NU_ORDR
GnomeLackey
Love This!A CY_BORG compatible rules engine to enforce the Empress’s law—until tyranny breaks you, freedom consumes you, or chaos ends it all.
A Mörk Börg, other action/adventure, apocalyptic, cyberpunk, dark, post-apocalyptic, sci-fi campaign, dungeon crawl other
Content Advisory
blood/gore, violence, themes of tyranny, mental breakdowns, drugsMade by Humans
Description
Crowdfunding on Kickstarter from 04 Feb 2026 to 06 Mar 2026
Available to purchase on elsewhere in digital, physical, book, pdf format 15 / 45 USD (digital/physical)
NU_ORDR is a rules-light, art heavy TTRPG suffocated under the tyrannical grip of the regime beyond the simulation. No longer do the people suffer through reboots, instead they toil beneath the boots of authoritarian government. Most have come to accept this new order as a means to fight back the murder machines, gangs, aliens, and social decline. However, there are those that still dream of the freedoms they found within the digital space, and they yearn to break free of yet another soul crushing system.
The book is a 100+ page, self-contained TTRPG based on and compatible with CY_BORG and KILL_ENGN. However, they are not required to play. You can clock in, suit up, and roll out into the streets of NU_CY without having opened those books.
Nobody remembers the last reset—but there was one. A great fairytale ending, where the coming of the Empress promised salvation and delivered the autocratic mockery that endures today. She ended the aristocracy. She imposed order. She crushed dissent with the iron fist of the Five Halls. Now the Peacekeepers walk the streets, dispensing the next iteration of misery—because in NU_CY, only one rule remains—
NU_ORDR's game loop begins with PCs serving as Peacekeepers—enforcers of the Empress’s Law. They are the iron hand of order, the boot on the street, but the system they serve will grind them down—both metaphorically and mechanically.
Every mission, every report, every debrief is designed to wear them thin and make them question what they’ve become. The Law demands obedience until it is unbearable. Eventually, the weight of duty will break them, and when it does, they cross the line from Peacekeeper to Outlaw.
Once they become an Outlaw, the restrictions fall away. The rules that once bound them are gone, replaced by freedom—and all the chaos that comes with it. From there, the game shifts. They’re no longer upholding the system. They’re dismantling it.
Chaos in Nu_Cy isn’t born—it’s engineered, spreading like a virus through the veins of its oppressed masses. Fads are the city’s sickness, seemingly spontaneous eruptions of disorder sparked by viral marketing, mass hysteria, or perhaps a calculated hand pulling strings through the old Net. These spiraling eruptions of madness easily catch on in the suffocating monotony of a population left to stagnate—98% unemployed, their days consumed by slothful inertia. AI may be forbidden, but robotics has still rendered humanity near obsolete, and the citizens, bloated on the never-ending feed that floods their senses, find their minds twisted by a boredom too profound to endure.
Irrational trends rise like tides—insidious, absurd, and contagious—feeding the delusion that chaos is escape. They grow unchecked, festering like tumors, infecting the city’s pulse and choking all semblance of control—until one day it makes the city crumble under its own miserable weight. Striking the Final Hour.
A full color Hardcover book and PDF
- 100+ pages of art, rules, and structured play
- 5 Cities & 5 Halls: Their inhabitants—and their place within the NU_ORDR
- 6 Unique Specializations: Each offering distinct mechanical advantages and playstyles: Demolitions, Marksman, Psionic, Gearhead, Hacker, Tank
- Growing Fads: A replacement for CY_BORG’s headlines. Each morning, there’s a chance a new fad erupts among the trillions packed into NU_CY. Only six active fads stand between order and total chaos.
- Dozens of Enemies: Mutated beasts, aliens, machines, hordes of lackeys, and deranged citizens—fully illustrated and ready to kill or be killed by.
- Chrono Shifting: Don’t like what happened? Undo it. Rewind time and try again. The Empress approves, so long as it’s in service of the Law.
- Pursuit Rules: Chase criminals on foot or gun it through the streets on your Adenak bike. This new system keeps pursuits fast, tense, and escalating.
- Psionics: The simulation has ended—and a war was fought. Nuclear fallout mixed with unrelenting factory smog has given birth to psionic mutations.
- Stress: Chrono-shift, push your luck, bend the law—it doesn’t matter. Your body can take it… to a point. The deeper you fall, the harder the job becomes. Only your fleeting relationships can help keep you sane.
- Hacking: A new system for cracking vending machines, disabling megablocks, or tearing into secure infrastructure.
- New Combat Rules: Breaching, unloading, and covering fire—academy-trained tactics at your disposal while on duty.
- New Session Structure: While employed by the Halls, each session follows a rigid loop: Roll Call → Preparation → On Duty → Debriefing.
- Optional Rules: Expand play with additional systems—like deploying the Law’s ultimate mech to combat machines that breach the city walls.
- Tables, Tables, Tables: Because no OSR game is complete without brutal, beautiful randomization.
- Starter Adventure: Get your boots wet with a premade assignment and put the Academy’s teachings to the test.
- Become an Outlaw: Fall from grace at any moment. One infraction too many and you'll find yourself at the other end of Peacekeeper's 3X3.
