Post by Darth Xaos on Apr 30, 2015 1:36:34 GMT
There are two types of player character in New Sith Brotherhood. The first are your main characters, the members of the New Sith Brotherhood, formally defined as “Protagonists” and informally referred to as “Player Characters”, or “PCs”, the majority of the time. The other type of character is a Deuteragonist, occasionally referred to as “Secondaries” (their original title).
Deuteragonists are a player option you can take to complement your Sith character. They can be compared to the non-Jedi/Sith classes (Trooper, Smuggler, Bounty Hunter, and Agent) from Star Wars: The Old Republic in that whilst they are individuals of great skill and influence, they aren’t on the level of the Force-sensitives in the story.
Deuteragonists differ from protagonists in three key ways: one, they are not as important to the story as the Sith characters; two, they cannot level; and three, they can die depending on your actions.
The number of Deuteragonists you may have is determined by your Sith character, and their progress. Apprentices, typically the most active characters, may have one Deuteragonist. Knights may have two. Masters have a choice between two Deuteragonists and a second Protagonist Sith character, or three Deuteragonists. Please note that the number of Deuteragonists you may have is determined by your primary Sith character’s progress; you do not receive more as your second Sith character progresses.
Deuteragonists also receive their own user accounts. Please note that if a Deuteragonist is killed or retired their account (but not the posts made by that account) will be deleted.
Deuteragonists are individuals of high importance, often interacting with the upper echelons without belonging to them. They are characters such as Wedge Antilles and the pilots of Rogue Squadron, Boba Fett, Carth Onasi, and New Sith Brotherhood’s own Kana Kuran – or, if you play your cards right, Han Solo. Of course, how important they are is entirely up to you; whilst there is an upper limit on their importance and influence, there is nothing stopping you from making them as unskilled and unimportant as you like.
The role your Deuteragonists take is entirely up to you. There are only three primary restrictions: one, they cannot be a Sith. Two, they cannot be directly aligned with the Galactic Alliance (although characters with ties to both the Alliance and Obsidian Union are fine). And three, if they are a trained Force-user, they must operate under the banner of the Regeranites, a Union-aligned group operating under Regera Girawn (reference the Union Astrography fanon article, under ‘Kruskan’, for more on Regera and her magocratic-feudal regime). So long as your Deuteragonists follow these restrictions, they can be whatever they like: a special investigator, commando, pilot, smuggler, trader, shipwright, famous performer or musician, professor, or archaeologist, just to name a few.
Within the roleplay, Deuteragonists operate under the banner of the Ravenwood Group [(name subject to change)] a special group put together by Union Intelligence after Operation: Archmagister to gather together assorted skilled individuals and put them to use supporting the Union in their own ways. When working together with the Brotherhood, they tend to take on a support role, and officially are subservient to Brotherhood members. Deuteragonists have a dedicated lounge subforum to socialize and build relationships, when they’re not tearing up Sith Row on a drunken bender.
Deuteragonists have a few restrictions when it comes to roleplay participation, but not many. Personal missions cannot be run for a single Deuteragonist, but multiple Deuteragonists may have a mission run for them collectively. They may participate in Group missions, so long as they have the permission of the GM, and they may participate in closed missions either via invitation or simply by asking if they can come along for the ride. Deuteragonists also have free reign of the Galaxy section (with the exception of areas non-Brotherhood members aren’t allowed (such as the Dark Temple)) and, whilst they must still ask to participate in Galaxy segments being run for a Sith, can have segments run for them without restriction.
Mechanically, two primary features separate Deuteragonists from the Protagonists. The first is that they do not follow a Path system; the second is that they cannot level.
Instead, Deuteragonists receive a generous allotment of points at character creation, allowing players to begin roleplaying them immediately without having to build them up (and lessening the blow a little if they get killed off). These points are complemented by mission rewards, which are received in the same way as for Sith characters. Deuteragonists also receive racial adjustments (ie. Species-determined changes to Core Stats and additional points) at character creation.
Depending on the type of Deuteragonist (Force-sensitive Regeranite, or anything else) you receive a pre-determined amount of character creation points. These points can be exchanged for points of the main types (Combat, Skill, Perk, and Force Power). Spend as many or as few of these points on your character as you like: so long as you don’t go over the limit, what you’re happy with is fine.
Force-sensitive Deuteragonists receive 22 Character Creation points, to be spent as you like at the following rates:
Deuteragonists of all other types receive 18 Character Creation points, exchanged as follows:
As they don’t level, Deuteragonists face a few minor concerns. They don’t have to worry about level restrictions on perks, with the exception of the Witch Eyes and Lightsaber Form Mastery perks (they may still receive Witch Eyes as a mission reward, however). Additionally, Force-sensitive Deuteragonists cannot take Master-level Force powers, but may take Knight-level powers immediately.
As with Protagonists, Deuteragonists also receive five Asset points at character creation, and may receive more as mission rewards. Unlike Protagonists, Deuteragonists don’t have to spend all of them, but must spend those that they do explicitly as Asset points (ie. they can’t use some of them as Skill/Combat/etc. points).
Deuteragonists also have Core Stats, which function in the same way as for Protagonists. As with Protagonists, Deuteragonists start with a score of 10 in all Core Stats, and receive an additional 12 points to spend as they like (again, please note that you don’t have to spend all of these if you don’t want to). Once you’ve spent them and started playing, that’s it – they will never receive any further Core Stats, so be happy with what you choose.
Please also be aware that with non-Force-sensitive Deuteragonists, the “Spirit” Core stat functions as an indicator of a character’s general resistance to Force-powers, particularly mentally-invasive ones.
The final key point to account for is that Deuteragonists, unlike Protagonists, can die in situations where it could be reasonably expected. GMs aren’t out to kill Deuteragonists, and typically if one dies it’s their player’s own fault (charging a large group of enemies alone and poorly armed, trying to solo a Jedi Master, being caught in a deadly trap etc.). GMs will not kill a Deuteragonist without good justification, and if you feel this was not the case you are welcome to consult a member of the Leadership.
When this happens, the Deuteragonist is lost and cannot be brought back to life. All of their mission rewards are lost, and cannot be recovered. At this point, all you can do is start a new Deuteragonist.
Deuteragonists can also be retired if you no longer wish to play one, and in these cases they will simply be preserved in storage and potentially re-appear as an NPC. They retain all of their current skills, but cannot earn more unless you choose to play them again in the future.
When creating your Deuteragonist’s bio, please don’t forget to excise the “Level”, and “Path Abilities” sections – and, in the case of non-Force-sensitive Deuteragonists, the “Force Powers” section as well.
And above all else, please don’t forget to have fun!
Deuteragonists are a player option you can take to complement your Sith character. They can be compared to the non-Jedi/Sith classes (Trooper, Smuggler, Bounty Hunter, and Agent) from Star Wars: The Old Republic in that whilst they are individuals of great skill and influence, they aren’t on the level of the Force-sensitives in the story.
Deuteragonists differ from protagonists in three key ways: one, they are not as important to the story as the Sith characters; two, they cannot level; and three, they can die depending on your actions.
The number of Deuteragonists you may have is determined by your Sith character, and their progress. Apprentices, typically the most active characters, may have one Deuteragonist. Knights may have two. Masters have a choice between two Deuteragonists and a second Protagonist Sith character, or three Deuteragonists. Please note that the number of Deuteragonists you may have is determined by your primary Sith character’s progress; you do not receive more as your second Sith character progresses.
Deuteragonists also receive their own user accounts. Please note that if a Deuteragonist is killed or retired their account (but not the posts made by that account) will be deleted.
Deuteragonists are individuals of high importance, often interacting with the upper echelons without belonging to them. They are characters such as Wedge Antilles and the pilots of Rogue Squadron, Boba Fett, Carth Onasi, and New Sith Brotherhood’s own Kana Kuran – or, if you play your cards right, Han Solo. Of course, how important they are is entirely up to you; whilst there is an upper limit on their importance and influence, there is nothing stopping you from making them as unskilled and unimportant as you like.
The role your Deuteragonists take is entirely up to you. There are only three primary restrictions: one, they cannot be a Sith. Two, they cannot be directly aligned with the Galactic Alliance (although characters with ties to both the Alliance and Obsidian Union are fine). And three, if they are a trained Force-user, they must operate under the banner of the Regeranites, a Union-aligned group operating under Regera Girawn (reference the Union Astrography fanon article, under ‘Kruskan’, for more on Regera and her magocratic-feudal regime). So long as your Deuteragonists follow these restrictions, they can be whatever they like: a special investigator, commando, pilot, smuggler, trader, shipwright, famous performer or musician, professor, or archaeologist, just to name a few.
Within the roleplay, Deuteragonists operate under the banner of the Ravenwood Group [(name subject to change)] a special group put together by Union Intelligence after Operation: Archmagister to gather together assorted skilled individuals and put them to use supporting the Union in their own ways. When working together with the Brotherhood, they tend to take on a support role, and officially are subservient to Brotherhood members. Deuteragonists have a dedicated lounge subforum to socialize and build relationships, when they’re not tearing up Sith Row on a drunken bender.
Deuteragonists have a few restrictions when it comes to roleplay participation, but not many. Personal missions cannot be run for a single Deuteragonist, but multiple Deuteragonists may have a mission run for them collectively. They may participate in Group missions, so long as they have the permission of the GM, and they may participate in closed missions either via invitation or simply by asking if they can come along for the ride. Deuteragonists also have free reign of the Galaxy section (with the exception of areas non-Brotherhood members aren’t allowed (such as the Dark Temple)) and, whilst they must still ask to participate in Galaxy segments being run for a Sith, can have segments run for them without restriction.
Mechanically, two primary features separate Deuteragonists from the Protagonists. The first is that they do not follow a Path system; the second is that they cannot level.
Instead, Deuteragonists receive a generous allotment of points at character creation, allowing players to begin roleplaying them immediately without having to build them up (and lessening the blow a little if they get killed off). These points are complemented by mission rewards, which are received in the same way as for Sith characters. Deuteragonists also receive racial adjustments (ie. Species-determined changes to Core Stats and additional points) at character creation.
Depending on the type of Deuteragonist (Force-sensitive Regeranite, or anything else) you receive a pre-determined amount of character creation points. These points can be exchanged for points of the main types (Combat, Skill, Perk, and Force Power). Spend as many or as few of these points on your character as you like: so long as you don’t go over the limit, what you’re happy with is fine.
Force-sensitive Deuteragonists receive 22 Character Creation points, to be spent as you like at the following rates:
Deuteragonists of all other types receive 18 Character Creation points, exchanged as follows:
As they don’t level, Deuteragonists face a few minor concerns. They don’t have to worry about level restrictions on perks, with the exception of the Witch Eyes and Lightsaber Form Mastery perks (they may still receive Witch Eyes as a mission reward, however). Additionally, Force-sensitive Deuteragonists cannot take Master-level Force powers, but may take Knight-level powers immediately.
As with Protagonists, Deuteragonists also receive five Asset points at character creation, and may receive more as mission rewards. Unlike Protagonists, Deuteragonists don’t have to spend all of them, but must spend those that they do explicitly as Asset points (ie. they can’t use some of them as Skill/Combat/etc. points).
Deuteragonists also have Core Stats, which function in the same way as for Protagonists. As with Protagonists, Deuteragonists start with a score of 10 in all Core Stats, and receive an additional 12 points to spend as they like (again, please note that you don’t have to spend all of these if you don’t want to). Once you’ve spent them and started playing, that’s it – they will never receive any further Core Stats, so be happy with what you choose.
Please also be aware that with non-Force-sensitive Deuteragonists, the “Spirit” Core stat functions as an indicator of a character’s general resistance to Force-powers, particularly mentally-invasive ones.
The final key point to account for is that Deuteragonists, unlike Protagonists, can die in situations where it could be reasonably expected. GMs aren’t out to kill Deuteragonists, and typically if one dies it’s their player’s own fault (charging a large group of enemies alone and poorly armed, trying to solo a Jedi Master, being caught in a deadly trap etc.). GMs will not kill a Deuteragonist without good justification, and if you feel this was not the case you are welcome to consult a member of the Leadership.
When this happens, the Deuteragonist is lost and cannot be brought back to life. All of their mission rewards are lost, and cannot be recovered. At this point, all you can do is start a new Deuteragonist.
Deuteragonists can also be retired if you no longer wish to play one, and in these cases they will simply be preserved in storage and potentially re-appear as an NPC. They retain all of their current skills, but cannot earn more unless you choose to play them again in the future.
When creating your Deuteragonist’s bio, please don’t forget to excise the “Level”, and “Path Abilities” sections – and, in the case of non-Force-sensitive Deuteragonists, the “Force Powers” section as well.
And above all else, please don’t forget to have fun!