Still working away at something, but can't neglect the blog, so...
I wonder how many people have played an Operator?
They're basically just mechanics. Regular folks good at fixing stuff. They'll die in M.D.C. combat immediately. And they won't last terribly long in S.D.C. combat either. Unless you gear them up in either case. Which kind of makes sense, because gear is what they do.
They should almost be a necessity for any RIFTS group, just like the thief is (or should be) a necessity for any group of dungeon-crawlers.
You see, if you don't know, JUNK is all over RIFTS earth. Old junk, new junk, alien junk, all kinds of junk. In fact, if any setting needs a plethora upon plethora of random tables for what you find in this ruined town or that battlefield, it's RIFTS.
A good GM should be littering broken, but potentially useful items (weapons, vehicles, armor, etc.) of all sizes all over the place...specifically for the Operator to shine. Not everything will get fixed (or fixed in time) some rolls will fail, but the Operator will always be busy and could become a cherished member of the group.
Imagine they find some ungodly cool thing that's going to take awhile to fix, but it's in a dangerous place with lots of random encounters. How many fights are the PCs willing to risk while the Operator tinkers with this thing? (The Operator get's to fight too of course.)
The younger me wouldn't have looked twice at this class, but now (especially after I drew that pic) I'm digging it.
BTW, Palladium has been printing hard-covers of their rulebooks and they have a special hard-cover reprinting of RIFTS 1st Edition coming very soon. I've preordered one. That iconic Splugorth Slave Barge cover by Keith Parkinson....damn, if that doesn't fire up your imagination...
Back to writing.