// Core Rules

Facilities & Facility Reserve

Overview

Three of Riftfinder's specialist classes work out of a personal base of operations and run on the same engine:

  • Chopper — a Surgical Bay, generating Bay Reserve.
  • Operator — a Workshop, generating Workshop Reserve.
  • Trauma Medic — a Clinic, generating Clinic Reserve.

These are the party's downtime engines — the characters who unlock cyberware installation, vehicle and power-armor repair, and emergency medicine that no one else can do. This page defines the Facility (the base) and Facility Reserve (the resource it produces), so those classes have a consistent way to power their best work without a per-day cap.

The Facility

A Facility is a downtime base — a Surgical Bay, a Workshop, or a Clinic. It may be a fixed location, a mobile vehicle-rig, or re-established at a long-term camp. A functioning Facility:

  • removes environmental DC penalties for the class's downtime work (surgery, installation, repair);
  • stores the class's components, salvage, supplies, and pharmaceuticals;
  • generates Facility Reserve.

Loss and re-establishment are handled per class (about 1 week of downtime + 10% of expected wealth). Without a Facility, a specialist keeps their field abilities (Field Repair, Field Triage, Field Install) but generates no Reserve and can't perform full-scale procedures until they rebuild one.

Facility Reserve

Facility Reserve is a pool of prepared materials and readied capacity — cyber-components and biogel, machined parts and salvage, drugs and surgical kits, depending on the Facility.

  • Maximum = the specialist's class level.
  • Replenishment: a full day of downtime spent with access to a functioning Facility refills Facility Reserve to its maximum. (The rate is your class level per downtime day; since that equals the maximum, a day at base simply tops you off — chosen for easy tracking.)
  • Downtime-only. Facility Reserve can't be spent during an encounter. It isn't a combat resource — combat abilities are gated separately, by cooldowns, reactions, or round limits. Reserve gates downtime throughput, which is where these classes live.

In effect, Reserve is a per-expedition budget that scales with level: spend it on the jobs that matter while you're out, then return to base for a day to restock.

Spending Facility Reserve

Each class maps its Specialized Tasks onto a standard menu:

  • Steady the Procedure (1 Reserve). Eliminate the critical-failure risk of one installation, modification, repair, surgery, or comparable Facility procedure.
  • Stocked Supplies (1 Reserve per 5 item levels, minimum 1). Draw the procedure's material cost from the Facility's stock instead of purchased parts.
  • Expedite (1 Reserve, repeatable). Halve the time of one Facility procedure; each additional Reserve spent halves it again, down to a minimum the procedure sets (often 10 minutes).
  • Rapid Procedures. The “field / improvised / instant” fast versions of each class's signature tasks are powered by Reserve instead of a daily cap, on a standard scale: Field / Improvised — 2, Sanctioned / Major — 3, Instant / capstone — 4.

By class

Chopper — Surgical Bay → Bay Reserve

Powers Improvised Install (2), Sanctioned Install (3), and Instant Install (4), plus Steady / Stocked Parts / Expedite on installations, modifications, and Cybernetic Repair.

Operator — Workshop → Workshop Reserve

Powers the Improvised Vehicle build (2), Junkyard Dive (2), Mechanical Intuition bypass (2) and full repair (3), Major Salvage (3), and the capstone Instant Repair (4). The Operator's faction-favor abilities (Federation parts delivery and Combat Support, Corporate Industrial Inquiry) aren't Workshop work — they're gated by delivery time and GM availability instead.

Trauma Medic — Clinic → Clinic Reserve

Powers the wasteland-remedy and Restoration of Spirit rituals (2), Wasteland Cure-All (3), and the capstone Instant Resuscitation (4). The full Resuscitation Ritual keeps its own material cost; Reserve can Steady or Expedite it.

Why a resource

It replaces the old “once per long rest” gating these classes leaned on, with something that does three things at once: it removes the daily cap while keeping the best abilities meaningfully limited; it gives the base a tangible economy the specialist manages across downtime; and it stays out of combat entirely, so it never touches the action economy. The base isn't a yes/no switch on whether you can work — it's a budget you decide how to spend.