IOSHI (Part 19)
Hi!
Today we’re sharing a bit more of the cyberpunk setting I wrote in, I dunno, 2003?
So far,
we’ve had a basic introduction to what’s going on.
we talked about the core culture and a few subcommunities.
and a few more!
and another few!
and the last of them.
Then, we discussed some system stuff and the first character type: deckers.
Then, two more types: fires and hunters.
Then, another two: jockeys and knife edges.
… librarians and medics …
… shamans and riggers …
… sharks and techies …
… transcends and, finally, visionaries.
Then, we did the intro to the equipment section.
Then, some cyberware and bioware stuff.
Then, the rest of the equipment guide!
Then, a bit about how characters earn rerolls through increasing acceptance of (sub)community theses, including traits for the first few theses!
Then the rest of that!
Then some detail on IOSHI itself!
And now, a bit on game structure.
IOSHI Games
The IOSHI setting attempts to capture a specific and simple storyline. As with the hero’s journey, the universal pulp novel plot, or the Hollywood romance formula, the Game Master can embroider this basic plotline in any number of ways. The IOSHI storyline is compatible with stories of arbitrary complexity and depth, although — as with any other setting — the Game Master and not the setting creates these stories.
[[ This is actually open to argument, and an interesting question, but look it was 2003 and a different time and more importantly this was originally freelance work for Tri-Stat before the Tri-Stat people decided that it would work better financially to keep the money instead of paying people. Ironically, kind of in-genre!
... anyway. ]]
A standard IOSHI campaign follows the structure outlined below. Game Masters can deviate from this structure freely; when doing so, they should keep in mind that the setting is designed for use with this story outline and modify it appropriately to match their own.
Character Design
By default, characters are savants. They have an inherent knack for one or more key occupation categories and IOSHI training in some subset thereof.
Sometime before the campaign began, the characters made the deliberate choice not to buy into two standard Tartessian assumptions. Rather than accepting the experts’ assurances as to the well’s safety, the characters installed filters. Rather than happily embracing a position as corporate resources, the characters nurtured a resentment against this fate or found some criminal means to avoid it.
Campaign Structure
First, the system strikes at the characters for refusing it. For some reason — often because of the characters’ choice to use filters or because of their rejection of corporate entanglement — the characters appear on someone’s hit list. The characters defend against various attempts to remove them for a variable number of stories.
As the characters gain experience, they also gain progressive insight into the motivations of their enemies. Even if the characters perform no research, any IOSHI training or brain chip piracy they perform improves their mental map of the world. This allows the Game Master to reveal new truths. To survive, the characters usually depend upon their allies, creating an increasing number of social entanglements.
At some point, the characters have enough information to begin striking back. Some immediately do so. Others must have specific motivation before they abandon a habitual defensive stance. Typically, this motivation derives from the character’s social connections, who also come under threat. The characters’ offensive position also lasts a variable number of stories.
Finally, the characters find themselves in a position to take significant action against the hostile elements of the world’s power structure. This phase of the campaign can begin as soon as the characters have sufficient experience to confront the Game Master’s chosen antagonists — who may be a handful of sharks and other savants or an unstoppable force with practical dominion over all of Tartessos. The confrontation itself has one of four outcomes: the characters win a series of limited victories, win a series of victories, die bloodily, or sell out. The Game Master should not predetermine the outcome, but can eliminate some of the last three options depending on the mood of the game.
Story Structure
Typical scenarios combine elements of the military mission, the dungeon crawl, and the superhero adventure. The antagonists threaten something the characters care about, such as their own lives. The characters must get that thing to safety or nullify the threat. At the same time, the characters often have the opportunity to kill the story’s antagonists — typically, minions of the overall campaign antagonists — and claim some of their possessions. The characters can then sell off these possessions or — in the case of IOSHI training — install them in a character’s brain.
Escalation
The security level in Tartessos — the opposition faced by those engaging in illegal or covert action — varies greatly from region to region. As the characters become more powerful, they gain the ability to act against the system or their enemies in increasingly high-security areas. This gives characters a shorthand with which to measure their own abilities: the higher the security level they can overcome, the more practical a direct assault on the bastions of their antagonists becomes.
The standard security level consists of an armed human police force, monitors, a few automated defences, and reasonable software safeguards. The ability of characters to circumvent this security adjusts upwards or downwards based on regional concerns. A Game Master can rate regions on the quality of each important aspect of security, which affects the characters’ ability to avoid that security with standard Skill/Trait rolls. In addition, it adds “security options” to the area that the characters must overcome, invented by the Game Master or selected from the suggestions below.
Chart Security Levels
Security Level / Circumvention Difficulty / Roll Bonus/Penalty / Additional Options
Anarchic Easy +2 0
Criminal Somewhat Easy +1 0
Urban Typical 0 0-1
Significant Somewhat Difficult -1 1-2
High Difficult -2 2
Military Really Difficult -3 3
Maximum Almost Impossible -4 4
END CHART
Automated Defence Systems
Some regions in Tartessos have automated or remotely-operated defence systems — electronic barriers, stun fields, and sharpware-targeted machine guns. The circumvention difficulty modifies rolls when the characters try to disable, evade, or endure the effects of these systems. A bank’s key computer systems might have an Automated Defence Systems (High) device that floods the machine room with anaesthetic gas when intruders enter. This imposes -2 to Endure rolls when the characters attempt to resist the incapacitating gas or interfere with its dispensation. Some Automated Defence Systems options follow.
Adaptive
The automated defence systems evaluate the characters’ actions in an intelligent way when activating. For example, a defence system that seals specific corridors to channel intruders is adaptive; a system that seals all corridors in order to trap them is not.
Advanced
Normal defence systems include such things as guns, elevator overrides, and alarms. Advanced Automated Defence Systems employ high-end technology. This allows a range of unusual security effects. It also means that standard countermeasures — such as jamming guns or blinding their sensors — do not necessarily apply.
Complex
Normally, at most one system guards any given location within the region. Each Complex option allows an additional interlocking defence system per location. For example, a region with Complex Automated Defence Systems, chosen once, can have up to two interlocking defence systems per location. Each has its own purpose and activation methods.
Guards
In regions guarded by nameless NPCs rather than well-defined antagonists, the Game Master can build and use a standard “guard” template — e.g., a combat-focused ‡30 character. Rather than making the guards more or less competent, the Game Master can apply the security-based roll modifier to the characters’ rolls for combat and conflicts when the characters and guards face off. For example, a maximum security region might have perfectly-trained drone guards. The Game Master can implement this by applying a -4 penalty to the characters’ Action rolls when facing off against the drone horde. Some Guards options follow.
Numerous
The region employs an atypically large security force — twice what one would expect for a building, borough, hideout, or Project of its sort. Further doublings count as one additional Guards option each.
Guard Upgrade
The Game Master should design standard upgrades to normal guards based on the needs of the game. Each assignment of this option gives each guard either one standard ‡16 upgrade or an ‡8 upgrade specifically chosen to make the characters’ lives more interesting.
Guard Leader
The Game Master designs one or more significant antagonists whose primary purpose is to augment the region’s security. Such antagonists may have many more character points than the other guards. The characters do not receive a roll modifier when fighting a guard leader. Guard Leader counts as one Guards option if the antagonists make intrusion more complicated, two if they make it more dangerous, and three if they make it nearly impossible.
Monitoring
In regions under any sort of observation — whether in the form of patrols or security cameras — the Monitoring circumvention difficulty modifies rolls to evade detection. A ghetto plagued by gang warfare might have Monitoring (Anarchic) on the streets and Monitoring (Criminal) in each gang’s base. Characters would receive a +2 to their rolls when sneaking past patrols on the street, but only a +1 when sneaking through a gang headquarters. Some Monitoring options follow.
Full Surveillance
Full Surveillance regions continuously monitor or patrol all easily traversable spaces. If the region also fully monitors airspace, ducts, sewers, and other normally inaccessible places, this counts as two Monitoring options.
Unusual Sense
The region’s monitors employ unusual detection techniques that are difficult to circumvent, such as motion detectors, thermal observation, and particle analysis. Each pair of unusual detection techniques commonly used in the region counts as a single Monitoring option.
Redundant Monitoring
Multiple independent sources monitor the observed portions of the region. For example, many locations may have both PIPE-manned cameras and patrols.
Operations
When intruders alert security to their hostile intentions, it starts taking action against them. Apply the circumvention difficulty modifier to the characters’ attempts to interfere with an organized response. For example, in a region with Operations (Criminal), characters might divert guard response to the wrong location with basic electronic ventriloquism. In a region with Operations (Military), this becomes more difficult. Some Operations options follow.
Response Time
The local security force reacts to the characters’ actions with unusual alacrity. Guards, software, and the security head’s commands move easily through the region.
Subtlety
The local security acts with restraint and stealth. The circumvention difficulty roll bonus/penalty applies to the characters’ attempts to discern the current locations and reaction pattern of the security force.
Support Officers
Officers with IOSHI training bolster local security operations. Having a hunter, librarian, shaman, shark, or visionary on staff counts as an Operations option — rather than participating in combat, these security officers assist the security force in planning its reactions.
Software
Characters invading a secure region may wind up in conflict with the software therein. As with guards, the Game Master can apply the security-based roll bonus/penalty to the characters’ rolls for combat and other conflicts when the characters and the software face off.
Black ICE
Some software can initiate mind combat with any character with a net-enabled datajack. This counts as one Software option.
Hardened
Unless the character has direct physical access, Hardened Software imposes an additional -4 penalty on rolls to defeat it in network combat.
Software Upgrade
The Game Master should design standard upgrades to software “character sheets” based on the needs of the game. Each assignment of this option gives the region’s important programs either one standard ‡16 upgrade or an ‡8 upgrade specifically chosen to make the characters’ lives more interesting. For this purpose, “important programs” are those whose destruction or defeat would meaningfully reduce the area’s security.
Software Guard Leader
The Game Master designs one or more significant antagonists whose primary purpose is to augment the region’s security. This functions as with the Guard Leader option save that the antagonists exist in the net rather than in physical reality.
What’s Left?
That’s pretty much it! I’ve managed to get ahold of a pre-editing version of some of my fiction for the thing, which I’ll share next, and then there’s a “GMing cyberpunk” that I might or might not bother to share, and then we’re done. ^_^











