OPERATOR O.C.C.
Role: Mercenary Repairman
PL 6 (96)
STRENGTH 1
STAMINA 2
AGILITY 2
FIGHTING 5
DEXTERITY 3
INTELLIGENCE 5
AWARENESS 3
PRESENCE 3
Skills:
Athletics 6 (+7)
Deception 3 (+6)
Expertise (Science) 6 (+11)
Expertise (Survival) 4 (+7)
Expertise (Current Events) 2 (+7)
Expertise (History) 3 (+8)
Insight 2 (+5)
Investigation 4 (+7)
Perception 3 (+6)
Persuasion 2 (+5)
Technology 7 (+12)
Vehicles 4 (+7)
Advantages:
Beginner's Luck, Equipment 8 (Gear), Jack Of All Trades, Ranged Attack 2
Powers:
"A Bit Psychic"
"Mind Block" Immunity 10 (Mental Powers) (Flaws: Limited to Mental Intrusion, Limited to 10 Minutes, Side-Effect- Cannot Use Other Psionics) (3) -- [5]
- AE: "Object Read" Senses 4 (Postcognition) (Flaws: Limited to Object Reading) (2)
- AE: "Sixth Sense" Advantages 2: Uncanny Dodge, Improved Initiative & Senses 1 (Danger Sense) (3)
"Intuitive Sense" Features 1: Recognizes All Alien Technology as His Own [1]
Equipment:
"Plastic Man Armor" Protection 5 (5)
"Assorted Gear" (10)
"Wilk's Laser Pistol" Blast 7 (14)
"Automatic Rifle" Blast 5 (Extras: Multiattack) (15)
"Knife" Strength-Damage +1 (Feats: Improved Critical) (2)
"Staff" Strength-Damage +2 (Feats: Reach) (3)
Offense:
Unarmed +5 (+1 Damage, DC 16)
Knife +5 (+2 Damage, DC 17)
Staff +5 (+3 Damage, DC 18)
Wilk's Laser Pistol +5 (+7 Ranged Damage, DC 22)
Rifle +5 (+5 Ranged Damage, DC 20)
Initiative +2
Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +3 (+7 Armor), Fortitude +4, Will +5
Complications:
Motivation (Learning)- Operators tend to be mercenary-types who travel about, learning new things in an inquisitive manner.
Total: Abilities: 48 / Skills: 46--23 / Advantages: 12 / Powers: 6 / Defenses: 7 (96)
-Another peculiar one, the Operator is basically a "Mercenary Repairman" (called as such in the book). He's like a less-smart Scientist, but more of a "slap things together" kind of guy (reminds me of a
Knights of the Dinner Table Rifts-themed strip, where a guy announces he has "Fiddle With Small Mechanics" as an O.C.C. Skill). The idea is, they go from town to town, fixing up stuff for a price, and are generally beloved wherever they go. They are even said to have a clandestine "organization" of sorts- no formal meetings, but a lot of "secrets passed down the generations". They actually seem a lot more characterful and romantic in the fluff than the Scholar & Scientist do- like jovial, secretive "Wandering Fixers". The book even points out that 40% are Psychic.
-Until BatgirlIII had mentioned this class as being neat, I honestly don't think I'd ever read the class's description beyond bits and pieces here and there. The art is just of a simple greasemonkey, and it's not that much different from the Rogue Scientist on the surface.