: Self-taught. Salvage from technological creatures available.
- L7 Greater: Junkyard Dive (spend 2 Workshop Reserve).
- L15 Master: Major Salvage (spend 3 Workshop Reserve).
Corporate Tech
- L1: Manufacturer-trained. Bonus to commercial tech; discount on corporate purchases.
- L7 Greater: identify a manufacturer-specific weakness (1 action, once per round).
- L15 Master: Industrial Inquiry (acquire a corporate item at 50% cost; gated by 1–2 week delivery).
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 beyond your class's 3 starting.
- Tool Specialist. +1 status bonus to checks made with hand tools, diagnostic equipment, and welding gear.
- Mechanic's Eye. Identify the make/model/age of any vehicle, weapon, or piece of armor with a 1-action examination (no roll required for common items; for rare or unusual items, the GM may require a check).
- Gearhead. You gain a +1 status bonus to Crafting checks to Repair, and you treat your proficiency rank for operating and piloting vehicles as one step higher than normal.
Level 2
- Quick Fix. Trigger: a vehicle you're aboard, or an allied construct or power-armored ally within 30 ft, takes damage. Reduce that damage by an amount equal to your level (you brace a panel or reroute power). Once per round.
- Scrounger. Whenever you Salvage in a tech-rich area, you also turn up common consumables — ammunition, fuel, batteries, and basic gear. You can reliably scrounge basic supplies wherever machines are found.
- Combat Driver. While you pilot a vehicle, it gains a +1 circumstance bonus to AC, you can Take Cover within it as a free action, and you can use Field Repair on the vehicle you're piloting.
Level 4
- Field Specialist. Field Repair restores additional HP equal to 1d6 + Crafting proficiency level (cumulative with baseline Field Repair healing).
- Improvisation Master. Improvised Vehicles built via your class feature operate at −1 status (instead of −2) when first built, and the penalty disappears entirely after 1 week of "break-in" use.
- Salvage Specialist. Your Salvage Run extracts +1 component beyond its normal yield.
Level 6
- Field Mechanic. You can use Field Repair to restore Hit Points to a creature's worn power armor, or to a construct or cybernetic creature's HP, as a 2-action activity in combat (patching plating and servos under fire).
- Targeting Diagnostics. When you Recall Knowledge or use Mechanical Intuition on a vehicle, construct, or power-armored creature, you may grant one ally who can see you a +1 circumstance bonus to their next attack roll against it. Once per round.
- Improved Field Repair. Your Field Repair's per-device cooldown drops to 1 minute, and it restores 1 additional die.
Level 8
- Major Modification. You can perform a Major Vehicle Modification in 1 day instead of the multi-day standard. No daily limit — the day of focused work is the limiter.
- Operator Network. You have a network of fellow Operators across the wasteland. You can query it for information about specific tech (manufacturer, age, modifications, the location of similar items); a response arrives in 1–2 days.
- Overcharge Gear. Once per round. Tune an adjacent ally's weapon or armor: their next Strike before the start of your next turn deals +1d6 damage, or their armor gains +2 Hardness until the start of your next turn (choose when you act).
Level 10
- Master Mechanic's Repair. In combat (or 10 minutes out of combat). Restore Hit Points equal to (3 × your class level + INT modifier) to a vehicle, construct, or a creature's worn power armor. You can't repair the same target again until 10 minutes pass — the gear-side equivalent of a Chopper's Cybernetic Repair.
- Rapid Salvage. Your Quick Salvage becomes a 1-action activity, letting you strip a working part off a downed construct, vehicle, or device mid-combat to use immediately.
- Jury-Rigged Defense. Using salvage on hand, deploy improvised cover in an adjacent square (granting standard cover) or hand a deployable ballistic shield to an ally (a +1 circumstance bonus to AC until they drop it).
Level 12
- Custom Vehicle Build. Over a multi-week downtime project, design and construct a custom vehicle to your exact specifications (standard base cost plus custom modifications). The project time is the limiter; no daily cap.
- Master Salvage. Salvage Run yields one unexpected component per attempt — a rare item, an unusual tool, or evidence of something significant (GM ruling on what shows up).
- Master Pilot. Vehicles you pilot gain a +2 circumstance bonus to AC and improved handling, and you reduce the multiple attack penalty on the vehicle's mounted weapons by 1.
Level 14
- Combat Engineer. From salvage and standard parts, you can set explosive charges, mines, or breaching charges: a placed charge deals fire or force damage in a burst (basic Reflex vs. your class DC), or breaches a door, wall, or vehicle hull instantly.
- Greater Targeting Diagnostics. Your Targeting Diagnostics bonus increases to +3 to the attack roll and +2d6 to damage, and it applies to every ally who can see you against the studied machine, construct, vehicle, or power-armored creature.
- Field Fabrication. During any 10-minute rest, you can fabricate a temporary piece of gear (a tool, a one-use device, or basic ammunition) from salvage; it functions until your next long rest.
Level 16
- Legendary Workshop. Your Workshop becomes mobile — you can transport it via a fitted vehicle. The Workshop operates at full capacity wherever the vehicle goes.
- Magnum Opus Operator. Over 1 week of focused work, build a unique, custom piece of high-end tech (vehicle, weapon, gear). The item operates at +1 status to all uses for as long as you maintain it. The week of work is the limiter; no daily cap.
- Master of Machines. You operate and pilot any vehicle, mech, or power armor at your highest proficiency rank, and any vehicle, construct, or power-armored creature you've studied with Mechanical Intuition this encounter is off-guard to you.
Level 18
- Battlefield Repair Bay. 10-minute activity to set up a deployable repair node. While it stands, allied vehicles, power armor, and constructs within 30 ft regain Hit Points at the start of each of their turns, and your Field Repair can target every eligible ally near it at once.
- Reinforce. Trigger: an allied vehicle, construct, or power-armored ally within 30 ft would be reduced to 0 HP. It instead remains at 1 HP as you slam an emergency patch into place. Usable once per 10 minutes.
- Master Salvager. Your salvage yields are doubled, and you can extract functioning high-tech components from nearly any mechanical or electronic wreck, including exotic and alien tech.
Level 20
- Grand Engineer. Your Master Mechanic's Repair restores the maximum value of its dice plus your level, removes the Broken condition, and can target two creatures or vehicles at once; its cooldown is removed.
- Walking Arsenal. You and any ally using gear you actively maintain gain a +1 status bonus to attack rolls and AC, and your Overcharge Gear affects every ally within 30 ft when used.
- Living Legend Operator. Your Workshop's capstone abilities function anywhere, even without the facility, and given a few minutes you can jury-rig a working solution to almost any mechanical or technological problem (GM discretion).
Where the class fits the scene
Combat
- The Operator is a moderate-support class in combat. Main contributions: Field Repair (1-action HP restore to a vehicle/device — useful in vehicle combat), simple weapons + class proficiency, and combat options that open up via class feats at higher levels.
- Damage output is low; survivability is light-armor-tier. Plays as a non-frontline character.
Downtime
- The Operator dominates. Vehicle repair, electronics repair, salvage, improvisation — the party's gear maintenance routes through them.
- Particularly powerful in long-distance travel scenarios (a truck breaking down requires an Operator) and scrap-rich environments (cities, ruined facilities).
Without a Workshop
- Field Repair is still available.
- Major repairs are unavailable until a Workshop is re-established (1 week + 10% wealth).
Spotlight situations
- Vehicle-heavy / travel-heavy campaigns: the Operator is central. Every vehicle the party uses passes through their hands.
- Scrap-rich environments: Salvage and the Junker Sub-Spec excel. The Operator essentially generates wealth.
- Power-armor-heavy campaigns: an Operator with Power Armor Tech is the Chromeboy's best friend.
- Federation-friendly campaigns: the Federation Operator gets reputation and resources.