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AppendixGM Only

System Guides and Conversion Notes

Convert the pressure, not every number.

System

Mar de Oro is a setting first. D&D Fifth Edition is one implementation, not the truth beneath the world. Any rules engine can carry the Golden Sea if it can make pressure visible: faction movement, dangerous knowledge, ship failure, legal consequence, loyalty, and the cost of acting too late.

System principle

When converting, ask what the scene threatens: body, ship, reputation, secrecy, authority, source stability, or the crew's ability to choose freely.

What the system must support

Scene typeRequired focus
IntrigueReading people, hidden motives, social leverage, favors, and clocks.
ExplorationTravel cost, weather, maps, guides, supplies, and local knowledge.
Airship actionPosition, subsystem damage, command decisions, repair, altitude, and panic.
Source chamber scenesEscalating hazard, clues before danger, partial success, and irreversible consequence.
Political falloutArrests, warrants, scandal, inquiry, ship seizure, and faction retaliation.

Universal conversion ladder

Use this ladder when translating the GM Guide into a rules engine that is not using the existing 5e appendix. Keep the fiction first. The numbers only express how much pressure surrounds the action.

DifficultyWhat it meansD20 / 5ePathfinder 2e RemasteredPercentile / BRP
RoutineA trained person can do it in calm conditions.DC 10Trained or level DC -2+20% or easy
PressuredTime, weather, rank, or secrecy matters.DC 13Standard level DCStandard
DangerousFailure causes harm, exposure, or faction movement.DC 15Hard level DCHard
SevereShip, chamber, life, or legal status is at risk.DC 18Very hard level DCVery hard
CatastrophicRupture, court scandal, ship loss, massacre, or war pretext.DC 21+Incredibly hard or custom hazardExtreme

Dice pool and PbtA translation

DifficultyDice pool2d6 / PbtA style
Routine1 successNo roll unless pressure exists.
Pressured2 successes7-9 introduces cost; 10+ full success.
Dangerous3 successesA miss advances a clock hard.
Severe4 successesSuccess still carries cost or exposure.
Catastrophic5+ successesUse a custom move or campaign clock.

Conversion rule

Scale difficulty to the table's engine, then spend failure on consequence. A failed check should move the world, not simply stop the scene.

System-neutral procedures

ProcedureUse in every system
Faction clocksAdvance when players delay, make noise, fail forward, ignore a power, accept a favor, or reveal useful information.
Éterlumin hazard statesStable, Singing, Answering, Contradicting, Rupturing. Treat Éterlumin as responsive gas tied to Fortera conditions.
Airship subsystemsFrame, Lift, Sail, Command, Guns, Crew, Secrets. Damage one subsystem before tracking abstract destruction.
Social falloutA failed roll can create warrants, witness removal, seized cargo, a false report, inquiry, debt, or diplomatic attention.
Rewards beyond coinPay out access, protection, leverage, letters, repairs, specialists, immunity, safe harbor, and crew loyalty.

Éterlumin hazard states

StateCueMechanical translation
StableContained, monitored, quiet pressure, normal readings.No roll unless characters hurry, sabotage, or mistreat the system.
SingingHum, heat, shimmer, pressure drift, animals quiet, tools warming.Introduce soft moves, warnings, disadvantage, threat, or minor clock ticks.
AnsweringThe room reacts to speech, rhythm, blood, engine stress, rite, or command.Require careful action, group checks, or controlled position with clear costs.
ContradictingSignals conflict. People argue. Instruments disagree. The chamber repeats the wrong answer.Escalate position, raise DCs, increase difficulty, split consequences, or tick two clocks.
RupturingSpace changes, ship fails, people vanish, legal and political consequences begin.Custom hazard, scene change, major condition, injury, or campaign-level clock.

D&D 5e and Pathfinder notes

EngineBest fitConversion notes
D&D 5eHeroic crews, clear combat, recognizable DCs, monster-like hazards, and set-piece airship fights.Use the existing 5e appendix for DCs, firearms, airship actions, hazards, and NPC templates. Keep social and legal consequences outside hit points.
Pathfinder 2e RemasteredTactical crews, balanced hazards, tight encounter math, strong conditions, exploration activities, and degrees of success.Use level-based DCs. Treat source chambers as hazards, haunts, or complex hazards. Use degrees of success for clean success, cost, setback, and severe complication.
Pathfinder First EditionDetailed character builds, tactical ship boarding, prestige, and crunchy gear.Use 5e values as narrative baselines only. Convert firearms and airships to your table's preferred subsystems, and avoid letting gear math replace faction pressure.

Pathfinder 2e Remastered quick mapping

Mar de Oro elementPF2e expression
Faction clockVictory point track, influence subsystem, reputation track, or campaign clock outside encounter mode.
Source chamberComplex hazard with initiative, disable actions, escalating effects, and consequences on failure.
Éterlumin pressureEnvironmental hazard, affliction-like condition, or subsystem clock that changes actions and DCs.
Airship combatVehicle encounter using subsystems as targets: Lift, Sail, Command, Guns, Frame, Crew.
Social rank and lawInfluence subsystem, reputation, circumstance bonuses, access requirements, and consequences that arrive after the scene.
FirearmsUse the table's Guns & Gears assumptions if desired. Keep reload, smoke, wet powder, and misfire tone even if the exact rules differ.

Investigation and drama engines

EngineWhat to emphasizeMar de Oro advice
Call of Cthulhu / BRPInvestigation, fear, evidence, institutional dread, dangerous knowledge, and fragile people.Make source chambers intelligible through clues before danger. Sanity-style stress can represent awe, rupture exposure, guilt, or institutional horror.
FateDramatic politics, identity, debts, oaths, ships, and cinematic airship reversals.Make homelands, ship damage, faction reputation, oaths, and secrets into aspects. Compel class pressure, legal trouble, or Éterlumin instability.
Cortex PrimeTrait-driven crews, relationships, values, distinctions, and modular ship drama.Build dice pools from calling, homeland, relationship, ship system, and current pressure. Use complications for legal heat, rupture risk, and faction attention.
GenesysMixed narrative and tactical action with threat, advantage, triumph, and despair.Excellent fit for partial success. Spend threat on witnesses, pressure, heat, smoke, legal attention, and damaged systems.

Drama rule

In drama engines, a clean success should be rare under political pressure. Let success create a new obligation, witness, debt, or clock.

Clock-first engines

EngineWhy it fitsGM moves
Powered by the ApocalypseFast table drama, moral pressure, player-driven consequence, and scenes that turn on hard choices.Use moves such as Read the Room, Call in a Debt, Push the Engine Too Far, Hold the Line, and Investigate the Chamber. A miss should advance a visible clock.
Forged in the DarkCanula Prime, smugglers, privateers, intelligence crews, faction heat, clocks, position, and effect.Use position for danger and effect for leverage. Track heat by port or faction. Use downtime for repairs, rumors, healing, and favors.
Blades-style ship crewAirship, sloop, merchant brig, privateer, survey vessel, or deniable Hellerite craft as the crew sheet.Ship upgrades are claims. Rivals are factions. Éterlumin access is supply. Legal immunity is temporary cover.

Useful clocks

ClockAdvance when
Albion identifies the crewThe players leave traces, use false papers badly, or reveal a hidden objective.
The Governor buries the incidentThe party delays public proof or accepts official process.
The Church classifies the chamberA source event becomes doctrinal before evidence becomes political.
Chamber pressure risesThe crew hurries, argues, uses force, or ignores warning cues.
Workers begin disappearingThe players ask questions without protection.

Action, survival, and precision engines

EngineBest campaign frameConversion note
Savage WorldsPulp privateers, fast airship battles, duels, raids, escapes, and explosive set-pieces.Keep hazards swingy. Use chases, dramatic tasks, and wounds for shipboard pressure.
Year Zero EngineSurvival voyages, harsh travel, expeditions, limited supplies, dangerous ruins, and desperate repairs.Pushing maps well to Fortera overdraw and Éterlumin risk. Spend resource dice on powder, food, water, parts, and morale.
GURPS or simulation-heavy systemsEngineering, medicine, logistics, rank, firearms, armor, and precise ship procedures.Use when the group enjoys detail. Keep faction clocks so precision does not freeze politics.
OSR / old-school fantasyExploration, dangerous rooms, procedures, faction play, treasure maps, and players solving problems without character buttons.Make source chambers puzzle-sites. Telegraph danger clearly. Reward caution, mapping, rumor work, and retreat.
2d20Momentum, threat, reputation, duties, and cinematic pressure.Spend threat on faction heat, chamber response, command confusion, and weather shifts.

Choosing an engine for the campaign you want

Campaign emphasisStrong choices
Heroic mixed action with familiar fantasy structureD&D 5e, Pathfinder First Edition, Pathfinder 2e Remastered
Tactical depth, conditions, hazards, balanced encountersPathfinder 2e Remastered
Dark investigation, brittle certainty, slow dreadCall of Cthulhu / BRP
Smugglers, privateers, clocks, heat, crew upgradesForged in the Dark
Fast moral drama and sharp consequencesPowered by the Apocalypse
Cinematic swashbuckling and quick fightsSavage Worlds, Genesys
Survival, scarcity, hard travel, expedition failureYear Zero Engine, OSR
Technical realism and engineering detailGURPS or another simulation-heavy engine

Final conversion checklist

Before play, decideWhy it matters
How your system handles partial successMar de Oro thrives when success creates cost rather than ending pressure.
How you track faction movementEvery campaign needs clocks, fronts, heat, reputation, or another pressure track.
How ships take damageUse subsystems before total destruction. Let repairs matter.
How social rank changes accessNationality, faith, class, and paperwork should open and close doors.
How Éterlumin escalatesUse hazard states, not simple fuel points.

Final rule

The best system for Mar de Oro is the one that makes players ask what their success cost, who saw it, and which power moves next.

D&D 5e conversion pack

These are D&D Fifth Edition stat references only, not the full rules. Use them as baselines and re-calibrate to your table's dice economy. All listed vessels are immune to small-arms fire; only cannon, siege weapons, Fortera workings, and other ships threaten them.

Airship stat lines

ShipOriginClassACHPSpeedBroadside
CruzadoValdegraciaHeavy Frigate1630025 kt28d10
Banshee-classAlbionCruiser-Frigate1758036 kt28d12
SpectreAlbionDisruption Frigate1628035 kt20d12
WrightAlbionAlpha Striker1525040 kt16d10
WightAlbionScout / Raider1416045 kt8d8
Aurora VentusDuchy of HellerCommand Frigate1634030 kt24d10
CazadorDuchy of HellerInterceptor1623040 kt14d10
La Estrella VelozDuchy of HellerFrigate (pursuit role)1722040 kt10d10
Santo-classDuchy of HellerEscort Sloop1518035 kt8d8
Helios TenderDuchy of HellerSupport Vessel1528020 kt2d6

Subsystem split (called shots)

SubsystemShare of HPIf destroyed
Hull integrity35%Core structure; if lost, the ship fails.
Engines / lift20%Movement, Éterlumin drive, speed bonuses.
Weapons20%Broadside cannon and volley systems.
Rigging / steering15%Turning radius and evasive actions.
Bridge / command10%Orders, leadership, initiative bonuses.

Volley fire, at a glance

RuleDetail
Damage1d10 per two muskets (round down). Minimum three muskets to volley.
Size capsSmall 5d10, Medium 8d10, Large 10d10, Huge 14d10, Gargantuan 16d10.
Damage saveDEX, DC 12 + 1 per 5 shooters (max 18). Success halves.
Suppression saveWIS, same DC. Fail = half move + disadvantage to end of next turn.
MoraleLose over half remaining HP to one volley: WIS DC 12 or break.

Fortera overdraw

SeverityTiers overStrainRippleSettling
Mild11d10x1.5Weakened field, 1d4 rounds
Moderate22d8x2Depleted field, 1d6 minutes
Severe34d8x3Dead zone, 1d6 hours
Overload4+6d8x4Collapse zone, 1d6 days or more

Save DC equals 10 + (2 x tiers over capacity). Success takes half strain; failure takes full and escalates one step. Strain is taken as Exhaustion HP, ignoring armor and resistances.

Moon multiplier

Remember the lunar rules: a two-moon alignment (deep breath) should nudge every overdraw and instability roll one step worse; a three-moon God's Breath makes source chambers actively dangerous even undisturbed.

Running Mar de Oro in Fifth Edition

Conversion principles

PrincipleHow to rule it at the table
Pressure before numbersEstablish what changes if the characters fail, then call for the roll.
Advantage is doctrineUse advantage when a faction fights in its preferred style; use disadvantage when forced outside doctrine.
Clocks beat repeat rollsFor extended danger, use 4, 6, or 8 segment clocks instead of asking for the same check again.
Success creates leverageA success should give position, information, time, or authority, not just permission to continue.
Failure moves the worldAdvance a faction, worsen a hazard, spend a resource, or reveal a cost.

Default DC ladder

DCUse it forExample
10Routine under pressureRead a common harbor signal through smoke.
12Trained but riskyReload a musket while moving through boarding chaos.
14Hard professional workStabilize a damaged valve before pressure rises.
16Elite work under threatHold formation during a cloud ambush.
18Heroic or desperateTranslate a chamber rhythm while the floor begins to sing.
20+Nearly impossibleTalk a faction commander out of a red-line order already given.

GM rule

When in doubt, pick DC 14. Lower it if the character has the right tool, role, or preparation. Raise it if time, smoke, weather, panic, or Fortera instability is working against them.

Firearms in Post Sundering

Flintlocks in Post Sundering are powerful, smoky, temperamental, and slow. They change the meaning of courage, but they do not remove the need for steel, formation, and timing.

WeaponDamageRangeReloadNotes
Pistol1d10 piercing30/901 actionCan be fired in melee at disadvantage unless braced.
Carbine1d10 piercing60/1801 actionFavored by sailors, guides, and airship crews.
Musket1d12 piercing80/2401 actionBest in formation or open ground. Awkward in jungle.
Boarding gun2d8 piercing20/601 actionAt close range, ignores light cover from bodies and rails.
Swivel gun4d10 piercing120/3602 crewCrew-served. Threatens boats, decks, and light structures.

Misfire, smoke, and wet powder

ConditionRule
Wet powderAttacks with firearms are made at disadvantage until the weapon is dried or powder is replaced.
Poor powder or rainOn a natural 1, the shot misfires. Clearing it costs an action.
Heavy smokeAfter two or more volleys in the same area, ranged attacks beyond 30 feet are at disadvantage until wind, movement, or elevation clears the smoke.
Point blankWithin 10 feet, a firearm hit against an unarmored or unaware target adds +2 damage.

Volley procedure

StepRule
1. FormMinimum three shooters. A volley requires a round to prepare unless the unit is already drilled and waiting.
2. FireDamage is 1d10 per two muskets, round down. Apply the size caps from the quick-stat page.
3. SaveTargets make a DEX save, DC 12 + 1 per five shooters, maximum 18. Success halves damage.
4. SuppressTargets also make a WIS save against the same DC. Failure means half movement and disadvantage until the end of their next turn.

Airship combat procedure

Airship combat is a scene with rules, not a miniature wargame. Each round should change one spatial fact, one ship condition, or one command fact. If nothing changes, advance smoke, weather, fire, morale, or a faction clock.

Airship combat round

StepWho actsWhat happens
1. Establish the skyGMName altitude, weather, visibility, range band, and terrain below.
2. Declare intentCaptainsEach side states its doctrine: close, hold line, break contact, board, dive, climb, or vanish.
3. Contest positionPilotsOpposed piloting check, usually DEX or vehicle proficiency. Winner changes range, angle, altitude, or cover.
4. Resolve fireGunneryBroadsides, called shots, volleys, or special weapons. Smoke and angle matter.
5. Damage controlEngineersRepair, vent, cut pressure, reroute lift, or keep weapons firing.
6. Command checkSignal officersMaintain orders, relay to allies, spoof signals, or recover from bridge hits.
7. Advance clocksGMMove fire, smoke, panic, Fortera instability, weather, and faction clocks.

Range bands

BandMeaningRules cue
ContactBoarding hooks, pistols, grenades, pikes.Melee, morale, and bridge panic dominate.
CloseMusket, swivel, and accurate cannon fire.Called shots possible at normal difficulty.
BattleMain broadsides and maneuver.Most airship engagements begin here.
LongHarassing fire, signal deception, pursuit.Called shots at disadvantage unless doctrine or optics help.
CloudContact uncertain.Pilot or signal check needed before accurate fire.

Angle matters

A frontal strike favors fast ships with bow guns. A broadside favors heavy line vessels. An attack from cloud gives advantage on the first positioning check unless the target has scouts, signals, or warning.

Role actions

RoleCore actionUseful checks
CaptainSet doctrine, rally crew, choose target priority, accept or refuse risk.Persuasion, Intimidation, Insight, history of naval war.
PilotChange range, altitude, bearing, cover, and exposure to weather.Vehicles, Acrobatics, Survival, Perception.
Gunnery officerCoordinate broadside, called shot, reload rhythm, or ammunition choice.Attack roll, Investigation, Perception, Intimidation.
EngineerVent, stabilize, repair, reroute lift, or sacrifice a subsystem to save the ship.Arcana, Investigation, Tinker tools, vehicles.
Signal officerRelay orders, jam enemy signals, read flags, maintain fleet cohesion.Investigation, Deception, Performance, Perception.
SurgeonControl casualties and panic; keep specialists alive.Medicine, Insight, Persuasion.
Marine officerRepel boarders, lead boarding party, guard prisoners or secure key rooms.Athletics, Intimidation, Survival, attack rolls.

Role actions by difficulty

ActionDCResult on success
Emergency turn through smoke14Change one range band or deny enemy advantage.
Keep guns firing after weapon damage14Ignore one weapons penalty this round.
Cut pressure before rupture16Reduce Éterlumin hazard clock by 1.
Read false flag or signal spoof15Identify the lie before it costs position.
Rally crew after bridge hit16Cancel command confusion for one exchange.
Board through hostile fire17Reach enemy deck with half casualties or less.

Shared spotlight

In a major battle, ask each player what station they take. Give every station one meaningful decision before the next broadside lands.

Ships fail by subsystem

SubsystemAt half HPAt zero HP
HullLeaks, frame groans, crew works under falling spars.Ship fails unless immediately stabilized.
Engines and liftSpeed drops, altitude control worsens.Controlled movement ends; descent, drift, or rupture clock begins.
WeaponsReload rhythm falters, one battery goes silent.Broadside reduced to scattered deck weapons.
Rigging and steeringTurning worsens, evasive action at disadvantage.Cannot change bearing without emergency work.
Bridge and commandOrders delay or contradict.Command confusion until a new officer takes control.

Emergency repairs

TaskCheckTimeEffect
Patch hull tearDC 14 tools1 roundStop one damage-over-time effect.
Reroute lift pressureDC 16 Arcana or tools1 roundRestore one movement option for one exchange.
Cut fouled riggingDC 13 Athletics1 roundRemove steering disadvantage, lose a sail.
Restart signal deckDC 15 Investigation1 roundAllied ships receive current orders again.
Contain Éterlumin leakDC 16 tools2 roundsPause rupture clock. Failure advances it.

Critical hit table (d6)

d6Critical
1Deck splinters. Random exposed crew take 2d6 piercing.
2Smoke blinds the battery. Next broadside at disadvantage.
3Signal confusion. Enemy may force one delayed order.
4Pressure spike. Start or advance an Éterlumin hazard clock.
5Magazine threatened. Choose guns or safety this round.
6Officer down. Immediate command check or doctrine collapses.

Éterlumin gas states and hazards

Use these rules when Éterlumin becomes an active danger: damaged tanks, source chambers, experiments, overdraw, sabotage, ship combat, or careless storage.

Hazard clocks

HazardClockTriggerWhen full
Leaking tank4Fire, sparks, rough handling, failed repair.Flash burn, panic, and loss of stored gas.
Pressure climb6Overfill, trapped vent, damaged regulator.Rupture, lift loss, or explosive vent.
Semi-state resonance6Rite, engine rhythm, bell, song, source chamber.Fortera response, hallucination, or subsystem failure.
Source contradiction8Two commands, two rituals, or hostile pulses.Gas state transitions.

Gas state transitions

FromToWhat causes itGM consequence
InertSemi-stateHeat, pressure, active field, nearby chamber.Start resonance signs and raise DCs by 2.
Semi-stateActiveEngine draw, lift command, weaponized vent.Gain lift or effect, start volatility risk.
ActiveSemi-stateEmergency damping, cold vent, loss of command.Effect weakens, but resonance may linger.
AnyRuptureContradiction, trapped pressure, violent impact.Resolve hazard clock, damage, and faction reaction.

Venting rule

A safe system has an upward path to vent. A sealed system with no high vent is a bomb, a prayer, or both. Let engineers see this before the dice hit the table.

Player-facing warnings

WarningMeaning
Sweating brassPressure is climbing faster than the regulator can bleed it.
Blue-white flickerGas has entered semi-state or active state.
Needle stutterThe field is responding unevenly.
Tone below speechA chamber, engine, or rite has found a resonance.

Fortera overdraw procedure

Fortera overdraw occurs when a working asks more from the local field than the area can restore safely. It is not poison damage. It is strain, depletion, contradiction, and recovery time.

SeverityTiers overStrainRippleSettling
Mild11d10x1.5Weakened field, 1d4 rounds.
Moderate22d8x2Depleted field, 1d6 minutes.
Severe34d8x3Dead zone, 1d6 hours.
Overload4+6d8x4Collapse zone, 1d6 days or more.

Save DC equals 10 + 2 per tier over capacity. A success takes half strain. A failure takes full strain and escalates one step. Strain is Exhaustion HP, ignoring armor and resistance.

Moon pressure

Moon stateGM effect
Ordinary nightUse normal thresholds. Weirdness requires a cause.
One strong moonIncrease sensory signs. Clocks do not worsen automatically.
Two-moon alignmentEvery overdraw or instability roll nudges one step worse.
Three-moon God's BreathSource chambers become dangerous even undisturbed. Begin chamber scenes with a clock already active.

Containment choices

ChoiceCostBenefit
Vent gasLose supply or lift.Reduce pressure clock by 2.
Ground the workingLose current effect.Stop overdraw escalation.
Accept strainCharacter takes Exhaustion HP.Complete the effect now.
Break the patternRisk backlash.End resonance if the correct rhythm is found.

Faction doctrine in play

Advantage and disadvantage by faction

FactionWhen they gain advantageWhen they suffer disadvantage
ValdegraciaHolding line, disciplined broadsides, resisting damage, formal authority.Rapid improvisation, broken command chain, deniable operations.
AlbionCloud approach, false flags, speed, disruption, signal attacks.Static line battle, prolonged attrition, loss of propulsion.
Duchy of HellerImprovisation, concealed movement, command coordination, black sloop support.Captured paperwork, public exposure, fighting by another power's rules.
StroomdijkContracts, cargo, legal ambiguity, insurance, deniable logistics.Open heroics, costly honor, uncompensated risk.
Church assetsSanctuary, containment, crisis command, moral pressure.Technical improvisation beyond doctrine, rushed classification.
PiratesAmbush, boarding, ransom, terrain knowledge, false distress.Formal fleet battle, prolonged pursuit, lawful scrutiny.

Doctrine moves

MoveUse when
Valdegracian pressureThe line holds. Each round the target stays engaged, damage increases by one die step.
Albion breakA fast ship disengages. If it wins position, it exits range and returns from cloud later.
Heller black handA hidden ally grants a reroll, a false credential, or a sudden escape route.
Stroomdijk paper wallThe enemy wins by contract, debt, insurance, or seizure rather than force.
Church writA legal or sacred claim changes who may act without becoming the villain.

Running doctrine

Doctrine is not a bonus every round. It is a statement of preferred conditions. Give the bonus when the faction made the battlefield resemble its theory of war.

Travel, signals, and quick clocks

Travel complications

Travel complicationWhat it means at the table
Fast stormChange route, lose time, spend supplies, or trust a local pilot.
Wrong chart nameOfficial map and local knowledge disagree. The local name is probably the useful one.
Water shortageA survival problem becomes a social problem: who knows the spring and what do they want?
Powder dampFirearms are unreliable until dried; enemies who know this press close.
Éterlumin permit checkPaperwork becomes a scene: bribe, delay, forgery, or inspection.

Signals and documents

HookGM use
Delayed relayA faction acts on yesterday's order. Players can exploit or suffer the delay.
Wrong sealThe document is valid, but not for the cargo it travels with.
Flag contradictionA ship flies one allegiance, signals another, and behaves like a third.
Ledger gapA page is missing, stuck, rewritten, or too clean. Someone paid for the silence.
Harbor rumorThe truth arrives attached to a drunk, a child, a priest, or a rival.

Quick travel clocks

ClockSegmentsAdvance when full
Weather closes4Safe route disappears. Choose danger or delay.
Supplies thin6Spend money, lose morale, hunt, bargain, or turn back.
Pursuit gains6Enemy reaches same scene before the players finish.
Signal failure4Allies act on old information.

NPC and ship templates

Quick NPC templates

TemplateAC / HPPrimary use
Harbor guardAC 14 / HP 11Routine authority, patrol, checkpoint pressure.
Naval marineAC 15 / HP 22Boarding, formation fire, ship security.
Faction agentAC 14 / HP 27Spies, blackmail, pursuit, social knives.
EngineerAC 12 / HP 18Repairs, sabotage, diagnostics, hazardous knowledge.
Solaris escortAC 17 / HP 45Sacred protection, containment, moral force.
Pirate captainAC 15 / HP 52Boarding leader, ransom, opportunistic retreat.
Chamber-touchedAC 13 / HP 31Knows impossible things, triggers weirdness when cornered.

Quick ship templates

ShipAC / HPUse
Launch or cutterAC 13 / HP 45Harbor chase, boarding approach, smuggling.
SloopAC 14 / HP 160Scout, courier, patrol, pirate threat.
Light frigateAC 15 / HP 230Fast strike, escort, deniable action.
Heavy frigateAC 16 / HP 300Serious military threat, convoy escort.
Ship of the lineAC 17 / HP 1000+Set-piece battle, political presence, terror weapon.

Fast morale saves

TriggerSave
Lose officer or signal deckWIS DC 14 or command confusion.
Take half remaining HP in one hitWIS DC 12 or break formation.
See Éterlumin rupture nearbyWIS DC 15 or panic unless trained.

Template rule

Do not overbuild every enemy. Give them a motive, one strong move, one fear, and one thing they do when cornered. That is usually enough.

Pathfinder 2e Remastered crunch pack

Use this pack when the table wants Pathfinder 2e Remastered structure without turning Mar de Oro into a catalogue of build options. Keep the fiction first. Pathfinder gives you tight encounter math, clear conditions, and strong hazard procedure; Mar de Oro gives those rules political and material consequences.

PF2e GM principle

Use level-based DCs for precision, then spend the result on pressure. A critical success should create leverage. A success should solve the immediate action. A failure should advance a clock. A critical failure should change the scene.

Pathfinder handles danger best when it is explicit. Name the active pressure before the roll: smoke, law, panic, weather, command delay, chamber resonance, hostile fire, or faction exposure.

Core translation table

Mar de Oro pressurePF2e expressionGM use
Faction pressureInfluence subsystem, reputation track, campaign clockReview credible off-screen moves between sessions; advance only when an established trigger occurs, including consequences of social scenes or accepted favors.
Battlefield dangerComplex hazard, troop support, or victory point trackDo not roll every soldier. Track cohesion, pressure, and position.
Éterlumin instabilityEnvironmental hazard, complex hazard, affliction-like conditionWarn first, give disable actions, then escalate.
Source chamberComplex hazard with initiative and disable actionsEvery round should reveal a pattern, cost, or new rule.
Airship battleVehicle encounter with targetable subsystemsTreat Lift, Sail, Command, Guns, Frame, and Crew as systems.
Legal pressureInfluence, reputation, access requirement, downtime consequenceThe seal can be lawful and still dangerous.

Baseline DCs

DifficultyBaseline DCUse it for
Routine14A trained character acting under mild pressure: read a flag, reload in smoke, inspect a legal seal.
Pressured17Weather, crowding, pursuit, time pressure, or someone watching.
Dangerous20Failure causes harm, exposure, clock movement, or loss of access.
Severe23Ship, source chamber, reputation, or life is at risk.
Catastrophic26+Rupture, court scandal, ship loss, massacre, or war pretext.

Degrees of success

ResultBattlefield / source chamber meaning
Critical successGain the objective and reduce a clock, improve position, or create a safe route.
SuccessGain the objective, but the pressure remains.
FailureChoose: advance a clock, take a condition, lose time, reveal position, or worsen footing.
Critical failureThe scene changes: reinforcements arrive, a hazard enters initiative, command breaks, or the chamber answers.

Useful conditions

ConditionUse in Mar de Oro
FatiguedLong watches, forced march, smoke inhalation, damp powder work, repair exhaustion.
FrightenedCavalry pressure, airship terror, rupture signs, command collapse, moral shock.
ClumsyRolling deck, falling rigging, mud, broken streets, pressure tremor.
SickenedPowder smoke, heat, chamber resonance, panic in confined compartments.
DrainedFortera overdraw, source contact, dangerous ritual strain, lunar pressure.
DoomedOnly for severe source chamber exposure, three-moon events, or campaign-level spiritual consequence.

Formations as hazards

FormationPF2e table expressionHow players change it
LineTroop support or volley hazard covering a fire zoneSmoke it, flank it, break command, force it to move.
ColumnMoving hazard or pressure clockAmbush, block road, target officers, attack before deployment.
SquareDefensive hazard against cavalry; weak to artilleryBring guns, create panic, exploit terrain, force movement.
Skirmish orderDifficult terrain plus ranged harassmentOut-scout, isolate, threaten cavalry, seize cover.
BatteryComplex hazard with reload rhythmDisable crew, spike guns, cut limbers, smoke sight line.

Muskets and volley fire as a simple hazard

HazardLevelTriggerEffectDisable
Drilled volley lineParty level +1Characters cross open fire zone or assault a prepared lineBasic Reflex save; piercing damage by level. Failure also makes target Frightened 1 or slowed by suppression for 1 round.Smoke, cover, officer disruption, flanking, or successful command/deception action.
Battery canisterParty level +2Characters enter close artillery laneHigh Reflex basic save, severe piercing damage, knockdown on critical failure.Silence crew, spoil line of sight, reach dead ground, or capture limber.
Breaking formationParty levelFriendly troops under pressureWill save or formation loses 1 cohesion segment.Rally, visible flag, officer action, music, or heroic example.

Battlefield rule

A player action that changes cohesion, pressure, or position is more important than ordinary damage. Reward smart battlefield play with circumstance bonuses, reduced DCs, or clock movement.

Airship subsystems in PF2e

SubsystemPF2e expressionCritical effect
LiftVehicle movement subsystem, complex hazard, or shared HP poolAltitude control worsens; start descent or rupture clock.
Sail / riggingVehicle maneuver systemTurning and weather checks take penalties.
CommandInfluence / command subsystemAllied actions delay or follow old orders.
GunsSiege weapons or ship battery hazardBroadside reduced, reload slows, misfire risk rises.
FrameVehicle HP and HardnessCollision, structural failure, forced landing.
CrewMorale / troop conditionRepair and gunnery actions take penalties until rallied.

Source chamber complex hazard template

StageInitiative cueEffectDisable actions
ListeningHum repeats after six heartbeatsCharacters gain signs; no damage yet.Perception, Occultism, Engineering Lore, Religion, or local knowledge to identify rhythm.
AnsweringRoom reacts to voice, bell, engine, oath, or bloodHazard enters initiative; raises DCs and advances a pressure clock.Stabilize one signal, quiet the room, vent safely, separate contradictory sources.
ContradictingTwo systems answer different commandsDamage, conditions, faction consequences, or rupture clock.One decisive rule must be established: shut down, align, vent, or evacuate.
RupturingSpace, pressure, heat, and memory misbehaveScene changes. Use custom hazard or campaign clock.Survive, save witnesses, preserve proof, accept partial loss.

PF2e safety valve

Give every source chamber at least three disable approaches: technical, social/spiritual, and environmental. The players should not need one specific skill to avoid disaster.

Blades / Forged in the Dark crunch pack

Forged in the Dark is an excellent engine for Mar de Oro because the setting already thinks in clocks, faction heat, crews, downtime, stress, trauma, and consequences. Do not add tactical complexity. Make pressure visible and let the crew choose what they are willing to risk.

Blades principle

Use position for danger and effect for leverage. A desperate roll does not mean certain death. It means the world is ready to take something: secrecy, ship condition, legal standing, crew trust, or a witness.

Core translation table

Mar de Oro pressureForged expressionGM use
Faction movementFaction clocks, heat by port, status changesAdvance after scores, downtime, public violence, or exposed secrets.
Ship and crewCrew sheet, claims, upgrades, cohortsThe ship is the crew home, tool, debt, and vulnerability.
Éterlumin accessSupply, claim, special ability, dangerous assetUseful, traceable, unstable, and never free.
Source chamberScore site with linked clocksTreat it like a haunted machine, not a dungeon.
Airship conflictLinked clocks and position/effectThe question is who controls angle, command, and escape.
Law and empireHeat, wanted level, entanglementsThe empire often arrives as paper before guns.

Choose a crew premise

Crew premiseBest crew typeSpecial pressure
Privateers with a letter of marqueSmugglers, Bravos, or custom PrivateersPrize law, prisoners, neutral ports, and revoked legitimacy.
Hellerite survey vesselSmugglers or HawkersHidden orders, source maps, black sloop support, and ducal exposure.
Church inquiry teamCult, Hawkers, or custom InquisitorsDoctrine, sanctuary, public legitimacy, and dangerous truth.
Reformers and witnessesShadows or HawkersPrinted proof, fugitives, public hearings, and retaliation.
Deniable Albion cellShadows or AssassinsFalse flags, sabotage, heat, and orders that may never be admitted.

Suggested crew upgrades and claims

Upgrade / claimWhat it means
Hidden Éterlumin lockerYou can start a score with one dangerous lift or signal asset. On use, tick an instability clock.
Black sloop contactOnce per arc, escape, smuggle, or relay through an unacknowledged route.
Harbor chapel sanctuaryReduce immediate heat, but create Church attention.
Reliable engineer cohortRepair and source actions gain potency, but the cohort attracts recruitment and kidnapping attempts.
Forged registry papersImprove effect on customs and travel until exposed. Exposure raises heat by port.
Crew codeWhen the crew protects a witness at real cost, clear 1 stress or reduce heat by 1 through reputation.

Score types and clocks

Score typeEngagement questionTypical clocks
Harbor infiltrationWho saw the papers before the crew arrived?Customs attention, witness removed, patrol closes, proof secured.
Battlefield missionWhat part of the battle can the crew actually reach?Friendly cohesion, enemy pressure, smoke, airship threat, command breakdown.
Source chamber entryWhat sign did the chamber give before the door opened?Pressure climb, listening room, faction arrival, proof lost.
Airship actionWho has angle, altitude, and command?Gain bearing, lift failure, guns reloaded, signal confusion, boarding window.
Political exposureWho benefits if this becomes public?Scandal breaks, official denial, witness protection, legal retaliation.

Battlefield position and effect

SituationPositionEffect note
Crossing open ground under volley fireDesperateLimited unless smoke, cover, or distraction exists.
Carrying orders through powder smokeRiskyStandard; great effect if the order changes a battle clock.
Rallying a wavering companyRisky or desperateEffect depends on rank, flag, reputation, or visible courage.
Silencing a battery from dead groundRiskyGreat effect if the crew reaches crew or limber unseen.
Boarding during airship chaosDesperateStandard or great if command and angle are already compromised.

Clock rule

Use 4-segment clocks for immediate tactical pressure, 6-segment clocks for scene-level danger, and 8-segment clocks for campaign consequences.

Devil's bargains

BargainCost
The tank gives one more burst of lift.Tick Éterlumin instability or mark damage to Lift.
The chamber answers the question clearly.It also learns the speaker's voice, oath, blood, or fear.
The signal reaches the allied ship.An enemy listener also receives part of it.
The crowd believes the crew.A named authority now knows exactly who to blame.
The weapon fires clean in wet weather.Powder stores are spent, spoiled, or visibly illegal.
A faction contact opens the right door.Improve faction status now, owe a favor during downtime.

Consequences and harm

ConsequenceUse it for
Reduced effectSmoke, poor angle, legal ambiguity, bad papers, partial translation.
ComplicationWitness moved, clock ticked, patrol alerted, rival faction arrives.
Lost opportunityThe convoy sails, the door locks, the hearing starts, the signal window closes.
Worse positionThe room starts listening, the line wavers, the ship loses altitude, the scene becomes public.
HarmBurned, smoke-sick, rattled, marked by resonance, wounded by splinter, wanted by name.

Downtime actions

Downtime actionMar de Oro version
RecoverSurgeon, priest, quiet room, opium tincture, confession, or time away from cannon smoke.
Reduce heatBribes, legal writs, false names, public charity, burned papers, or a scapegoat.
Acquire assetPilot, engineer, Solaris escort, forged seal, pressure gauge, hidden tank, black sloop.
Long-term projectTranslate a chamber label, refit a keel, expose a ledger, build a port contact network.
TrainDrill with marines, study signals, learn local language, practice source safety.

Mar de Oro entanglements (d6)

d6Entanglement
1Customs seizure. A lawful office blocks departure or impounds one resource.
2Witness pressure. Someone the crew protected is bought, threatened, moved, or arrested.
3Faction favor called in. The job is small, polite, and dangerous to refuse.
4Source echo. A past Éterlumin action creates a new sign, dream, leak, or investigation.
5Paper war. A warrant, inquiry, debt, or forged accusation changes what is safe in port.
6Ship trouble. A repair fails, a crew member deserts, or an upgrade reveals hidden damage.

Final FitD rule

After every score, ask who controls information, who controls access, and who controls the source. Change at least one answer before the next session begins.

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For the Game Master's eyes

Tales of Mar de Oro · Game Master's Guide · Johnny Crown · 7202 Post Sundering

Restricted · For the Game Master

Mar de Oro Game Master Area

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.

Spoiler-free GM resources you can open without entering: Mar de Oro GM Tables and new Game Master onboarding.

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