SPACE ORDIMAN: EXPLAINING RPG RULES

 


Roles in the Game
Players: each one creates a character, with attributes, abilities, and a short backstory. This character is the player’s “avatar” within the fictional world.
Game Master (GM): the one who leads the narrative. They describe settings, control enemies and NPCs (non-player characters), create mysteries, and decide the consequences of the players’ actions.


The game happens through speech. Whenever a player wants their character to do something, they say it out loud. The GM then evaluates whether the action happens simply or requires a test (using dice, cards, or another resource).
Example:
Player: “I want to open the metallic door of the Ordiman Colony tunnel.”
The GM may simply reply: “The door creaks open.”
Player: “I want to hack the power panel that controls the base’s security.”
This is a more complex action. The GM asks for an Intelligence (INT) test. If the result is good, the player succeeds; if bad, they may fail or even worsen the situation.
On the character sheet, attributes determine the chances of success in different types of actions:
Physical (STR, DEX) → running, fighting, jumping, defending.
Mental (INT) → deciphering codes, detecting traps, planning strategies.
Magical/Energetic (MAG, ENE) → psychic powers, telepathy, energy or magic manipulation.
Examples:
A player wants to push a metallic creature → Strength Test (STR).
Another wants to interpret alien symbols → Intelligence Test (INT).
A third projects their mind to speak with spirits → Magic (MAG) or Energy (ENE) Test.
Imagine you are playing Kael, a curious explorer inside the Ordiman Colony. The GM describes:
“You hear a metallic sound in the darkness. A twisted creature, half-organic and half-machine, crawls toward you. Its eyes glow red.”
The GM asks: “What do you do?”
Kael (Player 1): “I run to the panel and try to shut off the lights to confuse the creature.” (INT Test)
Lira (Player 2): “I attack the creature with my energy blade.” (DEX Test)
Soren (Player 3): “I focus my mind and send mental waves to drive it away.” (MAG/ENE Test)
The outcome of the tests will decide whether the group escapes, defeats the creature, or faces unexpected complications.
What makes RPG unique is that every choice changes the story.
There is no single path, no “winner” or “loser.” The goal is to live the adventure, share unforgettable moments, and let imagination guide the game.
In Space Ordiman, you can explore the secrets of the Colony, face creatures, attempt to escape the simulation, or even ally with beings of light to evolve spiritually.
To begin, you only need a few simple tools:
This book → guide with setting, rules, and adventure ideas.
Character sheet (one per player) → name, attributes (STR, DEX, INT, MAG, ENE), items, and powers.
GM sheet → summaries of chapters, NPCs, enemies, and story hooks.
Paper and pencil → quick notes, energy tracking, and improvised maps.
Six-sided dice (d6) → the main system uses only d6: results 4–6 are successes, 1–3 are failures.
👉 Optional: twelve- and twenty-sided dice (d12, d20) can be used for variations, but are not required.
One of the advantages of Space Ordiman is that it can be played even at a distance. Platforms like Discord, WhatsApp, Telegram, Google Meet, or Zoom allow narration, messaging, and even collaborative “clue boards.”
On Discord, you can use bots that automatically roll dice.
On WhatsApp/Telegram, the game can flow through messages, like a collective journal.
On Zoom or Meet, the experience feels closer to a physical table, with video and audio.
There are also apps and websites that simulate dice rolling, such as Roll20 or mobile apps.
The GM can even use background music, images, or sound effects to enhance immersion. The sound of machines, metallic echoes, or distorted voices can turn the session into an unforgettable experience.
When you enter an adventure in Ordiman, you are not just creating a character — you are choosing who you are inside the simulation. This world is shaped by mind, energy, and consciousness. That’s why your character may be a warrior, an ordinary citizen, a twisted creature, or even someone working for the system itself. The only limit is the group’s imagination.
These archetypes serve as starting points. You can combine them, alter them, or invent a new one with the GM:
Apprentice – newly awakened to the truth behind the simulation. Inexperienced, curious, full of potential.
Mind Explorer – travels through inner portals, reads symbols, walks across collective thoughts.
Warrior of Consciousness – spiritual fighter, disciplined and focused; faces entities that feed on fear/ignorance.
Common Citizen – lives bound by the rules, but may notice glitches and awaken.
Creature – born from distortion (organic + illusion). Strange, powerful, unique.
Ordiman Employee – part of the control machinery; starts loyal, but carries doubts (or hidden motives).
Tip: Describe how you appear, what others feel around you, and a repetitive habit (a “mark” of the simulation).
1) Concept in 1 Sentence + Hook
Create a simple sentence that sums up who you are and what you seek. Then, add a personal hook (a goal or doubt pulling you into the adventure).
Concept: “Former security officer who started seeing glitches.”
Hook: “I want to find out who erased my memories from the last 12 days.”
Other hook ideas:
Prove the city is a loop.
Rescue someone who “vanished between layers.”
Negotiate with beings of light for a revelation.
Sabotage a core of the system.
2) Attributes & Skills
In Space Ordiman we use five attributes. They measure your chances of success in tests.
Attributes
STR (Strength) – push, endure, break, resist damage.
DEX (Dexterity) – act fast, aim, acrobatics, stealth.
INT (Intelligence) – decipher, plan, investigate, hack.
MAG (Magic) – rituals, mediumship, spiritual channeling.
ENE (Energy) – focus, psychic, telepathy, control flows/shields.
Initial Distribution (quick and balanced):
Start with 1 in all attributes.
Distribute +4 points as you like (max 3 in any attribute at the start).
Scale: 0 = fragile | 1 = common | 2 = trained | 3 = exceptional.
How Tests Work (reminder):
Roll 1d6. Result 4–6 = success, 1–3 = failure with an interesting complication.
If the attribute used is 2 or 3, roll 2d6 and keep the best (advantage).
If the situation is very hard, the GM may ask for 2d6 and you keep the worst (disadvantage).
Items, preparation, and ally help may grant advantage.
Talents & Powers
Choose 2 Talents (things you do very well): Stealth, Panel Hacking, Symbol Reading, Survival, Precise Shot, Trade: Scavenger, Negotiation, Tracking Entities, Quick Rituals, Meditator.
If you have MAG ≥ 2 or ENE ≥ 2, choose 1 Power (e.g.: Mental Shield, Telepathic Echo, Lucid Blade, Seal of Silence, Whisper to Spirits).
Powers cost ENE points (agree cost with the GM; e.g.: 1–2 ENE per use).
3) Identity, Bonds & Kit
Give your character depth with simple choices:
Identity
Anchor: an object/memory connecting you to the “real” (e.g.: photo that sometimes changes, ring with a symbol).
Exploited Fear: something the system uses against you (e.g.: deep darkness, abandonment, memory loss).
Glitch Mark: a strange detail that follows you (e.g.: shadow lags by 1s; static on touch).
Bonds
Define 1 bond with a PC (“I owe my escape to ___”).
Define 1 bond with an NPC (“___ knows something about my past”).
Starter Kit
Signature Item: what defines you (e.g.: energy blade, symbol scanner, anti-noise cloak).
+2 Useful Items: tools, ammo, first aid kit, talisman, flashlight, rope, chips.
Limitation: a clear weakness (e.g.: high-pitched noises disorient you; old tech fails near you).
Want to go faster? Use this quick sheet model:
Concept:
Hook:
STR __ | DEX __ | INT __ | MAG __ | ENE __
Talents (2):
Power (if MAG/ENE ≥ 2):
Anchor:
Exploited Fear:
Glitch Mark:
Bond (PC):
Bond (NPC):
Items: [Signature] + [Useful 1] + [Useful 2]
Limitation:
Name: Yara Voss
Concept: Former tunnel cartographer who maps glitches in the simulation.
Hook: Find the “dead zone” where time doesn’t update.
Attributes: STR 1 | DEX 2 | INT 3 | MAG 1 | ENE 2
Talents: Symbol Reading, Stealth.
Power: Telepathic Echo (spends 1 ENE to “hear” surface thoughts at short range).
Anchor: Bracelet with numbers that sometimes flip.
Exploited Fear: Being trapped in endless corridors.
Glitch Mark: Lights flicker when she gets nervous.
Bonds:
PC: “I owe ___ the escape route through hatch 7.”
NPC: “Janitor Mako keeps maps not listed in the official plan.”
Items: Symbol scanner (signature), long flashlight, magnetic cable.
Limitation: Metallic hums cancel her first concentration test in a scene.
When the story advances (important discovery, hard-won victory, sacrifice), the group gains Fragments.
Every 2 Fragments: increase 1 attribute (max 4) or learn 1 new Talent/Power.
Narratively, describe what changed in you (an insight, a scar, a pact with a being of light).
How Actions Work
Basic Attributes in Space Ordiman
Practical Gameplay Example
What Makes RPG Special
What You Need to Play
Playing Online
Who You Can Be in Ordiman
Creating Your Character — Three Essential Steps
3-Minute Example
Evolving Your Character (super simple)

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