One of my charachters expressed an interest in playing a sort of tinkerer jack-of-all-trades type, with stronger technical skills than the cleric or scum, but not hardcore technology-oriented like the tech-priest. I promised him I'd work something out.
So I present for your gratification: The tinkerer (I hate the name, if you can think of a better one, please tell me). Use it like the alternate career ranks in the IJ, of course. Scum of any rank can take it, as can clerics or guardsmen of 3rd rank or higher. Thoughts, criticisms, suggestions, are welcome.
Skills / Traits/Talents
Drive (Ground Vehicle)---------------------------------100
Evaluate----------------------------------------------------100
Navigation (Surface)------------------------------------100
Trade (Any one)*-----------------------------------------100
Unremarkable-------------------------------------------100
Foresight---------------------------------------------------200
Logic--------------------------------------------------------200
Pilot (Civillian Craft)-------------------------------------200
Demolition-------------------------------------------------200
Common Lore (Tech)----------------------------------200
Talented (Any one)-------------------------------------300
Tech-use---------------------------------------------------400
I was really up-in-the-air about including tech-use, because the idea is that he picks up most of these skills just by experimenting and playing around with stuff, but tech-use is really very useful (and my group doesn't have a tech-priest), so I included it, albeit at a high price. I think the rest of the skills are pretty fitting though.