Skip to main content

Preserver

In an age of near-infinite interconnectivity, it is easy for the nuances of a particular culture to be lost, for languages to fall out of use, and crafting or foundry techniques to no longer be passed down in favor of a more generic, mass-produced version. Whether you have been given this responsibility by your people, trained for it by a mentor, or have taken it upon yourself, you seek to preserve features of your culture, (and perhaps that of others). Some who walk this path specialize in a specific facet, such as craftsmanship, dance, or literature, while others are generalists. Many serve as researchers, teachers, or performers, while some choose a more martial path, showing the strength of their culture through the fame their victories bring. Regardless, these folk are not by definition primitive or superstitious, merely respectful and protective of their ancestors and traditions.

Did you choose a life of adventure to teach the galaxy of the beauty of your culture, or did some other circumstance drive you forth? What is your favorite part of the culture you preserve— and what is the least? Have you sought to unite the ideals of your culture with those of others, or do you see it as your duty to pass along the knowledge unchanged?

Ability Score Increases
+1 to your choice of Intelligence or Wisdom and one other ability score.

or

Ability Score Increases
+1 to and one other ability score.
Skill Proficiencies
Culture and one other skill of your choice, which represents the knowledge you bear.
Tool Proficiencies
One artisan tool of your choice and one musical instrument.
Suggested Equipment (Cost
10–87 credits
)

Musical instrument, any set of artisan’s tools except alchemist’s supplies, traveler’s clothes, pen and notebook.

Feature:
Bearer of the Flame

You are almost universally respected by those of your culture (or those whose family once was) and are expected to share your knowledge with them—teaching traditional arts, performing religious ceremonies, and the like. In exchange, such communities (which may be neighborhoods, districts, settlements, or similar groups) will provide you and your companions food, lodging, and a moderate lifestyle.

Alternately, the Narrator may say that you have similarly caught the interest of other such groups, such as academic institutions or fellow historians, and can gain the same benefit from them.

Adventures and Advancement

Once you have made a name for yourself, people may approach you out of respect for your specialized knowledge. After aiding such folk, whether by helping in preservation methods of their own, shielding them from persecution, or recovering lost artifacts and the like, you may be granted access to restricted archives (such as those necessary for a DC 25 knowledge check) and files. You may also be asked to speak on your culture by academies and other institutions of learning.

Connection and Memento. Roll 1d10, choose, or make up your own.
D10Preserver CONNECTIONS
1
An elder and storyteller of your people, now in their twilight years.
2
An activist or diplomat of your people— who is sometimes leery of you.
3
A mentor who you owe a favor to, ever since “that one time.”
4
A young fan of an ancient form of videogame your people produced, who looks to you as a role-model.
5
The spouse and child of a late colleague, who you were asked to look out for.
6
The leader of an obscure band that performs your people’s cultural music.
7
Your childhood best friend who has turned their back on your culture’s teachings.
8
A fellow researcher that specializes in the early computers your people made, eager to share their knowledge.
9
Your rival, who always seems to get ahold of information just before you can.
10
A professor who rejects your culture's traditions.
D10Preserver MEMENTOS
1
The deed to the family farm back on your homeworld.
2
A print or replica of a famous piece of art from your culture.
3
A book detailing the practices of a defunct cult from your planet that revered a prophesied “Summer of Love.”
4
A recreation of a traditional weapon you have been trained in. For you it’s a one-handed simple melee weapon (choose blade or baton) that deals 1d6 bludgeoning, piercing or slashing damage, as appropriate.
5
Your first successful attempt to utilize an ancient crafting technique.
6
A data wafer containing a language learning course for a language from your homeworld.
7
Your late grandparent’s ceremonial battle armor.
8
A game set or videogame console developed on your homeworld.
9
A faithful animal companion, native to your planet (use stats for mastiff ).
10
A sprig of a special plant from your homeworld.