SYSTEM-NEUTRAL PROCEDURESection 5 of 5
Worked Conversions and Calibration
Six full worked examples plus calibration questions to check whether a converted element still feels like Mar de Oro.
Use this page when
- You have finished the ladder and want examples of how it lands in practice.
- You need a template for a specific class of conversion (character, threat, vessel, faction).
- Your conversion works mechanically but does not feel like Mar de Oro.
- You are training another GM on how to adapt Mar de Oro material.
Each of the following examples uses the same structure: source fiction, neutral profile, mechanical priorities, possible implementation, removed mechanics, assumptions, and calibration questions. None reproduce third-party rules text.
A character
- Source fiction
- Teniente Ilaria de Vega, a Valdegracian former air-navy officer who now serves as a compañeros contract officer.
- Neutral profile
- Expert navigator, Trained in naval protocol, Familiar with duelling. Personal to Crew scale. Bond: a former wingmate now serving as an air-navy captain. Burden: an unresolved naval enquiry.
- Mechanical priorities
- Her authority over other officers must remain legible.
- Her Bond and Burden must both create pressure in play, not just flavour.
- Her duelling skill must not eclipse her navigational identity.
- Possible implementation
- In a class-and-level game: a martial officer archetype with a naval feature and a background contact. In a skill-based game: skill pools for Pilot, Command, and Etiquette. In a narrative crew game: an officer playbook with named Bond and Burden fields.
- Removed mechanics
- Any spellcasting or supernatural resource pool.
- Any assumption of dungeon-scale loot or hoard-based progression.
- Any morality alignment axis that would flatten her divided loyalties.
- Assumptions
- The campaign uses letters, favours, and travel time as tempo, not fast travel.
- The naval enquiry can be reactivated by GM decision, not by player choice alone.
- Calibration questions
- Does she still feel Valdegracian in speech, appearance, and priorities?
- Is her authority earned through fiction rather than by stat modifier?
- Does at least one Bond or Burden move in every session she appears?
A moon-affected threat
- Source fiction
- A fisherman who has begun to speak in another voice at the turning of the moons and cannot remember it afterwards.
- Neutral profile
- Personal scale, Trained in fishing, Familiar with the coast, but under moon influence becomes Expert at things he never learned. Sources of pressure: environmental, social, and moral.
- Mechanical priorities
- The condition is a natural anomaly of Aeon, not a possession or a curse.
- The threat is what happens around him, not what he does directly.
- Warning signs must appear well before the danger becomes acute.
- Possible implementation
- A short NPC profile with two modes, a lunar clock that fills as the moons align, and consequences that spill onto the community, not onto a single combat exchange.
- Removed mechanics
- Any framing as demonic possession, divine punishment, or exorcism.
- Any dungeon-monster stat block that would let players 'solve' him with damage.
- Assumptions
- The community is aware something is happening but disagrees on what.
- A local scholar, an academy correspondent, or a faith healer will each offer a different theory.
- Calibration questions
- Does the situation still feel scientific and unresolved, not resolved by magic?
- Is there a non-violent path to change what happens next?
- Do the moons matter, not just as flavour but as tempo?
A Fortera anomaly
- Source fiction
- A stretch of coast where instruments behave inconsistently on days of high tidal pressure.
- Neutral profile
- Regional scale. Pressure comes from navigation, weather, and cargo insurance. Consequences include harm, delay, resource loss, and political cost if a ship is lost.
- Mechanical priorities
- The anomaly must remain a phenomenon, not a supernatural artefact.
- Study and instrumentation must be a viable route of engagement.
- The crown, the academies, and the merchant houses each have different interests here.
- Possible implementation
- A location entry with an environmental clock, a small number of navigational checks under weather load, and named investigators as social contacts.
- Removed mechanics
- Any 'ley line' or planar rift framing.
- Any single 'boss' at the heart of the anomaly.
- Any once-per-adventure magical fix.
- Assumptions
- The anomaly has been studied for decades and remains partly understood.
- The relevant academy will share findings only in return for a favour.
- Calibration questions
- Does it still read as an unexplained natural phenomenon?
- Can players make progress by observation, not just by combat?
- Do political consequences follow from what the crew publishes, or hides?
An airship
- Source fiction
- A mid-sized Heller air frigate operating on convoy escort duty in contested lanes.
- Neutral profile
- Vessel scale. Trained crew under a Trained captain, Expert master gunner, Familiar Éterlumin engineer. Pressures include position, weather, boarding risk, and Éterlumin reserves.
- Mechanical priorities
- Position, weather, and command cohesion must all matter.
- Éterlumin reserves must be a resource that runs out, not a background number.
- The ship must be more than a single hit-point track.
- Possible implementation
- A ship profile with several named systems (guns, regulator, magazine, bridge), each with its own status; boarding and chase clocks; and a small number of named officers as social contacts.
- Removed mechanics
- Any one-line vessel stat block that reduces the ship to hit points and armour.
- Any assumption of steampunk or magical propulsion.
- Assumptions
- The convoy commander has orders the frigate captain will not fully share.
- The lane has a Heller diplomatic escort clause the crew can invoke or violate.
- Calibration questions
- Would losing the regulator matter differently from losing the guns?
- Can the players negotiate, evade, or sabotage as well as fight?
- Does the Duchy of Heller feel present in how the ship behaves?
A faction
- Source fiction
- A trading house operating between Luminore and Valdegracia with quiet ties to a naval intelligence office.
- Neutral profile
- Faction to Regional scale. Reach into two capitals, resources of ships and letters of credit, authority through licence and reputation.
- Mechanical priorities
- Its objective this season must be specific and pressurable.
- Its internal divisions must be reachable by player action.
- Its escalation path must feel proportionate.
- Possible implementation
- A faction sheet using the nine standard fields, a public reputation summary, and one hidden vulnerability the crew can uncover with sustained work.
- Removed mechanics
- Any monolithic 'evil corporation' framing.
- Any single leader who, if defeated, ends the faction.
- Assumptions
- The house has legal cover for most of what it does.
- The intelligence office denies the connection publicly.
- Calibration questions
- Does the faction act between sessions, not only when the crew appears?
- Are its methods consistent with its reputation?
- Does a player win against it feel like a change in the world, not a scene victory?
An extended investigation or hazard
- Source fiction
- A slow leak of falsified Éterlumin grade certificates through a provincial harbour.
- Neutral profile
- Regional scale. Pressures include time, political, and moral. Consequences include harm from an eventual failure, exposure of officials, and changed relationships with the shipping trade.
- Mechanical priorities
- Progress must be measurable across sessions, not resolved in one scene.
- The consequences must escalate if nobody intervenes.
- The scientific framing of grade must be preserved throughout.
- Possible implementation
- A campaign clock ladder with investigation, exposure, and disaster tracks; a small cast of named officials and inspectors; and a fixed timetable of harbour events tied to the calendar.
- Removed mechanics
- Any 'mystery to be solved by a single check'.
- Any single villain whose confession collapses the investigation.
- Assumptions
- The players will not uncover the whole truth in one arc.
- Some of the officials involved are sympathetic and will help off the record.
- Calibration questions
- Does progress feel like uncovering, not like triggering scripted beats?
- Do the clocks move even in sessions where the crew is elsewhere?
- Would the disaster, if it happens, feel like an authored consequence rather than a punishment?
Before you finish
- Does the result preserve the original fictional role?
- Is the scale appropriate?
- Does it create the intended pressure?
- Are the consequences meaningful?
- Have system-specific assumptions accidentally changed the setting?