Parallax: The RPG -- Player's Handbook

PARALLAX: THE RPG

Last updated: 26 Mar 2018







Table of Contents



i. Introduction

ii. Sign-up & Pre-game

iii. Role of the GM

iv. Possible Game Actions

v. Character Classes

vi. Resources

vii. Class Changes

viii. Special Objectives







For more information on the Parallax RPG system, please see the official OOC commentary thread: http://argo.enjin.com/forum/m/6618775/viewthread/31753874-parallax-ooc-thread

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INTRODUCTION

Parallax RPG is a resource management system to manage the PVP aspects of this year's Argo Mirror Universe event. Players will select a class template for their RPed character of choice, accrue and trade power and other resources with other players to ultimately attack, sabotage, and possibly even assassinate other characters in the game.

This resource management system is meant to be a SUPPLEMENT to the primary RP between players by objectively quantifying IC resources.

Please note: all numbers in this handbook are subject to change before the event begins,
especially as I get more information about how many players plan to participate.


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SIGNUP & PRE-GAME

Signups for Parallax RPG will be limited to 1 character per player.

Players are, of course, welcome to RP other non-RPG characters during the event, but these characters are not permitted to take any PVP actions during the event unless it is explicitly arranged OOCly by the players involved. Similarly, characters who ARE registered to the game may not attack characters who are outside of it, again, unless it is mutually agreed upon by players OOCly.

In the event that your character gets knocked out of the game, they will become a non-RPG participant, so the non-RPG PVP rules apply.

To sign up a character for the game, you will need to create a thread in the new Parallax subforum (under "Staff Support") with the following information:

Copy
Your player handle: Character name: Preferred class:

This thread that you create will act as your lifeline through the event. You will use it to keep the GM appraised of resource trades, purchases that you want to make, and actions that you want to take utilizing said resources. Many actions will require the GM to post a response to the same thread to confirm that the action has gone through.

Please note: this thread is in addition to the bio that you are hopefully also posting to the Mission Brief thread, which should not include your preferred class! Before the game begins, the GM will publish a list of all the registered RPG players so everyone OOCly knows who is fair game.
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ROLE OF THE GM

The GM's role in the Parallax RPG will be to keep track of each player's inventories and to facilitate PVP actions that players want to take. Though the game is paced by turns, you may take as many actions during the turn as you can afford.

All PVP actions in the game MUST be approved by the GM before you RP it in game! If a player is taking PVP action against you and you do not see a message from the GM on your thread, they're doing it wrong! Repeated failures to communicate with the GM about your game state or actions will probably result in early disqualification from the game.

There will be 1 turn per day while the event is running. Turn rollover occurs at the start of delta shift each day. You may submit actions at any time, but bear in mind that there will be no responses from the GM between the end of delta shift and the start of alpha shift. (contrary to popular belief, she does need sleep.)

The GM will try her best to confirm game actions as soon as humanly possible and requests your patience if things seem slow. Please use your thread to communicate with the GM. Do not whisper or send enjin mail to the GM to get her attention, they will not count! At the start of a new turn, all players will receive an update to their threads to clarify what their game state is.

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LIST OF POSSIBLE GAME ACTIONS

GIFTING: you may gift any number of your own resources to another player at any time.

TRADING: you may trade any number of your own resources to another player at any time. Trading requires that BOTH PARTIES post to their respective threads to confirm the items being traded. Trade posts must be made WITHIN AN HOUR of each other, or else the trade is invalidated.

PURCHASE RESOURCE: you may spend any number of your own power to purchase resources at any time.

SPEND RESOURCE: you may request to spend resources at any time. Resources spent with the intention of attacking another player will be approved or denied by the GM based on game circumstances.

If you are the target player in an sabotage or coup attempt, the GM will post an update to your thread about the incoming attack to let you know it's coming. More information can be found in the attacking section of the manual.

PLEDGE FAVOR: you may revoke or pledge favor to another player(s) at any time. Please note that calculation of favor only happens at the start of each new turn.

PLEDGE LOYALTY: you may pledge loyalty to a player once per turn. Please note that calculation of loyalty only happens at the start of each new turn.
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CHARACTER CLASSES

Parallax characters come in four flavors. These class templates will define the capabilities and goals of your character from a mechanics standpoint, though how those mechanics manifest in your RP is entirely up to you.

How do I choose a character class? Consider your character's biography and station in the Mirror Universe environment. In all likelihood, only one or two of the classes will be appropriate. You may consult with other players that you intend to ally with and collaborate on what combination of classes might be most effective. The GM will also be able to help you select a class, after you've written your character bio.

No player classes will be published for the duration of the game! Players are free to communicate to each other and claim they are x or y class, but be aware they may be lying to you!

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UNDERDOG: civilians, slaves, low-ranking minions, the people who are usually stepped on and ignored.
STARTS WITH: 1 power, 5 surprise
GAINS PER TURN: 2 surprise
CONDTNL BONUS: Additional 1 power for every 4 favor


ENFORCER: mid-rank officers, soldiers, bodyguards, mercenaries. Characters who aren't looking to rise up the ranks exactly, but they hold their own.
STARTS WITH: 3 power, 1 favor, 2 surprise
GAINS PER TURN: 1 power, 1 surprise
CONDTNL BONUS: Additional 1 power for every 6 favor


PUPPETMASTER: mid-high rank officers, policians, commanders. Characters with an incorrigible streak of ambition, but perhaps not specifically interested in the spotlight.
STARTS WITH: 3 power, 3 favor, and 2 surprise
GAINS PER TURN: 2 power
CONDTNL BONUS: Additional 1 power if the player is the only puppetmaster who has pledged loyalty to their Commander


COMMANDER: high ranking officers, ship Captains, major military installation commanders. These officers have a fierce reputation and a lot of eyes on their backs, both friendly and not.
STARTS WITH: 5 power, 5 favor.
GAINS PER TURN: 1 power, 1 favor
CONDTNL BONUS: Additional 1 power for every 3 loyalty they possess
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RESOURCES

a. Fealty

LOYALTY: In a universe such as the Mirror one, one's loyalty is worth nothing when kept for themselves, but is nearly priceless when it's pledged to others. Each player may pledge their loyalty to one other player and only one player at any given time. Loyalty is a 'special' resource because it is tied to the owning player, so even if you negotiate to pledge loyalty to a player at one point, you can choose to retract at a later time without that player's agreement.

You may lie about pledging your loyalty to one character, while submitting your true loyalty choice in secret to the GM. Players' total loyalty values are hidden to everyone, even themselves.

FAVOR: Less valuable than an ally's undying loyalty, favor can still be useful to those who don't have much power to start with. Similar to loyalty, favor can be revoked by the owning player at any time. Unlike loyalty, a player is aware of how much favor they have at all times during the game.

Spoiler: advancedShow
The Enforcer class starts with 1 favor, but also benefits from other players distributing their favor to them. This may result in confusion when it comes to what the Enforcer can actually do with their favor. To clarify:

The Enforcer may distribute their 1 starting favor to anyone they like. If they choose not to distribute it, it WILL count to their total favor, for the purposes of the conditional turn bonus. If the Enforcer receives additional favor from others, they are NOT able to re-distribute it, since it is technically not 'theirs' to begin with.


b. Currency

POWER: The primary currency for the game. Power can be spent by players to purchase assets/resources with which to carry out actions against other players during the event.

SURPRISE: A secondary currency that can be accumulated and traded. Surprise can be spent in conjunction with assets that have been purchased with power, to add additional options with their expenditure. Surprise can also be used when you're attacked, to give players options on how to deal with the attack.

Spoiler: advancedShow
e.g. normally 1 guard is enough to counter 1 saboteur. But if you spend 1 saboteur with 1 surprise, instead of being completely countered, your saboteur might be able to take out 1 or 2 resources. Effect is greater with more surprise spent.

e.g. on the receiving end, if you are the target of a successful saboteur attack, if you have a reserve of surprise, you will be asked if you want to spend some of it to mitigate the effect of the attack. Some possibilities might be reducing the amount of resources destroyed, getting to pick which resources are destroyed, giving you the identity of your attacker.


c. Consumables

SPY -- costs 1 power
Allows a player to 'peek' at the game state. When spending a spy resource, inform the GM what player you are targeting and what information you are most interested in.

Spoiler: advancedShow
Some examples may include: who has the player really pledged their loyalty to, how many guards does the player have currently, how many saboteurs does the player have currently, etc.

In general, 1 spy resource will be necessary to reveal 1 piece of information about an enemy player. In the event that the GM cannot comply with your spy spend request, the spy assets will be refunded and/or the GM will ask to modify your request.

You may use a spy resource to investigate how much surprise a player possesses, however the answer will only be returned to you in vague terms (e.g. "you're confident that they don't have a lot of resources that you haven't discovered already" vs "there might be a few leads that you aren't sure about".)


GUARD -- costs 3 power
These units are used in blocking sabotage or coup attempts from other players. It is not possible to block spy attempts.

With no surprise involved, 1 guard is capable of blocking 1 saboteur.

In the event of a coup attempt, your guards determine your potential defense cap, in which your stats from loyalty, favor, power, and surprise (in that order) may be additionally allocated automatically to fend off the coup attempt. Each guard you have will raise your potential cap by 3, with the guard itself counting as 5 (so 8 'defense points' total).

Loyalty or Favor that is used to bolster defense will not be consumed, while power and surprise will be consumed on successful blocks.

Spoiler: advancedShow
1 loyalty is equal to 2 defensive points.
1 favor is equal to 1 defensive point.
1 power or surprise is also equal to 1 defensive point.

Favor is only calculated into the defensive value if it is pledged from other players. Your own favor cannot count towards your defense cap. (Just like your own loyalty can't.)

e.g.

Player A spends 1 coup and 2 power attacking Player B. This is equivalent to 10 offensive points.

Player B has 1 guard, 2 favor, and 5 power. The 1 guard provides five points of defense, and permits up to three more, so 2 favor and 1 power will be additionally allocated. This results in 8 defensive points, which is not quite enough to block Player A's attack.

It does not matter that Player B has another 4 power to spare, because they don't have enough guards to raise their defensive cap.

On the other hand, if Player B had 1 more guard, they would gain 5 defense points and raise their cap by an additional 3, which would be more than sufficient to block the incoming attack.

With a second guard, Player B has a total defensive value of 16 (and 1 power left over, rendered useless). Player A would need to invest 7 more power to successfully coup. (Or they could consider using a bribe.)

Guards that successfully block attacks will be removed from the player's inventory. The player will be compensated with 1 power.


SABOTEUR -- costs 5 power
These units are used to disrupt player defenses and/or resources. Sabotage attempts may be blocked by the target player's guards.

Spoiler: advancedShow
A successful sabotage attempt will destroy 7 units of currency and/or resources from the targeted player, starting with whatever they currently hold the most of.

In the event of an unsuccessful sabotage attempt, the player loses their saboteur, but otherwise suffers no consequences.


BRIBE -- costs 2 power
Allows a player to target another player's guards and secretly reduce their number. These guards will only overlook attacks from the bribing player. They remain effective against all others.

Spoiler: advancedShow
In the event of an attack from a player who has bribed your guards, your guards will not be 'spent' to deflect the attack (cause they sat around on their butts) and the bribe will lift after one overlooked attack.

In the event of a coup, a bribed guard's value will be diminished by 5 (the amount provided by default just by owning the guard). The bribed guard's cap will still be in effect, so favor/power/surprise may be allocated towards increasing the total defensive value, even if the guard's value doesn't count anymore.


COUP -- costs 8 power
Allows an attempt on another player's life. Coup attempts may be blocked by a target player's guards. If a coup is successful, the target player will be instructed to cooperate with the RP of the attacking player that will effectively put the target player at the attacking player's complete mercy.

When using a coup attempt, the player has the option of spending additional Power or Surprise at the time to increase their coup's chances of success, especially against players with strong defenses. Please see the Guard item's advanced info for more details.

Spoiler: advancedShow
Depending on the amount of surprise remaining in the target player's reserve, the GM may choose to coordinate with the target player and introduce a plot twist that prevents the character's ultimate death.

There are a couple additional effects from a coup. The couped player's remaining material resources are automatically divided amongst the players who pledged loyalty to the couped player. The player to whom the couped player's loyalty was pledged will have their favor total halved (rounding down).

In the event a coup is unsuccessful, the attacking player will lose their coup resource and their identity will be revealed to the player whom they tried to coup.
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CLASS CHANGES

In the (admittedly somewhat unlikely) event that a 'lower' class character successfully attempts a coup on a higher class one (UN -> EN -> PPM -> CO), the player and character in question will be offered the opportunity of an immediately effective Class Change. The character will be granted the starting bonuses of their new class and they will keep any existing inventory as well.

In order to be eligible for class change, the new station must be appropriately reflected in IC and accompanied with a recent report detailing the shift.

In the event that your character is the target of a successful coup, the GM is willing to discuss and coordinate for a class change instead of a full removal from game, especially if the attacking player is involved in negotiations. The same rules of IC reflection (and recent report) of the change will apply.


SPECIAL OBJECTIVES

Due to interest raised by some parties, I've added some additional twists. If you are interested in giving your character a particular goal that is particularly grandiose in terms of its impact on the setting, but does not specifically target any particular player, I may be able to help conceive of some mechanics to allow it to happen.

How this works is you must provide to me a specific goal or objective that your character wants to achieve ICly. I will assess how difficult the objective is and coordinate with other players who might need to be involved, without giving away necessary details, then provide you with a list of criteria to meet in order to achieve your character's objective.

You could basically consider this an alternative/optional win condition for your character and it might give you something specific to work towards.

If you're interested, please post to your thread and we can work out details. I cannot promise to accommodate all requests.
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18 Mar 2018 revisions.

  • Cost of Coup is undergoing adjustment. It will be significantly cheaper than the original price (12), due to the new advanced mechanics involved in both attacking and defense.
  • Cleaned up definitions/terminology of Resources a bit.
  • Added information on Class Changes.
  • Added links to Table of Contents where possible.
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26 Mar 2018 revisions.

  • Cost of Coup has been determined.
  • Guard has been redesigned a little bit, but not significantly. Description in advanced has been updated to reflect changes.
  • Spy will now allow you to check someone's surprise level... sorta.
  • Added section on "Special Objectives" (same post as Class Change).
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26 Mar 2018 revisions part 2.

  • Guard redesigned again... with full explanation posted this time. :p
  • Guard redesign required additional explanations on bribe.
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30 Mar 2018 revisions.

  • Made a slight clarification to favor being calculated into the defense cap: Favor is only calculated into the defensive value if it is pledged from other players. Your own favor cannot count towards your defense cap. (Just like your own loyalty can't.)
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