System-Agnostic · Use Any System · Player-safe

System-Agnostic Adaptation

Use Mar de Oro with any ruleset. Begin with the fiction, choose the mechanics second. Also called system-neutral.

View of an airship over a Mar de Oro harbor from a cartographer's study, with maps, sextant, and globes.
The cartographer's window over San Lucas. Any system can chart these waters.

Overview

Use Mar de Oro with Any Ruleset

Mar de Oro is a system-agnostic setting, also called system-neutral.

Its nations, factions, technologies, conflicts, mysteries, characters, and campaign structures do not depend on classes, levels, spell lists, fixed statistics, or any particular method of rolling dice.

The setting was originally developed and played using Dungeons & Dragons Fifth Edition because that was the system familiar to the group at the time. Its D&D 5e conversion is therefore the most extensively tested mechanical implementation currently available.

This does not make D&D 5e the official or required Mar de Oro system.

In retrospect, Blades in the Dark may provide an especially natural fit for several of the setting's central concerns, including crew-centred campaigns, faction pressure, difficult choices, accumulating consequences, and fiction-first action. The group was not familiar with Blades in the Dark when the original campaign was played, so its conversion should be treated as adaptation guidance rather than an equally tested implementation.

The purpose of this chapter is not to declare one system correct. It is to help you preserve the identity of Mar de Oro in whichever ruleset your group chooses.

What System-Agnostic Means

System-agnostic, or system-neutral, does not mean mechanically empty.

It means the setting explains:

  • What exists.
  • What people can do.
  • How institutions exercise power.
  • What pressures shape the world.
  • What risks accompany Fortera and Éterlumin.
  • What consequences follow from action.
  • What characters may gain, lose, protect, or become responsible for.

Mar de Oro provides:

  • Character capabilities.
  • Bonds and Burdens.
  • Faction relationships.
  • Political and social pressures.
  • Vessel roles and conditions.
  • Éterlumin degradation.
  • Fortera strain and Overdraw.
  • Threat behaviour.
  • Consequences and escalating complications.
  • Guidance for travel, conflict, investigation, and extended challenges.

Your chosen system determines how those elements are resolved.

A capability might become a skill bonus, proficiency, action rating, aspect, background, approach, move, permission, or dice pool.

A vessel problem might become a damage track, progress clock, extended test, challenge sequence, or series of linked scenes.

The mechanical expression may change.

The fictional meaning should remain stable.

The Ladder

The Adaptation Ladder

Any character, creature, vessel, institution, hazard, or situation can be adapted by answering six questions.

The six-step adaptation ladder
StepQuestionResult
1. Fictional RoleWhat does it do in the story?Ally, threat, authority, obstacle, resource, mystery
2. CapabilityHow competent is it?Familiar, Trained, Expert, Master
3. ScaleWhat can it meaningfully affect?Personal, Crew, Vessel, Faction, Regional
4. PressureWhy must the characters act?Time, pursuit, suspicion, degradation, obligation
5. ConsequencesWhat changes when things go badly?Harm, delay, exposure, damage, debt, escalation
6. Mechanical ExpressionHow does the chosen system represent it?Roll, clock, condition, resource, move, challenge

Answer these questions in order.

Statistics chosen before fictional purpose may produce a functional game mechanic, but they may not produce an accurate representation of Mar de Oro.

Step One

Establish the Fictional Role

Determine what the subject does in the story.

Common roles include:

  • Ally
  • Rival
  • Authority
  • Obstacle
  • Threat
  • Mystery
  • Resource
  • Opportunity
  • Environmental hazard
  • Campaign pressure

A Valdegracian marine, for example, is not defined first by an armour class, attack value, or damage die.

The marine is a disciplined professional soldier who:

  • Maintains formation under pressure.
  • Follows orders reliably.
  • Works effectively with trained comrades.
  • Benefits from coordinated leadership.
  • Represents the authority of the Valdegracian state.

The chosen ruleset should express those qualities.

A merchant company might be a source of employment, an institutional rival, or a campaign-level threat.

An airship might be transportation, a mobile refuge, a military asset, a political symbol, or a failing objective.

A priest might be an ally, an authority, a keeper of forbidden knowledge, or someone trapped between doctrine and conscience.

The same setting element may fulfil different roles in different campaigns.

Step Two

Establish Capability

Mar de Oro uses four capability ranks:

  • Familiar
  • Trained
  • Expert
  • Master

These ranks describe fictional competence.

They do not correspond to fixed bonuses, target numbers, character levels, dice sizes, or automatic success.

Familiar

The character understands the fundamentals and can assist competently.

A Familiar practitioner may:

  • Recognise common tools and procedures.
  • Understand basic terminology.
  • Identify obvious dangers.
  • Assist someone more experienced.
  • Complete straightforward tasks under favourable conditions.

They may struggle when working alone, under severe pressure, or without suitable equipment.

Trained

The character can perform the work professionally under ordinary conditions.

A Trained practitioner may:

  • Carry out routine duties without supervision.
  • Use appropriate tools correctly.
  • Recognise common complications.
  • Work reliably under moderate pressure.
  • Contribute meaningfully to a professional team.

Most professional soldiers, sailors, engineers, investigators, physicians, navigators, and officials are Trained in the capabilities central to their occupation.

Expert

The character can handle difficult cases, supervise others, recognise unusual problems, and teach the discipline.

An Expert practitioner may:

  • Solve problems beyond routine training.
  • Lead complex work.
  • Identify hidden or uncommon dangers.
  • Develop unconventional solutions.
  • Judge the work of less experienced practitioners.
  • Maintain control under serious pressure.

Experts are trusted with substantial responsibilities.

Master

The character is among the finest practitioners in the region.

A Master practitioner may:

  • Resolve exceptional problems.
  • Develop new methods.
  • Influence institutions and professional doctrine.
  • Recognise patterns almost invisible to others.
  • Achieve results considered impossible by lesser practitioners.
  • Operate effectively under extreme conditions.

Mastery should remain rare and significant.

No Relevant Training

A character without relevant training may still attempt an action when the fiction permits it.

However, they may:

  • Require assistance.
  • Need additional time.
  • Depend on improvised methods.
  • Lack access to specialised options.
  • Risk more serious consequences.
  • Fail to recognise hidden dangers.
  • Be unable to complete the task without instruction.

Capability influences what a character can reasonably attempt and how safely they can attempt it.

It does not guarantee success.

Preparation, equipment, information, relationships, authority, and circumstances remain important.

Capability Translation Reference
CapabilityFictional MeaningCommon Mechanical Expression
No Relevant TrainingMay attempt the task only when circumstances permitReduced effect, higher risk, disadvantage, restricted options
FamiliarUnderstands the basics and can assistBasic proficiency, limited permission, small bonus, one die
TrainedReliable professional competenceStandard proficiency, normal action rating, competent baseline
ExpertHandles unusual problems and leads othersStrong bonus, enhanced effect, specialised actions
MasterRare regional excellenceExceptional permission, signature ability, major effect

These are examples rather than universal numerical values.

Always calibrate them to the chosen system.

Step Three

Determine Scale

Scale describes the level at which an action, threat, organisation, or consequence operates.

Capability and scale are separate.

An Expert engineer may be able to repair one airship but cannot personally resolve a regional shortage of calibrated Éterlumin without political support, infrastructure, and resources.

Personal Scale

Personal scale concerns one person, creature, room, mechanism, or immediate confrontation.

  • Fighting a duel.
  • Treating an injury.
  • Examining a damaged mechanism.
  • Negotiating with an official.
  • Escaping a guarded chamber.
  • Following a suspect through a city.

Crew Scale

Crew scale concerns a small group, patrol, household, shipboard team, or local operation.

  • Coordinating a boarding party.
  • Infiltrating an estate.
  • Protecting a diplomatic delegation.
  • Investigating a local smuggling network.
  • Managing a shipboard repair team.
  • Holding a defensive position.

Vessel Scale

Vessel scale concerns an airship, fortification, military company, large expedition, refinery, or major industrial installation.

  • Disabling an airship.
  • Defending a refinery.
  • Managing a vessel during a storm.
  • Assaulting a fortified harbour.
  • Evacuating a settlement.
  • Restoring a damaged communication array.

Faction Scale

Faction scale concerns a government, church, company, fleet, noble house, intelligence service, military command, or organised movement.

  • Exposing a company conspiracy.
  • Dividing a military command.
  • Damaging a noble house's legitimacy.
  • Changing relations between governments.
  • Disrupting a trade network.
  • Influencing the policy of a church or ministry.

Regional Scale

Regional scale concerns a war, widespread disaster, political crisis, economic collapse, or major failure of infrastructure.

  • Ending a blockade.
  • Preventing a war.
  • Containing a widespread Éterlumin crisis.
  • Changing control of the Golden Sea.
  • Exposing a truth that destabilises several nations.
  • Restoring a damaged regional communication network.

Acting Across Scale

A lower-scale action does not normally defeat a higher-scale threat by itself.

Characters may instead:

  • Discover a vulnerability.
  • Secure an alliance.
  • Sabotage a critical resource.
  • Expose hidden information.
  • Discredit a leader.
  • Disrupt supply or communication.
  • Change public opinion.
  • Create an opportunity for a larger force.
  • Turn one faction against another.

A personal action may begin a faction-level transformation, but connected actions, allies, and sustained effort will usually be required.

Scale should make institutions and regional conflicts feel substantial without making individual characters irrelevant.

Crossing Scale
Starting ScaleHigher-Scale ObjectiveUseful Leverage
PersonalInfluence a crewLeadership, evidence, reputation, sacrifice
CrewDisable a vesselBoarding, sabotage, command, engineering
VesselPressure a factionBlockade, public victory, captured intelligence
FactionChange a regionAlliances, trade control, military action, legitimacy
PersonalHarm a factionExposure, testimony, sabotage, political leverage

A lower-scale action can matter greatly when it targets the right vulnerability.

Step Four

Define Pressure

Pressure is the force that makes a situation urgent, dangerous, or difficult.

It explains why the characters cannot continue indefinitely without the circumstances changing.

Common pressures include:

  • Time running out.
  • Increasing suspicion.
  • Political exposure.
  • Limited supplies.
  • Damaged equipment.
  • Hostile weather.
  • Approaching reinforcements.
  • Declining crew morale.
  • Unstable Fortera conditions.
  • Éterlumin degradation.
  • A relationship under strain.
  • An obligation becoming due.
  • An enemy advancing its plan.
  • Public unrest.
  • A vessel losing altitude.
  • A faction withdrawing support.

Pressure should be visible in the fiction.

Players should understand what is worsening and why action matters.

Your chosen system may represent pressure through:

  • Progress clocks.
  • Countdown tracks.
  • Escalating difficulty.
  • Diminishing resources.
  • Stress.
  • Conditions.
  • Changing encounter states.
  • Enemy actions.
  • Narrative warnings.

Pressure should not exist only as hidden arithmetic.

It should shape decisions.

Pressure and Consequence Reference
PressureWarning SignsPossible Consequences
Éterlumin degradationUneven lift, pressure fluctuation, calibration driftReduced service life, lost altitude, instability, rupture
Political suspicionQuestions, surveillance, restricted accessExposure, arrest, loss of standing, diplomatic conflict
PursuitSightings, signals, closing distanceInterception, route change, separation, capture
Crew strainFatigue, arguments, abandoned stationsReduced effectiveness, mistakes, disobedience, injury
Resource shortageRationing, failing equipment, delayed repairsLost capability, debt, dangerous improvisation
Fortera instabilityResonance, tremors, failed calibrationBacklash, injury, disruption, unwanted attention
Relationship pressureDemands, silence, divided loyaltiesBroken trust, obligation, betrayal, withdrawal of aid
Public unrestRumours, demonstrations, refusals, violenceLoss of authority, riots, intervention, political collapse
Military escalationPatrols, mobilisation, ultimatumsBattle, blockade, conscription, diplomatic rupture

This table is intended as inspiration.

It is not a mandatory random table.

Step Five

Define Consequences

Before resolving an uncertain action, establish what may change if the characters fail, hesitate, or accept a dangerous bargain.

Useful consequences include:

  • Harm or exhaustion.
  • Lost time.
  • Consumed equipment.
  • Reduced supplies.
  • Increased suspicion.
  • Political exposure.
  • Damage to a relationship.
  • Loss of faction standing.
  • Separation from allies.
  • Loss of position or initiative.
  • Structural damage.
  • Éterlumin degradation.
  • A new obligation or debt.
  • Enemy progress.
  • Public embarrassment.
  • Success achieved at an additional cost.

Failure should normally change the situation rather than stop the story.

A failed investigation may uncover the clue while alerting the enemy.

A failed repair may restore partial function while damaging another system.

A failed negotiation may secure cooperation in exchange for an obligation.

A failed escape may move the characters to safety while leaving evidence behind.

A failed boarding action may place the characters aboard the enemy vessel while separating them from their allies.

Consequences should emerge from the attempted action.

They should not feel arbitrary or disconnected from the situation.

Consequence Severity

A GM may find it useful to think of consequences in three broad levels.

LevelUse WhenExamples
MinorThe situation worsens but remains controlledLost time, spent supplies, increased suspicion
SeriousThe characters lose position, safety, or supportInjury, damaged equipment, broken trust, capture risk
SevereThe situation changes dramaticallyVessel failure, death, faction rupture, public exposure

The chosen system may already define degrees of failure or consequence.

Use its procedures where appropriate.

Step Six

Choose the Mechanical Expression

Once the fictional role, capability, scale, pressure, and consequences are clear, select the appropriate procedure from the chosen ruleset.

This may involve:

  • A skill check.
  • A saving throw.
  • An opposed roll.
  • A dice pool.
  • A narrative move.
  • A progress clock.
  • A challenge sequence.
  • Resource expenditure.
  • A reaction roll.
  • A contested action.
  • A negotiated consequence.
  • Automatic success when no meaningful uncertainty exists.

Mar de Oro does not require one particular resolution method.

Use the procedure that best represents the action and suits the pacing of the scene.

Do not call for a roll when:

  • The outcome is certain.
  • Failure would create no meaningful consequence.
  • The character's capability and circumstances make success routine.
  • The action serves only to move the group toward the next meaningful decision.

Resolve uncertainty mechanically when the outcome is uncertain and its consequences matter.

Calibrating Difficulty

Difficulty should emerge from the fictional circumstances rather than from a universal conversion number.

Consider:

  • Relevant capability.
  • Preparation.
  • Quality of equipment.
  • Available assistance.
  • Time pressure.
  • Environmental conditions.
  • Access to information.
  • Scale of opposition.
  • Political authority.
  • Social position.
  • Consequences of discovery.
  • Fortera conditions.
  • Éterlumin calibration.
  • Remaining service life.
  • Existing damage.

A task may be routine for one character and extremely difficult for another.

An Expert engineer with suitable tools may diagnose an ordinary lift-system fault quickly.

The same engineer may struggle when:

  • The vessel is under fire.
  • The machinery has been sabotaged.
  • The crew is injured.
  • The Éterlumin is approaching the end of its service life.
  • Only minutes remain before the vessel loses altitude.

Difficulty should reflect the complete situation, not only the technical complexity of the task.

Using the Ladder

During Preparation

Use the ladder only for elements likely to matter during the session.

  • Give each major element a fictional role.
  • Assign capability where competence is relevant.
  • Choose its scale.
  • Select one active pressure.
  • Write two or three likely consequences.
  • Choose mechanics only where the ruleset requires them.

Do not assign statistics to every named character, building, vessel, or organisation.

Prepare what the players are likely to interact with.

Leave the rest in fictional terms until it becomes relevant.

At the Table

When players attempt something unexpected:

  • Clarify what they want to accomplish.
  • Identify the scale of the intended result.
  • Compare that scale with the obstacle.
  • Consider capability, preparation, tools, authority, and assistance.
  • State the immediate pressure or risk.
  • Decide what failure or costly success would change.
  • Use the closest resolution procedure in the chosen system.

After Play

Review the adaptation before the next session.

Ask:

  • Did capability ranks feel meaningfully different?
  • Were active pressures visible to the players?
  • Did consequences move the situation forward?
  • Did personal actions have appropriate effects on larger-scale problems?
  • Did vessel or faction threats feel too weak or impossible?
  • Did Fortera retain its discipline, strain, and risk?
  • Did Éterlumin retain its degradation and service-life pressures?
  • Did one mechanic dominate situations it was not designed to resolve?

Adjust the mechanics without changing the fictional definition.

A Valdegracian marine should remain disciplined and dangerous in formation even if the exact statistics change.

Translating Character Capabilities

Translate each Mar de Oro capability into the closest equivalent offered by the chosen system.

One capability may affect several mechanical areas.

A direct one-to-one conversion is not required.

Command

Command may become:

  • Leadership.
  • Persuasion.
  • Tactical coordination.
  • Morale control.
  • Crew actions.
  • Authority-based permissions.
  • Support granted to allies.

Investigation

Investigation may become:

  • Perception.
  • Research.
  • Deduction.
  • Interrogation.
  • Information gathering.
  • Investigative moves.
  • Clue-based permissions.

Engineering

Engineering may become:

  • Crafting.
  • Repair.
  • Technical knowledge.
  • Vessel operation.
  • Project clocks.
  • Tool proficiencies.
  • Access to specialised procedures.

Fencing

Fencing may become:

  • A combat skill.
  • Weapon proficiency.
  • A fighting style.
  • Special manoeuvres.
  • Defensive reactions.
  • Narrative permission during formal duels.

Navigation

Navigation may become:

  • Piloting.
  • Survival.
  • Route planning.
  • Cartography.
  • Weather reading.
  • Travel procedures.
  • Positioning during vessel conflict.

Preserve what the character can meaningfully accomplish in the fiction.

Then express that competence through the chosen ruleset.

Bonds and Burdens

Bonds and Burdens remain important in every system.

They should influence decisions, create opportunities, and produce consequences.

They should never become decorative text.

Bonds

Bonds connect characters to:

  • People.
  • Families.
  • Communities.
  • Vessels.
  • Factions.
  • Beliefs.
  • Institutions.
  • Places.
  • Shared histories.

A Bond may provide:

  • Assistance.
  • Information.
  • Shelter.
  • Access.
  • Political protection.
  • Emotional support.
  • Material resources.
  • A reason to act.
  • Conflict when loyalties compete.

Burdens

Burdens create obligations, vulnerabilities, and unresolved pressures.

A Burden may involve:

  • Debt.
  • Duty.
  • Guilt.
  • Family responsibility.
  • Political suspicion.
  • A damaged reputation.
  • A secret.
  • A legal obligation.
  • Loyalty to a dangerous institution.
  • Responsibility for another person.
  • A promise that cannot easily be broken.

A ruleset may represent Bonds and Burdens through:

  • Advantages and disadvantages.
  • Aspects.
  • Contacts.
  • Relationships.
  • Background features.
  • Experience triggers.
  • Narrative permissions.
  • Stress or obligation tracks.
  • Complications.

Whatever mechanical form they take, they should return to play.

Bond and Burden Prompts
TypePrompt
BondWho would you risk your position to protect?
BondWhich vessel, community, or institution feels like home?
BondWho trusts you more than they should?
BurdenWhat obligation cannot be ignored?
BurdenWho would suffer if your secret became public?
BurdenWhat promise has become dangerous to keep?

Translating Threats

Define threats through behaviour before assigning statistics.

Record:

  • What the threat wants.
  • How it normally acts.
  • What makes it dangerous.
  • What signs reveal its presence.
  • What protects it.
  • What weakness can be discovered.
  • How it responds when pressured.
  • What happens if it is ignored.
  • At what scale it operates.

Then select or create an appropriate mechanical profile.

Silhouetted figures moving through a fog-shrouded tidal channel, evoking an unfolding threat.
A threat is what it does before it is what it rolls. Describe behaviour first, then choose a statistical form.

Translating Institutions and Factions

Institutions should not be represented as oversized individual enemies.

Define:

  • What the institution wants.
  • What resources it controls.
  • Who benefits from it.
  • Who resents it.
  • How it exercises authority.
  • What dependencies keep it functioning.
  • What internal divisions exist.
  • What would damage its legitimacy.
  • What happens if it is ignored.

A faction may act through:

  • Officials.
  • Agents.
  • Soldiers.
  • Priests.
  • Merchants.
  • Informants.
  • Laws.
  • Contracts.
  • Public narratives.
  • Control of transport or supplies.

Characters usually affect a faction by creating leverage rather than reducing a single pool of health.

Useful forms of leverage include:

  • Evidence.
  • Public testimony.
  • Captured correspondence.
  • Economic disruption.
  • Rival alliances.
  • Internal dissent.
  • Exposure of hypocrisy.
  • Loss of military credibility.
  • Withdrawal of political support.
Infographic mapping how factions make moves, apply pressure, and shift status against one another.
Factions act through officials, agents, contracts, and public narratives. Characters push back by creating leverage, not by draining a health pool.

Translating Fortera

Diagram explaining Fortera discipline, calibration, resonance, exposure, and consequence.
Fortera is defined by discipline, calibration, resonance, exposure, and consequence, not by a fixed spell list.

Fortera should not be reduced to a generic catalogue of supernatural effects.

It is defined through:

  • Discipline.
  • Calibration.
  • Resonance.
  • Exposure.
  • Control.
  • Strain.
  • Consequence.

A Fortera effect should establish:

  • What the practitioner is attempting.
  • What conditions make the effect possible.
  • What capability is required.
  • What the effect can influence.
  • At what scale it operates.
  • What strain or instability may result.
  • What happens when control is lost.

A ruleset may express Fortera through:

  • Abilities.
  • Techniques.
  • Moves.
  • Resource expenditure.
  • Stress.
  • Conditions.
  • Project procedures.
  • Consequence-based resolution.
  • Restricted narrative permissions.

The mechanical form may change.

The need for discipline and control should remain.

Fortera Overdraw

A practitioner may force an effect beyond safe or ordinary limits.

Overdraw may provide:

  • Greater range.
  • Increased intensity.
  • Faster execution.
  • Influence across a larger scale.
  • Temporary control under impossible conditions.
  • An effect that could not otherwise be achieved.

Overdraw should always create meaningful risk.

Possible consequences include:

  • Physical strain.
  • Loss of control.
  • Long-term injury.
  • Unwanted resonance.
  • Damage to nearby systems.
  • Increased instability.
  • Disrupted calibration.
  • Attention from those able to detect the disturbance.

Use the chosen system's equivalent of:

  • Stress.
  • Exhaustion.
  • Backlash.
  • Resource loss.
  • Complication.
  • Dangerous success.
  • Lasting consequence.

Overdraw should feel powerful, costly, and exceptional.

Six-stage diagram of Fortera and Éterlumin calibration progressing from stable operation through overdraw to rupture risk.
Calibration slows degradation. It cannot stop it. Overdraw pushes a device toward rupture at every system's own pace.
Fortera Overdraw Reference
BenefitPossible Cost
Greater rangeUnwanted resonance
Increased intensityPhysical strain or injury
Faster executionLoss of precision
Larger scaleDamage to nearby systems
Temporary stabilityGreater instability afterward
Impossible effectLasting consequence or exposure

Translating Éterlumin

A working Éterlumin refinery with reinforced cells, condensers, and calibration gantries.
Éterlumin is refined, containerised, and measured. Every grade has a service life the fiction should track.

Éterlumin is a volatile gaseous resource used in transport, industry, and airship lift systems.

Its defining limitation is inevitable degradation.

Controlled Fortera reactivation and calibration can slow that degradation.

They cannot stop it permanently.

No grade remains stable forever, including material kept in sealed containers.

Éterlumin quality should be understood through:

  • Degradation rate.
  • Remaining service life.
  • Calibration quality.
  • Current pressure.
  • Resonance stability.
  • Storage conditions.
  • Containment integrity.

It should not be reduced to a simple purity rating.

Éterlumin Conditions

A batch or system may be described as:

  • Well calibrated.
  • Serviceable.
  • Declining.
  • Unstable.
  • Near rupture.
  • Spent.

These are descriptive conditions rather than mandatory mechanical categories.

A chosen system may represent them through:

  • Resource tracks.
  • Usage dice.
  • Condition levels.
  • Countdown clocks.
  • Increasing difficulty.
  • Reduced vessel performance.
  • Complications triggered by strain.
  • Limited remaining actions or travel distance.

Éterlumin is not inherently toxic.

Its principal dangers are:

  • Volatility.
  • Pressure.
  • Instability.
  • Resonance.
  • Fire when active.
  • Structural failure.
  • Rupture.

Its danger should arise from its physical and resonant behaviour, not from generic poisoning.

Éterlumin Condition Reference
ConditionFictional MeaningTypical Effects
Well CalibratedStable operation and long remaining service lifeReliable output, low immediate pressure
ServiceableSafe for normal useRoutine operation, expected degradation
DecliningPerformance is beginning to deteriorateReduced efficiency, increased maintenance
UnstableCalibration is failingIrregular output, increased risk
Near RupturePressure and instability are approaching catastrophic levelsSevere restrictions, immediate danger
SpentNo longer capable of useful serviceLoss of output, replacement required

Translating Airships

Airships should be adapted through operational role rather than direct numerical comparison.

Define:

  • Vessel class.
  • Intended purpose.
  • Crew quality.
  • Firepower.
  • Protection.
  • Manoeuvrability.
  • Observation capability.
  • Communication capability.
  • Éterlumin condition.
  • Remaining service life.
  • Current damage.
  • Tactical advantages.
  • Critical vulnerabilities.

Vessel Capability

A vessel may have different capability ranks in different areas.

For example:

  • Trained crew.
  • Expert gunnery teams.
  • Familiar replacement engineers.
  • Master commander.

This is usually more useful than assigning one overall vessel rating.

Vessel Tracks

Where the chosen system supports them, use four principal vessel areas:

  • Hull
  • Rigging or Lift
  • Crew
  • Éterlumin Reserve

Damage should alter what the vessel can do in the fiction.

Hull

Hull damage may cause:

  • Structural instability.
  • Loss of protection.
  • Breaches.
  • Damaged weapons.
  • Restricted movement.
  • Increased vulnerability.

Rigging or Lift

Rigging or Lift damage may cause:

  • Reduced manoeuvrability.
  • Loss of altitude control.
  • Instability.
  • Slower turning.
  • Difficulty maintaining position.
  • Greater strain on the Éterlumin system.

Crew

Crew losses may cause:

  • Fewer effective actions.
  • Slower repairs.
  • Reduced gunnery performance.
  • Declining morale.
  • Abandoned stations.
  • Increased pressure on surviving crew.

Éterlumin Reserve

Damage or degradation may cause:

  • Reduced endurance.
  • Lower lifting power.
  • Decreased safe operating time.
  • Increased instability.
  • Loss of altitude.
  • Risk of rupture.
Annotated cutaway of a ship-of-the-line airship labelling command, gunnery, engineering, hull, Éterlumin reserve, rigging, navigation, observation, and crew sections.
A ship is a system of systems: command, gunnery, engineering, hull, Éterlumin reserve, rigging, and crew.
Vessel Condition Reference
AreaLight ConsequenceSerious ConsequenceCritical Consequence
HullDamaged plating or weaponsStructural breachHull failure
Rigging or LiftReduced controlLoss of altitude or manoeuvrabilityUncontrolled descent
CrewFatigue or minor casualtiesAbandoned stationsCommand collapse
Éterlumin ReserveReduced enduranceInstability and loss of liftRupture or complete failure

Range Bands

Airship and naval engagements may use four range bands.

RangeTypical Activity
DistantObservation, pursuit, evasion, signalling, long-range fire
ClosingManoeuvring, interception, identifying weaknesses, preparing boarding parties
EngagedSerious fire, disabling attacks, contested positioning
GrappledDirect boarding, close weapons, fighting for decks and access points

Translate these bands into the distance, zones, movement rules, or positioning procedures used by the chosen system.

Character Roles During Airship Conflict

Characters should influence vessel conflict through meaningful responsibilities.

Possible roles include:

  • Command.
  • Navigation.
  • Engineering.
  • Gunnery.
  • Boarding.
  • Observation.
  • Damage control.
  • Fortera calibration.
  • Communication.
  • Medical support.

Airship conflict should not reduce player characters to passive passengers while the vessel resolves the battle around them.

Every major phase should present decisions that matter.

Extended Problems

Segmented clocks tracking pursuit, repair, negotiation, and investigation progress.
Segmented clocks turn repairs, chases, negotiations, and investigations into visible, escalating pressure.

Complex repairs, investigations, diplomatic efforts, journeys, and long operations may be represented through:

  • Repair tracks.
  • Progress clocks.
  • Extended challenges.
  • Projects.
  • Multi-stage tests.
  • Accumulated successes.
  • Resource-driven procedures.

An extended problem should establish:

  • What must be accomplished.
  • How much progress is required.
  • Which capabilities are relevant.
  • What resources may be consumed.
  • What pressure continues while work proceeds.
  • What complications may result from failed attempts.

Failed attempts should normally introduce new problems rather than erase all progress.

Examples include:

  • The repair succeeds, but another system is damaged.
  • Progress is made, but supplies are consumed.
  • The fault is identified, but enemy forces arrive.
  • The mechanism works temporarily, but its service life is reduced.
  • The vessel is stabilised, but cannot regain full altitude.
  • The negotiation advances, but a new concession is demanded.
  • The investigation produces a name, but the target learns they are being watched.

Extended problems should create movement, escalation, and difficult choices.

Lasting Injuries

Serious injuries should matter beyond the immediate loss of health.

A lasting injury may affect:

  • Mobility.
  • Endurance.
  • Precision.
  • Confidence.
  • Reputation.
  • Professional duties.
  • Relationships.
  • Future obligations.
  • Access to particular roles.

Injuries do not need to remove a character from play.

They may instead change:

  • How the character approaches danger.
  • What assistance they require.
  • Which responsibilities they can perform.
  • How others perceive them.
  • What recovery demands from the crew.

Use the chosen system's rules for:

  • Healing.
  • Conditions.
  • Scars.
  • Trauma.
  • Recovery.
  • Long-term consequences.

Worked Examples

Three extended examples showing the ladder applied to a vessel, a faction investigation, and a Fortera crisis.

Interactive

Adaptation Worksheet

Use this worksheet when translating a character, threat, vessel, institution, hazard, location, or campaign element.

Interactive · Saves locally

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What is being adapted?

What purpose does it serve in the story?

Capability
Scale

What does it want, require, or attempt to protect?

What makes it effective, influential, or dangerous?

What weaknesses, dependencies, limitations, or contradictions can be discovered?

What makes the situation urgent?

What may change if the characters fail, hesitate, or accept a cost?

Which statistics, rolls, moves, clocks, conditions, resources, or procedures will represent it?

What may require adjustment after play?

Preserving the Identity of Mar de Oro

Whatever system is used, retain the setting's core pressures.

  • Éterlumin always degrades.
  • Calibration slows degradation but cannot stop it permanently.
  • Airships require trained crews, infrastructure, maintenance, and political support.
  • Fortera offers extraordinary possibilities but requires discipline and control.
  • Violence creates legal, social, and diplomatic consequences.
  • Factions remember debts, betrayals, failures, and public humiliation.
  • Information may be more valuable than force.
  • Travel consumes time, supplies, and remaining service life.
  • Authority depends on recognition, reputation, and enforcement.
  • Relationships create both opportunities and obligations.
  • Large institutions cannot normally be defeated through one confrontation.
  • Personal actions can begin regional change, but they cannot replace alliances, organisation, and sustained effort.
  • Success may alter the balance of power even when no enemy is destroyed.

These principles are more important to the identity of Mar de Oro than any individual statistic.

Previously Published Table Procedures

The following procedures were originally published as part of the System Conversion Notes. They are preserved here because they apply across multiple rulesets.

Hard Calls at the Table

When the fiction, the dice, and the rules seem to disagree, the group is making a hard call. Handle these calls out loud, briefly, and in the open. Restate what the character is trying to accomplish, name the pressure and consequence already on the table, and confirm the intended stakes before committing to a ruling.

Prefer rulings that honour the fiction and the established capability of the character. Prefer consequences that keep the situation moving over consequences that erase progress. When a ruling turns out to have been wrong, correct it at the next natural pause rather than reversing rolls mid-scene.

Running the Powered Arts

The powered arts, including Fortera practice and its disciplined traditions, are part of the setting rather than a system layer. Run them by asking what the practitioner is trying to change in the world, what the local field can safely support, and what a deliberate push beyond that safe limit would cost.

Ordinary use remains within what local replenishment, personal discipline, and present conditions can safely support. An Overdraw is a deliberate attempt to exceed that safe capacity and must provide an exceptional benefit while also imposing Fortera strain, local instability, or another meaningful consequence.

Named-system pages link back to this section using the label System-neutral table procedures.

Playtesting and Conversion Status

Mar de Oro was originally developed and played using Dungeons & Dragons Fifth Edition because it was the system familiar to the group at the time.

The D&D 5e conversion is therefore the setting's most extensively tested mechanical implementation.

The System-Agnostic Adaptation Ladder provides a shared foundation for translating Mar de Oro into other rulesets.

It preserves the setting's fictional identity, but it does not guarantee mechanical balance in every system.

Each group should calibrate:

  • Difficulty.
  • Damage.
  • Pacing.
  • Character resilience.
  • Vessel performance.
  • Resource consumption.
  • Recovery.
  • Long-term consequences.

No single rules engine is the official Mar de Oro system.

Choose a Ruleset

Four Ways to Bring Mar de Oro to the Table

Most extensively tested

Dungeons & Dragons Fifth Edition

D&D 5e supports familiar heroic adventure, structured character advancement, and recognisable tactical encounters. It is currently the most extensively tested Mar de Oro conversion.

  • Suggested checks and difficulties.
  • Creature and adversary profiles.
  • Equipment translations.
  • Fortera implementations.
  • Airship statistics.
  • Encounter guidance.

These mechanics are optional. They do not define the setting itself.

Adaptation guidance

Pathfinder Second Edition

Pathfinder 2e supports detailed tactical encounters, structured character options, and precise mechanical distinctions. Its Mar de Oro material should be treated as adaptation guidance unless a section is specifically identified as playtested.

  • Translate capabilities into skill and class structures.
  • Map Fortera disciplines onto class or archetype features.
  • Adapt vessel roles into subsystems and encounter modes.

Conversion page in preparation.

Natural thematic fit · Adaptation guidance

Blades in the Dark

Blades in the Dark may be an especially natural fit for Mar de Oro because of its emphasis on crew identity, faction relationships, accumulating pressure, position and consequence, difficult bargains, long-term projects, and fiction-first action.

  • Crews translate directly to Mar de Oro crews.
  • Position and effect express Fortera strain naturally.
  • Faction clocks match the setting's pressure system.

Treated as adaptation guidance unless a section is specifically identified as playtested. Conversion page in preparation.

Lightweight standalone option

Optional 2d6 Resolution Bridge

Groups that prefer a lightweight standalone method may instead use the optional Mar de Oro 2d6 Resolution Bridge. The setting remains the same. Only the method of resolving uncertainty changes.

  • Ships with the San Telmo Incident Quickstart.
  • Fiction-first tone, easy to teach in one session.
  • Bring your own dice, no extra rulebook required.
Open the Quickstart

Other Systems. Other rulesets may be used by translating capabilities, scale, pressure, Bonds, Burdens, vessel roles, Éterlumin conditions, Fortera strain, faction influence, and consequences. The setting remains the same. Only the method of resolving uncertainty changes.