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If you prefer to use dice over coins, there are options. Random number generators are also available.

The Retrospectre utilizes a binary system with four-digit codes using coin flips as a system for determining outcomes and adding randomness to the game. Each position in the code represents different aspects of the action or outcome. Here’s a breakdown of how this system works:

  1. First Position – Success/Failure (1 or 0):
    • Heads (H) = Success (1)
    • Tails (T) = Failure (0)
  2. Second Position – Intent or Unintended Consequences (1 or 0):
    • Heads (H) = Success achieved as intended
    • Tails (T) = Success achieved, but with unintended consequences
  3. Third Position – Efficiency or Inefficiency (1 or 0):
    • Heads (H) = Successful action performed efficiently
    • Tails (T) = Successful action performed inefficiently
  4. Fourth Position – Clean or Messy Execution (1 or 0):
    • Heads (H) = Clean execution, leaving no traces or complications
    • Tails (T) = Messy execution, leaving behind traces or complications

When a player attempts an action, they flip a coin four times, recording the sequence of heads (H) and tails (T). Each position in the code determines a different aspect of the action’s outcome, offering various possibilities and adding depth to the results. Here’s an example of how the system could be used in gameplay:

Scenario: A character attempts to hack into a corporate database to retrieve sensitive information.

  1. First Position – Success/Failure: The player flips a coin and gets “T” (Failure).
  2. Second Position – Intent or Unintended Consequences: The player flips a coin and gets “H” (Success achieved as intended).
  3. Third Position – Efficiency or Inefficiency: The player flips a coin and gets “H” (Successful action performed efficiently).
  4. Fourth Position – Clean or Messy Execution: The player flips a coin and gets “T” (Messy execution).

Result: 0110 (decimal 6)

Outcome: The character’s hack attempt failed (Failure), but they managed to achieve their intended goal of accessing the database (Success achieved as intended). However, their actions were performed efficiently (Successful action performed efficiently), but the execution left traces and complications behind (Messy execution).

Chaining

Players can chain flips if and only if the flips are necessarily connected within a single turn. An example is flipping for dexterity after a grapple flip to determine the efficacy of a certain restraint technique. Interrupts cannot be used to chain flips.

Interrupt

Interrupt order the default priority for character turns. It is determined initially by sorting players by their process stat, followed by their move stat, then energy, then power. In the case that multiple players have an equal interrupt, that can be resolved by…

Interrupt doesn’t factor in when characters are unaware, unconscious, or otherwise disengaged from turn order. Interrupt can be challenged once a turn sequence with an interrupt flip, in which the challenger flips for a 1 or a 0. 1 means the interrupt challenge was successful, but it must still beat the interrupt defense of the challenged player. If the interrupt defense is also 1, the challenge failed. Interrupt challenges cost energy to attempt and that energy is lost in failure.

Parity Checks

Every point in a Skill or Attribute entry earns a potential re-flip to a bit position in the binary flip starting from the last position. This is called a Parity Check. For example, a 2 in the Perception/Notice Attribute means that in an awareness check, the Fourth and Third (last 2) flips can be re-done if undesireable.

Mental Stress

Every failed interaction risks increasing Stress. The maximum number of Stress points that can be accrued is 8. If stress reaches 4 or above, then Parity Checks are lost for a turn while stress decreases. Stress decreases one point for every turn, but is maintained if binary flips continue to fail. Focus increases the threshold at which Stress begins to take effect. 4 Focus points mean that Stress doesn’t affect Parity Checks until 5 points in Stress have been reached.