Use these procedures for the supported systems and any other rules engine.
Convert the Threat
THREAT
MECHANICAL EXPRESSION
Body
Harm, wounds, stress, fatigue, conditions, or resource loss.
Ship
Subsystem damage, vehicle condition, lost position, repair clocks, or crew casualties.
Reputation
Heat, standing, influence, reaction penalties, scandal, or lost access.
Secrecy
Awareness clocks, exposure, compromised contacts, or increased surveillance.
Authority
Warrants, legal status, restricted movement, seized assets, or command conflict.
Source Stability
Hazard states, escalating clocks, environmental changes, or persistent consequences.
Freedom of Choice
Hostages, deadlines, debt, forced custody, or two incompatible objectives.
Body
MECHANICAL EXPRESSION
Harm, wounds, stress, fatigue, conditions, or resource loss.
Ship
MECHANICAL EXPRESSION
Subsystem damage, vehicle condition, lost position, repair clocks, or crew casualties.
Reputation
MECHANICAL EXPRESSION
Heat, standing, influence, reaction penalties, scandal, or lost access.
Secrecy
MECHANICAL EXPRESSION
Awareness clocks, exposure, compromised contacts, or increased surveillance.
Authority
MECHANICAL EXPRESSION
Warrants, legal status, restricted movement, seized assets, or command conflict.
Source Stability
MECHANICAL EXPRESSION
Hazard states, escalating clocks, environmental changes, or persistent consequences.
Freedom of Choice
MECHANICAL EXPRESSION
Hostages, deadlines, debt, forced custody, or two incompatible objectives.
Universal Difficulty Ladder
DIFFICULTY
FICTION
D20
PERCENTILE / BRP
2D6 / PBTA
DICE POOL
Routine
Trained action in calm conditions.
10
+20% / Easy
No roll unless pressure exists.
1 success
Pressured
Time, weather, rank, or secrecy matters.
13
Standard
7-9 creates cost; 10+ clean.
2 successes
Dangerous
Failure causes harm, exposure, or clock movement.
15
Hard
Miss advances a clock hard.
3 successes
Severe
Ship, Source, life, or legal status is at risk.
18
Very Hard
Success still carries exposure.
4 successes
Catastrophic
Rupture, ship loss, scandal, atrocity, or war pretext.
21+
Extreme
Custom move or campaign clock.
5+ successes
Routine
FICTION
Trained action in calm conditions.
D20
10
PERCENTILE / BRP
+20% / Easy
2D6 / PBTA
No roll unless pressure exists.
DICE POOL
1 success
Pressured
FICTION
Time, weather, rank, or secrecy matters.
D20
13
PERCENTILE / BRP
Standard
2D6 / PBTA
7-9 creates cost; 10+ clean.
DICE POOL
2 successes
Dangerous
FICTION
Failure causes harm, exposure, or clock movement.
D20
15
PERCENTILE / BRP
Hard
2D6 / PBTA
Miss advances a clock hard.
DICE POOL
3 successes
Severe
FICTION
Ship, Source, life, or legal status is at risk.
D20
18
PERCENTILE / BRP
Very Hard
2D6 / PBTA
Success still carries exposure.
DICE POOL
4 successes
Catastrophic
FICTION
Rupture, ship loss, scandal, atrocity, or war pretext.
D20
21+
PERCENTILE / BRP
Extreme
2D6 / PBTA
Custom move or campaign clock.
DICE POOL
5+ successes
Five Source States
Use the campaign Source progression: Quiet, Listening, Answering, Contradicting, Rupturing. For Source scenes only, older conversion shorthand Stable means Quiet and Singing means Listening. Éterlumin gas and airship machinery can separately be stable or singing as operating descriptions; those descriptions do not establish a Source state. Apply the canonical Source names in the Fifth Edition, Pathfinder Second Edition, and Forged in the Dark conversions when describing the Source itself. A careful action should reveal a rule or reduce the active state. A violent shortcut should worsen the state, damage a subsystem, or bring a faction. Warn before escalation. Never create a pressure problem without at least one viable path to vent, slow, isolate, or sacrifice something meaningful.
System Families
SYSTEM FAMILY
USE THIS CAMPAIGN AS
Powered by the Apocalypse
Make each act a front or threat. Use clocks as grim portents. Mixed success should trade immediate objective for exposure, harm, or faction movement.
Year Zero Engine
Use resource dice for powder, supplies, and repair; push rolls at the cost of stress, condition, or Source escalation.
BRP / Call of Cthulhu
Use percentile difficulty and opposed social skills. Treat Source exposure as temporary or indefinite conditions, altered memories, and reputational consequences rather than only sanity loss.
Savage Worlds
Use Dramatic Tasks for Source chambers, Chases for sky action, Mass Battle support for Act V, and Social Conflict for the summit.
Fate
Create faction, location, and Source aspects. Consequences should remain on people and institutions after a scene ends. Position is a pool of free invokes earned through investigation.
Genesys
Spend Threat and Despair on faction clocks, damaged authority, witnesses, and ship systems. Advantage should create leverage even when the main check fails.
GURPS or Other Skill-Based Games
Use reaction modifiers, reputation, legal status, and detailed equipment only where they sharpen choice. Do not require one technical skill to solve every Source scene.
OSR / Rules-Light
Replace balanced encounters with clear signs, reaction rolls, morale, faction turns, and concrete consequences. Information is the primary treasure.
Powered by the Apocalypse
USE THIS CAMPAIGN AS
Make each act a front or threat. Use clocks as grim portents. Mixed success should trade immediate objective for exposure, harm, or faction movement.
Year Zero Engine
USE THIS CAMPAIGN AS
Use resource dice for powder, supplies, and repair; push rolls at the cost of stress, condition, or Source escalation.
BRP / Call of Cthulhu
USE THIS CAMPAIGN AS
Use percentile difficulty and opposed social skills. Treat Source exposure as temporary or indefinite conditions, altered memories, and reputational consequences rather than only sanity loss.
Savage Worlds
USE THIS CAMPAIGN AS
Use Dramatic Tasks for Source chambers, Chases for sky action, Mass Battle support for Act V, and Social Conflict for the summit.
Fate
USE THIS CAMPAIGN AS
Create faction, location, and Source aspects. Consequences should remain on people and institutions after a scene ends. Position is a pool of free invokes earned through investigation.
Genesys
USE THIS CAMPAIGN AS
Spend Threat and Despair on faction clocks, damaged authority, witnesses, and ship systems. Advantage should create leverage even when the main check fails.
GURPS or Other Skill-Based Games
USE THIS CAMPAIGN AS
Use reaction modifiers, reputation, legal status, and detailed equipment only where they sharpen choice. Do not require one technical skill to solve every Source scene.
OSR / Rules-Light
USE THIS CAMPAIGN AS
Replace balanced encounters with clear signs, reaction rolls, morale, faction turns, and concrete consequences. Information is the primary treasure.
This is the Game Master side of Tales of Mar de Oro: campaign chapters, session preparation tools, and running guidance for the Golden Sea. It is open to anyone, but it is written for the person behind the screen.
Campaign spoiler warning: the material past this point includes faction secrets, hidden truths, and the sequence of events behind the campaign. Reading it as a player will hollow out surprises the setting depends on.