Rheelas has had a rememberancer tradition dating back to the Great Crusade. The past ten thousand years has been kind to the institution on the mining world, and while the Granite Guard has nothing like a Commissariat, it does tend to assign squads their own Rememberancer, typically some form of artist or poet to record the deeds of the squad and to produce what largely amounts to propaganda for distribution to the common folk of the Hive Cities. In this way, the rememberancers help to maintain the morale of both the soldiers that they observe as well as the citizens of the Hive that consume the art that they produce. Most rememberancers come from the upper class gentry of the Hive Cities, where they bring prestige to their aristocratic families as well as bear their families influence in the field. In the troubled times of the 41st millenia, some of these Remembrancers harken back to the muckraker/news reporters of old. Characteristic Modifier : +5 Fellowship Comrade : Most rememberancers are accompanied by an Archivist that carries their masters Auto-Quill /or Pict Recorder. As long as this comrade is alive and uninjured the range of the squad's cohesion increases by +5 meters. Starting Aptitudes : Defense, Fellowship, Fieldcraft, Finesse, Knowledge, Perception, Social Starting Logistics Rating : 25 Starting Skills : Charm or Deceive, Common Lore (Rheelas or War), Linguistics (Low Gothic), Scrutiny, Trade (Rememberancer) Starting Talents : Pick one of either (Ear to the Ground, or Foresight, or Persuasive Charm), Heightened Sense: (Any One), Peer (Ecclesiarchy, or Hive Captains, or Planetary Defense Force), either (Paranoia or Total Recall), and Weapon Training (Las or Solid Projectile, Low Tech). Specialist Equipment : Auto-Quill, Bodyglove, Bottle of Amasec, Cape, one item of Jewelry, Poor Craftsmanship Microbead (range 0.5 km), Poor Craftsmanship Rebreather, Pict Recorder, Salvation Beacon, either a Good Craftsmanship Knife or Sword, and either (a Common Craftsmanship Laslock or Poor Craftsmanship Stub Revolver) with six bullets or charge cells for either weapon. Wounds : 6+1d5