
In the complex society of the Three Galaxy System, Colonists are one of the more important groups of people that exists. Without these brave people, there would be no need for the Militaries to protect them, nor the Traders (and Runners) to supply them (and therefore no one for the Pirates to raid). But it takes more than these souls to brave to untamed worlds yet to be discovered. They need specialists. Specialists that take up little space on a colony ship. They need one person who can specialize in many areas. Thus the Guild of the Tinkers (or JOATs as they are often called) came into being. Originally, they were a group of people highly trained in many scholarly and technological areas, but they distilled their knowledge to necessary practical abilities. The Tinkers or Jacks-Of-All-Trades are now an important part of any Colonizing team, often with political power on new worlds on par with the planetary Governor. They know only small bits of information; but they know an awful lot of small bits about many and varied things. The premier space-age "Jack of all Trades; Masters of None". Even beyond the typical colonial setting, the Tinkers have found places among private space convoys and even military groups.
ELECTRICIAN: This skill is the practical knowledge that includes the abilities listed under Basic Electronics, Computer Repair, plus has the ability to Diagnose. The Diagnose ability allows the character to figure out just what systems in a machine or device have malfunctioned, even if the Tinker has never even heard of the device before. Base skill 25+7% per level of experience.
JURY RIG: This is the ability to repair anything quickly with whatever comes to hand, or even build something out of scrap components. There is no guarantee that the Jury-rig will hold out for very long (4D6 hours or 2D4 days; whichever is most appropriate for the device), or will even work in the way intended (roll skill again; failure means that the system only works 50% in the way intended. The GM is welcome to come up with bizarre side effects), but even a partial repair may save the character's life until permanent and proper repairs / replacements can be done. Base skill 25+5% per level of experience. Requires a skill with Diagnose. Note that this skill doesn't allow the character to know anything about the system he is Jury-rigging; just the ability to make the unit functional (sort of...).
MECHANIC: This is the practical knowledge that includes the abilities listed under Auto Mechanics, Aircraft Mechanics, Locksmith and Spaceship Mechanics, plus the ability to Diagnose. The Diagnose ability allows the character to figure out just what systems in a machine or device have malfunctioned, even if the Tinker has never even heard of the device before. Base skill 25+7% per level of experience. Promethian Tinkers also get practical skills with Phase-Tech Mechanics with this skill.
SURVEILLANCE SPECIALIST: This skill includes the abilities listed under Optic Systems, Radio: Basic & Scrambler, Surveillance Systems, TV/Video, Detect Ambush, Detect Concealment and Tracking. Base Skill 15+7% per level of experience. Requires Electrician Skill.
HACK PILOT: This skill includes those listed under the following piloting and pilot-related skills: Auto, Motorcycle, Motorboat, Hydrofoil, Hovercraft, Jet Pack, Contra-Gravity Pack, Truck, E.V.A., Read Sensory Equipment. Base skill 30+5% per level of experience.
COMPUTER TECH: This skill includes those abilities listed under Computer Repair, Computer Operation, Computer Program, Computer Hacking and Cryptography. Base Skill 20+5% per level of experience. A Universal Headjack (in use) will add 15% to all rolls made using this skill, except using it to repair systems.
LOREMASTER: This skill includes those abilities listed under Demon & Monster Lore, Faerie Lore, Galactic / Alien Lore and Botany. The second percentage is for the sub-skill Multiversal Lore, which can be used to try to glean bits of information about things which do not fall into the above categories. Base skill 25/10+5% per level of experience.
DIRTSIDER: This skill includes the abilities listed under Wilderness Survival, Holistic Medicine, Prowl, Hunting, Identify Plants & Fruit, Land Navigation, Preserve Food, Skin & Prepare Animal Hides and Track Animals. Base skill 20+8% per level of experience.
RANGER: This skill includes the abilities listed under Horsemanship, Ride Exotic Land Animal, Ride Exotic Airborne Animal and Biology. Base skill 20+6% per level of experience.
ASSASSIN: This skill include the abilities listed under Hand-to-Hand Assassin (Ground and Zero Gravity), Optic Systems, Pick Locks, Sniper, Tracking, Demolitions, Demolitions Disposal, W.P. Bolt-action Rifle Sharpshooter OR W.P. Energy Rifle Sharpshooter. Base skill 20+5% per level of experience. Requires Selfish or Evil Alignment.
TRANSLATOR: This skill includes working verbal and reading/writing skill in all Trade Tongues, plus Dragonese. Base skill 30+6% per level of experience.
