SPACE ORDIMAN - RULEBOOK ABRIDGED
About Space Ordiman
The Space
Ordiman RPG plunges players into a universe of espionage, occultism, and
psychological horror. In it, characters are agents of Ordo Lux, a
secret, millennia-old order that has operated in the shadows since Sumerian
times to protect humanity from hostile cosmic forces.
Agents
infiltrate cults, governments, and corporations to sabotage rituals, dismantle
conspiracies, and contain entities that threaten the balance of the world — a mission
that exacts a price in sanity, faith, and sometimes the soul itself.
The
current threat emerged in 2021, when the creature Nocthyl, from the
Underworld, managed to pierce the barrier between worlds, marking the final
stage of the Great Reset, a plan aimed at human extinction. From that
moment on, corrupted leaders and cults proliferated, placing the agents in
clandestine operations filled with both physical and psychological dangers.
In Chapter
2, players create their Ordo Lux Agent, the “lens” through which
they will experience the plot. The process involves three pillars:
- History – origin, motivations,
traumas, and beliefs;
- Role – the character’s function
within the team;
- Attributes – numbers that represent
body, mind, and spirit.
The game
encourages each character to have narrative depth, making them believable,
human, and memorable. This construction enriches the campaign and allows the
Game Master to use personal details to connect the story with conflicts and
future revelations.
Each
player starts with 50 points to distribute among Physical, Mental, and
Social Attributes, defining the Agent’s abilities, limits, and style. These
choices shape both mechanical performance and the character’s narrative
identity.
Example Builds
- Field Operative: Strength 8, Constitution 9,
Dexterity 7 – ideal for combat, infiltration, and physical endurance.
- Occult Strategist: Intelligence 9, Observation
8, Mental Defense 8 – excellent in investigation, analysis, and psychic
protection.
- Silver-Tongued Master: Appearance 8, Persuasion 9,
Intuition 8 – a specialist in social manipulation and secret gathering.
Players
may follow or mix these concepts to craft unique profiles.
Attributes
Physical
- Strength – muscular power; essential
for melee combat and physical effort.
- Dexterity – agility and reflexes;
affects stealth, dodging, and firearms.
- Initiative – reaction speed;
determines who acts first and avoids ambushes.
- Constitution – vitality and resilience;
protects against injuries, toxins, and fatigue.
- Appearance – physical presence and
visual impact; can attract allies or unwanted attention.
Mental
- Intelligence – logical reasoning and
technical knowledge; useful for decoding and planning.
- Observation – attention to detail;
detects traps, clues, and suspicious behavior.
- Mental Defense – psychic resilience;
resists manipulations, horrors, and supernatural assaults.
- Intuition – instinctive perception;
recognizes lies and hidden dangers.
- Projection – psychic and astral
abilities; interacts with non-physical forces and entities.
Social
- Charisma – personal magnetism;
inspires, leads, and calms.
- Persuasion – ability to convince and
negotiate; extracts information or avoids conflict.
- Rapport – genuine empathy; builds
trust and keeps the team united.
System Philosophy
Building
a character is treated as a narrative ritual: each point distributed
reflects who the Agent is, their fears, and their personal price. There are no
right choices, only decisions with consequences that shape the Agent’s fate and
interpretation.
In
addition to Attributes, each Ordo Lux Agent receives 50 points to
allocate in Specific Knowledges, representing technical training, field
experience, traumas, and occult studies.
This
distribution defines the character’s profile:
- Versatility – points spread across many
areas, useful in various situations but lacking mastery.
- Specialization – points concentrated in
fewer areas, granting expertise and extraordinary feats but leaving gaps
elsewhere.
These
knowledges are more than mechanics: they are life history and scars.
Key Knowledges
- Hacker – digital intrusion,
technological sabotage.
- Languages – tongues and
codes; essential for negotiations and arcane texts.
- Survival – living in hostile
environments, extracting resources from nature.
- Poisons – crafting,
analyzing, and applying toxins or antidotes.
- Self-Defense – unarmed
combat and silent neutralization.
- First Aid – emergency
medical care in the field.
- Aircraft/Drones – light
piloting, aerial espionage, and transport.
- Hazardous Driving – chases
and high-risk escapes.
- Bombs and Explosives –
tactical use and disarmament.
- Firearms – precision,
maintenance, and tactical use.
- Knife Combat – stealthy and
silent attacks.
- Symbolism & Cosmic
Communication – interpreting rituals, signs, and arcane patterns.
- Acting – assuming identities
and deceiving targets.
- Mental Projection – action
on astral planes and against entities.
- Mediumship – contact with
spiritual presences.
- Cults & Occultism –
recognizing symbols, predicting rituals, and cult motives.
- Crisis Management –
maintaining calm and leading under pressure.
- Disguise – concealing
identity, altering appearance and voice.
- Silent Infiltration –
lockpicking, climbing, and covert entry.
- Advanced Mechanics –
repairing and adapting vehicles in the field.
- Escape – evading prisons and
pursuits.
- Advanced Persuasion – bluffing,
negotiation, refined manipulation.
- Climbing – overcoming
vertical obstacles and accessing alternate routes.
- Psychology – understanding,
predicting, and influencing human behavior.
- Cosma Tales – occult
cosmology and ancestral legends of the Space Ordiman universe.
Physical and Mental Health
All
characters begin with:
- 50 Physical Health points – bodily vitality against
injuries, toxins, and exhaustion.
- 50 Mental Health points – psychic resilience
against cosmic terrors and occult forces.
Both are
survival thresholds: when depleted, the Agent succumbs to death or madness.
The
combination of Attributes, Knowledges, and Health defines the strengths,
weaknesses, and story each Agent carries to confront the darkness of Space
Ordiman.
- 0 points: immediate death, unless
saved by exceptional narrative intervention.
- Recovery:
- First Aid: stabilizes and
restores a little.
- Medical Treatment: fuller
restoration.
- Rest: each safe day
restores points.
- Examples: gunshot to shoulder (–8),
nearby explosion (–15), three-story fall may kill.
- 0 points: irreversible collapse;
character becomes an NPC.
- Loss: failed mental checks or
exposure to supernatural events.
- Recovery:
- Therapy/Rest: partial
recovery.
- Ordo Lux Base: mandatory
below 10 points; requires at least one downtime adventure for
rehabilitation.
- Insanity Points: 50 – Current Sanity =
Insanity Points (narrative reference, no mechanical effect).
Hunger, Thirst, and Sleep
Agents
are still human and suffer from deprivation:
Hunger
- 1 day without food: fatigue,
–2 on physical checks.
- 2 days: weakness, penalties
to Strength and Constitution.
- 3+ days: risk of fainting,
Physical Health loss.
Thirst
- 12h without water:
difficulty concentrating.
- 24h: –1 Physical
Health/hour.
- 48h+: collapse and imminent
death.
Sleep
- Sleeping restores 1d6
Physical + 1d6 Mental Health per day.
- Nightmares, messages, and
influences may reduce recovery or trigger insanity.
- 24h awake: –2 Observation
and Intuition.
- 48h: tremors, –4
Intelligence and Mental Defense.
- 72h+: risk of nervous
collapse and hallucinations.
Sanity
Score
starts at 50. Sanity tests are made when facing traumas or horrors.
- Losses range from 1d6 to
3d20, depending on the gravity of the event.
- Symptoms by levels:
- 26–30: anxiety, tremors, anger,
insomnia.
- 20–25: extreme panic, paranoia.
- 15–19: delirious fits, catatonia,
seizures.
- 10–14: constant delusions,
aggression, loss of social sense.
- 1–9: fragmented mind, must be
evacuated to Ordo Lux base within 48h for treatment.
Central
Balance:
- The body bleeds and wears out;
the mind shatters and goes mad.
- Surviving physically is
hard; keeping sanity is a miracle.
Difficulty Levels
- Easy (7+): simple but not trivial
tasks (hiding in shadow, cracking a basic code).
- Moderate (11+): challenges requiring skill
(picking advanced locks, resisting mental blackmail).
- Hard (15+): near-impossible actions
(escaping handcuffed during freefall, resisting a cosmic ritual).
- Epic (19+): superhuman feats, reserved
for narrative climaxes (banishing a greater entity, manipulating the
Psychosphere).
Rolling System (2d20)
- Roll 2d20 whenever
the action involves risk.
- Success: at least 1 die ≥
difficulty.
- Extraordinary success: both ≥ difficulty
(generates narrative bonuses).
- Failure: no die ≥ difficulty.
Examples:
- Infiltration (11+): rolls 12
and 4 → success.
- Combat (15+): rolls 16 and
19 → devastating success.
- Mental Projection: rolls 3
and 5 → failure, penalties, and possible insanity.
Narrative Balance
- Players choose actions, but
results are not guaranteed.
- The GM proposes challenges,
not choices.
- Each roll defines the thin
line between triumph and disaster.
Action Structure
- Predominantly uses D20,
but the GM may apply other dice (D6, D10, D12) for special effects.
- Setting: 2025–2030, Ordo Lux agents
confront the cults of the Great Reset that threaten humanity.
- The GM announces
difficulties, adjusts obstacles, creates tension, and improvises
unexpected events.
Simultaneous Actions
- Resolved by Initiative:
the highest acts first.
- If the first fails, the next
attempts, preserving narrative logic and tactical realism.
- Player declares intention.
- GM sets difficulty.
- Dice decide fate.
Success
or failure drives the plot forward, creating new challenges and consequences —
each action echoing in the destiny of the Great Reset.
Combat
Overview: Combat is rare, lethal, and not
the game’s focus. Fleeing, negotiating, or retreating is often the best choice.
Combat
Structure
- Turn: an individual’s moment to
act.
- Round: once all act, cycle resets.
- Action: attack, move, interact, or
use magic.
- Reaction: out-of-turn response (e.g.,
counterattack, parry).
- Damage: reduces health, may
incapacitate or kill.
- Resistance: some creatures have
immunities or reductions (fire, poison, etc.).
Order of Action
- All roll a Dexterity
(DEX) check.
- Highest acts first; ties →
higher DEX wins; if equal, roll 1d20.
Defense
- Dodge: avoids the strike, no
counterattack.
- Counterattack: attempts to avoid and
retaliate; if higher than attacker’s roll, deals damage to them.
Maneuvers (Brawling)
- Trip: unbalances and knocks down.
- Disarm: removes enemy’s weapon.
- Grapple: immobilizes the target.
- Difficulty depends on Body
difference (Strength + Size) between combatants.
Combat Resolution
- Attacker rolls attack.
- Defender chooses to dodge or
counter.
- Compare results → higher
success wins.
- On a hit, calculate damage
by weapon or skill.
Damage Weight & Cosmic Horror
- Each wound is dangerous,
potentially incapacitating or killing.
- Damage is physical and
narrative — leaving scars, fear, and urgency.
- Combat must create extreme
tension, reinforcing that violence is risky and rarely heroic.
Survival
in Space Ordiman depends as much on the mind as on the body. The human body is fragile, and
any injury may be fatal.
- Health Points (HP): each character has 50 HP.
If damage exceeds this limit, instant death.
- Damage Types:
- Physical attacks (punches,
kicks) → 1d12
- Melee weapons → 1d20
- Small firearms → 3d20
- Long firearms → 4d20
- Explosives → 5d20(If total exceeds remaining HP, character dies.)
- Defense: attacker and defender both
roll 1d20; equal or higher defense negates attack.
- Resistance Check: 1d6 + Constitution bonus
may reduce or nullify damage and complications.
- Consequences: major wounds require Sanity
Checks; combat is lethal and should be a last resort.
Mental Health Damage (Summary)
The mind
is even more vulnerable to cosmic horror. Losing sanity reshapes perception,
creating phobias, hallucinations, or breakdowns.
- Sanity Loss:
- Common trauma → 1d6
- Entity appearance → 1d12
- Mental
projections/possessions → 1d20
- Hostile hybrid creatures →
2d20
- Access to lower layers of
the Psychosphere → 3d20
- Effects:
- Light losses: anxiety,
insomnia.
- Medium: panic, phobias,
distrust.
- Severe: hallucinations,
hysteria, loss of control.
- Critical State:
- <10 Sanity: character
withdrawn from field, sent to Ordo Lux (Antarctica) for treatment.
- <5 Sanity: risk of
irreversible madness, may become unstable NPC.
- Recovery: treatment lasts one full
adventure; return only next session, often with aftereffects.
Mental
Defense Test (after
Ordo Lux treatment):
- Success: character returns
stabilized, but shaken.
- Failure: may relapse, suffer
grave aftereffects, or be removed from the campaign.
Irreversible Madness
- <5 Sanity points: high
risk of permanent madness.
- Even with Ordo Lux aid, the
mind may fragment beyond repair.
- Character may be lost
permanently or turned into an unstable NPC controlled by the GM.
Recovery Scars
Even
recovered, the character is never the same:
- Recurring traumas: phobias, insomnia,
paranoia, disorders.
- Occasional crises: panic attacks, blackouts,
fits of rage.
- Mission restrictions: may not participate in
operations tied to psychological triggers.
These
scars should be actively roleplayed to enrich the narrative.
Example: An agent survives a possession
ritual but returns terrified of mirrors, suffering occasional breakdowns that
limit missions.
Accessing the Mental Plane (Summary)
The Psychosphere
is the plane connecting all consciousnesses in the Cosmos.
Basic
Access:
- Any player may attempt to
enter as a spectator, remaining in vibrational layers equal to or above
Earth’s.
- Requires 10 Projection
Points to enter, but without interacting with beings — though they may
perceive you.
- Layers near Earth are more
dangerous, with hostile beings and energy vampires.
Active Interactions:
·
With
20 Projection Points, the player can engage in dialogue, exchange information,
and alter the environment.
Mental Attacks:
·
These
can come from physically present individuals or entities of the Psychosphere.
·
They
range from subtle influences to attempts at total mind annihilation.
Possible Mental Actions (30 Projection
Points):
·
Interfere
with sleep, insert dreams, drain energy, implant thoughts, or influence
decisions.
Defense in the Mental Plane:
·
To
detect attacks, a minimum of 5 Projection Points is required.
·
Higher
scores increase the chance of resisting, blocking, or even redirecting
interference back to the aggressor.
Game Tests (Summary)
Tests
are used by the Game Master to decide whether a character’s action results in
success or failure. They are not fixed in number; they arise naturally from the
narrative and the uncertainty of situations.
Nature and Difficulty:
·
Represent
meaningful actions that can alter the course of the story.
·
Difficulty
depends not on the number of rolls, but on the minimum threshold required.
·
Basic
levels:
o Low: result >7
o Medium: result >11
o High: result >15
·
The
Game Master may establish additional levels for unique threats.
Modifiers (5x1 Rule):
·
For
every 5 attribute points tied to the action, the player adds +1 to their D20
roll.
·
Example:
10 points in the attribute → +2 on the die.
Outcome:
·
Success
occurs if the die result + modifiers exceeds the difficulty threshold set by
the Master.
Master’s Flexibility:
·
The
Game Master adapts rules and difficulty as the story unfolds, maintaining
coherence within the universe and ensuring unique challenges in every session.
Special Adventures
There
are territories of the game that belong neither to Earth nor to the time we
know. They are not cities, nor ruins, nor echoes of a human past — they are
distorted reflections of a millennial future, forged after the Great Reset of
2030.
It
is within this temporal abyss that the Special Adventures
unfold, set nearly a thousand years later, inside the colossal and
indecipherable Colony of Ordiman.
These
narratives are divided into two distinct settings, bound together by the same
sense of imprisonment and cosmic dread:
1.
The
Simulation of Ordiman
Here,
the player awakens in a grotesque world — a distorted reflection of Earth,
consumed by aberrations that should never have existed. Every shadow hides
something pulsating, every wall seems alive, every step feels like walking on
raw nerves.
The
objective is clear, though nearly impossible: escape the
simulation. You already know you are trapped by your own
consciousness, bound as a human spirit since the Reset. Only hidden points
scattered like riddles can grant release.
This
is a journey of survival horror and relentless action, with abominations that
defy reason and mysteries that fracture the mind. Yet here lies a disturbing
detail: within the simulation, the spirit possesses extraordinary mental
faculties — projections, magic, distortions of logic itself. Anything is
possible, but each use exacts a price, eroding the fragile line between sanity
and madness.
2. The True Ordiman
If
escaping the simulation is torment, awakening in the true Ordiman is plunging
into something far worse.
Ordiman
is not a planet. It is a cyclopean structure,
larger than Earth, suspended like a ring around Saturn. Its endless metallic
corridors stretch for weeks, its titanic halls dwarf all human comprehension.
It was built with purpose — but no mind of our kind could fathom it.
Here,
there is no aid. No whispers from the Triquetosphere. No divine hand. You (or
your group) are utterly alone, a spirit torn from the simulation, trapped now
in the cold steel and unyielding dark of Ordiman itself.
The
sole objective: escape. But unlike the simulation, escape
here does not come through manipulating the mind — only by liberating the very
essence of the self, through Spiritual Projection.
Every
step becomes a battle against the indifferent vastness. Every chamber echoes
with metallic dread, as if unseen eyes follow you through the abyss.
These
Special Adventures embody the most unsettling face of Space Ordiman
— journeys meant for those willing to tear through the limits of consciousness
and existence, to brush against the frozen bones of what lurks between worlds.
Character
Sheet
Each
player must fill out their character sheet individually, distributing points as
instructed.
ATTRIBUTES
(Distribute 50 points):
Physical:
·
Strength
( )
·
Dexterity
( )
·
Initiative
( )
·
Constitution
( )
·
Appearance
( )
Mental:
·
Intelligence
( )
·
Observation
( )
·
Mental
Defense ( )
·
Intuition
( )
·
Projection
( )
Social:
·
Charisma
( )
·
Persuasion
( )
·
Rapport
( )
SPECIFIC SKILLS
(Distribute 50 points):
·
Hacking
( )
·
Languages
( )
·
Survival
( )
·
Poisons
( )
·
Self-Defense
( )
·
First
Aid ( )
·
Small
Aircraft / Drones ( )
·
Dangerous
Driving ( )
·
Bombs
& Explosives ( )
·
Firearms
( )
·
Knife
Combat ( )
·
Symbology
& Cosmic Communication ( )
·
Acting
( )
·
Mental
Projection ( )
·
Mediumship
( )
·
Cults
& Occultism ( )
·
Crisis
Management ( )
·
Disguise
( )
·
Silent
Infiltration of Complex Buildings ( )
·
Advanced
Mechanics of Vehicles & Aircraft ( )
·
Escape
( )
·
Advanced
Persuasion & Deception ( )
·
Climbing
( )
·
Psychology
( )
·
Histories
of Cosma ( )
WEAPONS & AMMUNITION INVENTORY
The
player may carry 1 long weapon, 1 short weapon, and 1 melee weapon.
Fill in weapon type and ammunition (or additional items if melee).
·
Knife
_____________________
·
Pepper
Spray ______________
·
Taser
_____________________
·
Pistol
____________________
·
Shotgun
___________________
·
Submachine
Gun ____________
·
Explosive
Drone ___________
·
Bomb
_____________________
·
Others:
__________________________________________
GENERAL INVENTORY
The
player may carry up to 10 items in their
backpack.
·
Cellphone
____________________
·
Spy
Camera ___________________
·
First
Aid Kit _________________
·
Pliers
________________________
·
Rope
_________________________
·
Duct
Tape ____________________
·
Others:
__________________________________________

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