Repairist Engineer

The repairist is one of the most common "men of science" occupations foun in the Steam Age. Unlike the Tinkerer/Inventers the Repairist doesn't build new machines, and probably couldn't even if they wanted to. The repairist has been trained with only he basic understandings of the science they deal with, and although they can try to duplicate existing technology, they cannot develope their own.
Special Skills:
  1. Steam Age Mechanics - The Repairist has an excellent understandings of the workings of almost all kinds of steam powered devices. On a successful skill check they can determine the control system of a Steam Powered Device and attempt to pilot it or repair it.
    Base Skill: 35% + 5%/lvl.
  2. 'Jury Rig' - Even when the proper tools to repair a device are lacking, the Repairist can attempt to put the device back together for a limited period of time. Generally 'jury rigged' devices fall apart after 1d4 hours per level of expieience (of the repairist).
    Base Skill: 40% +5%/lvl.
  3. Duplicate Technology - Even if the repairist is lacking the needed skills (eg: blacksmithing, chemistry,...), they can still instruct others in how to make the needed parts (so long as the others have the needed skills), and with aid can attempt to replicate almost any device they have had time to study (and possibly disect and take notes on). Such replications have a base 15% chance of malfunction (-1% per level.)
    Base Skill: 30% +4%/lvl.
  4. Modified Base SDC - Unlike most non-men of arms, the Repairist is commonly battered and bruised in their profession. Thus the base SDC for a Repairist is 3d6+2.

OCC Bonuses: +1 to M.E. and P.E. +3 to save vs. pain.
Alignments: Any,
Attribute Requirements: I.Q.: 12, M.E.: 10, P.S.: 10, Dwarves and Gnomes are allowed to ignore/miss one of the requirements.
OCC Skills
Field Armorer (+10)
Language: 2 of choice (+10)
Literacy: 2 of choice (+15)
Basic Math (+10)
Recognize Weapon Quality (+15)
Pilot: Steam Engine: Large (+10)
WP: One of choice

OCC Related skills: Select 6, and another 2 every 3 levels.
Communications: Any (+10)
Domestic: Any (+5)
Espionage: intelligence and escape only.
Horsemanship: general and/or exotic only
Medical: first aid only (costs 2)
Military: any (+5)
Mechanical: general repair only (+15).
Physical: any, except gymnastics, boxing and juggling.
Piloting: any (+10)
Pilot Related: any.
Rogue: any (+10)
Science: any (+5)
Technical: any (+10)
Weapon proficiencies: any
Wilderness: any (+5)

Secondary Skills: Select 6, and another 1 every 4 levels.
Starting Equipment: Most will have a backpack, tool box with most basic tools, 1 weapon of choice (if a modern weapon will have 1d4x10 rounds for it), light armor, 50 to 100 feet of rope or chain, an oil lamp with a flask to refil it, and a small supply of money.