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 type | Required focus |
|---|---|
| Intrigue | Reading people, hidden motives, social leverage, favors, and clocks. |
| Exploration | Travel cost, weather, maps, guides, supplies, and local knowledge. |
| Airship action | Position, subsystem damage, command decisions, repair, altitude, and panic. |
| Source chamber scenes | Escalating hazard, clues before danger, partial success, and irreversible consequence. |
| Political fallout | Arrests, 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.
| Difficulty | What it means | D20 / 5e | Pathfinder 2e Remastered | Percentile / BRP |
|---|---|---|---|---|
| Routine | A trained person can do it in calm conditions. | DC 10 | Trained or level DC -2 | +20% or easy |
| Pressured | Time, weather, rank, or secrecy matters. | DC 13 | Standard level DC | Standard |
| Dangerous | Failure causes harm, exposure, or faction movement. | DC 15 | Hard level DC | Hard |
| Severe | Ship, chamber, life, or legal status is at risk. | DC 18 | Very hard level DC | Very hard |
| Catastrophic | Rupture, court scandal, ship loss, massacre, or war pretext. | DC 21+ | Incredibly hard or custom hazard | Extreme |
Dice pool and PbtA translation
| Difficulty | Dice pool | 2d6 / PbtA style |
|---|---|---|
| Routine | 1 success | No roll unless pressure exists. |
| Pressured | 2 successes | 7-9 introduces cost; 10+ full success. |
| Dangerous | 3 successes | A miss advances a clock hard. |
| Severe | 4 successes | Success still carries cost or exposure. |
| Catastrophic | 5+ successes | Use 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
| Procedure | Use in every system |
|---|---|
| Faction clocks | Advance when players delay, make noise, fail forward, ignore a power, accept a favor, or reveal useful information. |
| Éterlumin hazard states | Stable, Singing, Answering, Contradicting, Rupturing. Treat Éterlumin as responsive gas tied to Fortera conditions. |
| Airship subsystems | Frame, Lift, Sail, Command, Guns, Crew, Secrets. Damage one subsystem before tracking abstract destruction. |
| Social fallout | A failed roll can create warrants, witness removal, seized cargo, a false report, inquiry, debt, or diplomatic attention. |
| Rewards beyond coin | Pay out access, protection, leverage, letters, repairs, specialists, immunity, safe harbor, and crew loyalty. |
Éterlumin hazard states
| State | Cue | Mechanical translation |
|---|---|---|
| Stable | Contained, monitored, quiet pressure, normal readings. | No roll unless characters hurry, sabotage, or mistreat the system. |
| Singing | Hum, heat, shimmer, pressure drift, animals quiet, tools warming. | Introduce soft moves, warnings, disadvantage, threat, or minor clock ticks. |
| Answering | The room reacts to speech, rhythm, blood, engine stress, rite, or command. | Require careful action, group checks, or controlled position with clear costs. |
| Contradicting | Signals conflict. People argue. Instruments disagree. The chamber repeats the wrong answer. | Escalate position, raise DCs, increase difficulty, split consequences, or tick two clocks. |
| Rupturing | Space 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
| Engine | Best fit | Conversion notes |
|---|---|---|
| D&D 5e | Heroic 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 Remastered | Tactical 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 Edition | Detailed 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 element | PF2e expression |
|---|---|
| Faction clock | Victory point track, influence subsystem, reputation track, or campaign clock outside encounter mode. |
| Source chamber | Complex hazard with initiative, disable actions, escalating effects, and consequences on failure. |
| Éterlumin pressure | Environmental hazard, affliction-like condition, or subsystem clock that changes actions and DCs. |
| Airship combat | Vehicle encounter using subsystems as targets: Lift, Sail, Command, Guns, Frame, Crew. |
| Social rank and law | Influence subsystem, reputation, circumstance bonuses, access requirements, and consequences that arrive after the scene. |
| Firearms | Use 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
| Engine | What to emphasize | Mar de Oro advice |
|---|---|---|
| Call of Cthulhu / BRP | Investigation, 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. |
| Fate | Dramatic 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 Prime | Trait-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. |
| Genesys | Mixed 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
| Engine | Why it fits | GM moves |
|---|---|---|
| Powered by the Apocalypse | Fast 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 Dark | Canula 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 crew | Airship, 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
| Clock | Advance when |
|---|---|
| Albion identifies the crew | The players leave traces, use false papers badly, or reveal a hidden objective. |
| The Governor buries the incident | The party delays public proof or accepts official process. |
| The Church classifies the chamber | A source event becomes doctrinal before evidence becomes political. |
| Chamber pressure rises | The crew hurries, argues, uses force, or ignores warning cues. |
| Workers begin disappearing | The players ask questions without protection. |
Action, survival, and precision engines
| Engine | Best campaign frame | Conversion note |
|---|---|---|
| Savage Worlds | Pulp 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 Engine | Survival 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 systems | Engineering, 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 fantasy | Exploration, 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. |
| 2d20 | Momentum, 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 emphasis | Strong choices |
|---|---|
| Heroic mixed action with familiar fantasy structure | D&D 5e, Pathfinder First Edition, Pathfinder 2e Remastered |
| Tactical depth, conditions, hazards, balanced encounters | Pathfinder 2e Remastered |
| Dark investigation, brittle certainty, slow dread | Call of Cthulhu / BRP |
| Smugglers, privateers, clocks, heat, crew upgrades | Forged in the Dark |
| Fast moral drama and sharp consequences | Powered by the Apocalypse |
| Cinematic swashbuckling and quick fights | Savage Worlds, Genesys |
| Survival, scarcity, hard travel, expedition failure | Year Zero Engine, OSR |
| Technical realism and engineering detail | GURPS or another simulation-heavy engine |
Final conversion checklist
| Before play, decide | Why it matters |
|---|---|
| How your system handles partial success | Mar de Oro thrives when success creates cost rather than ending pressure. |
| How you track faction movement | Every campaign needs clocks, fronts, heat, reputation, or another pressure track. |
| How ships take damage | Use subsystems before total destruction. Let repairs matter. |
| How social rank changes access | Nationality, faith, class, and paperwork should open and close doors. |
| How Éterlumin escalates | Use 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
| Ship | Origin | Class | AC | HP | Speed | Broadside |
|---|---|---|---|---|---|---|
| Cruzado | Valdegracia | Heavy Frigate | 16 | 300 | 25 kt | 28d10 |
| Banshee-class | Albion | Cruiser-Frigate | 17 | 580 | 36 kt | 28d12 |
| Spectre | Albion | Disruption Frigate | 16 | 280 | 35 kt | 20d12 |
| Wright | Albion | Alpha Striker | 15 | 250 | 40 kt | 16d10 |
| Wight | Albion | Scout / Raider | 14 | 160 | 45 kt | 8d8 |
| Aurora Ventus | Duchy of Heller | Command Frigate | 16 | 340 | 30 kt | 24d10 |
| Cazador | Duchy of Heller | Interceptor | 16 | 230 | 40 kt | 14d10 |
| La Estrella Veloz | Duchy of Heller | Frigate (pursuit role) | 17 | 220 | 40 kt | 10d10 |
| Santo-class | Duchy of Heller | Escort Sloop | 15 | 180 | 35 kt | 8d8 |
| Helios Tender | Duchy of Heller | Support Vessel | 15 | 280 | 20 kt | 2d6 |
Subsystem split (called shots)
| Subsystem | Share of HP | If destroyed |
|---|---|---|
| Hull integrity | 35% | Core structure; if lost, the ship fails. |
| Engines / lift | 20% | Movement, Éterlumin drive, speed bonuses. |
| Weapons | 20% | Broadside cannon and volley systems. |
| Rigging / steering | 15% | Turning radius and evasive actions. |
| Bridge / command | 10% | Orders, leadership, initiative bonuses. |
Volley fire, at a glance
| Rule | Detail |
|---|---|
| Damage | 1d10 per two muskets (round down). Minimum three muskets to volley. |
| Size caps | Small 5d10, Medium 8d10, Large 10d10, Huge 14d10, Gargantuan 16d10. |
| Damage save | DEX, DC 12 + 1 per 5 shooters (max 18). Success halves. |
| Suppression save | WIS, same DC. Fail = half move + disadvantage to end of next turn. |
| Morale | Lose over half remaining HP to one volley: WIS DC 12 or break. |
Fortera overdraw
| Severity | Tiers over | Strain | Ripple | Settling |
|---|---|---|---|---|
| Mild | 1 | 1d10 | x1.5 | Weakened field, 1d4 rounds |
| Moderate | 2 | 2d8 | x2 | Depleted field, 1d6 minutes |
| Severe | 3 | 4d8 | x3 | Dead zone, 1d6 hours |
| Overload | 4+ | 6d8 | x4 | Collapse 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
| Principle | How to rule it at the table |
|---|---|
| Pressure before numbers | Establish what changes if the characters fail, then call for the roll. |
| Advantage is doctrine | Use advantage when a faction fights in its preferred style; use disadvantage when forced outside doctrine. |
| Clocks beat repeat rolls | For extended danger, use 4, 6, or 8 segment clocks instead of asking for the same check again. |
| Success creates leverage | A success should give position, information, time, or authority, not just permission to continue. |
| Failure moves the world | Advance a faction, worsen a hazard, spend a resource, or reveal a cost. |
Default DC ladder
| DC | Use it for | Example |
|---|---|---|
| 10 | Routine under pressure | Read a common harbor signal through smoke. |
| 12 | Trained but risky | Reload a musket while moving through boarding chaos. |
| 14 | Hard professional work | Stabilize a damaged valve before pressure rises. |
| 16 | Elite work under threat | Hold formation during a cloud ambush. |
| 18 | Heroic or desperate | Translate a chamber rhythm while the floor begins to sing. |
| 20+ | Nearly impossible | Talk 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.
| Weapon | Damage | Range | Reload | Notes |
|---|---|---|---|---|
| Pistol | 1d10 piercing | 30/90 | 1 action | Can be fired in melee at disadvantage unless braced. |
| Carbine | 1d10 piercing | 60/180 | 1 action | Favored by sailors, guides, and airship crews. |
| Musket | 1d12 piercing | 80/240 | 1 action | Best in formation or open ground. Awkward in jungle. |
| Boarding gun | 2d8 piercing | 20/60 | 1 action | At close range, ignores light cover from bodies and rails. |
| Swivel gun | 4d10 piercing | 120/360 | 2 crew | Crew-served. Threatens boats, decks, and light structures. |
Misfire, smoke, and wet powder
| Condition | Rule |
|---|---|
| Wet powder | Attacks with firearms are made at disadvantage until the weapon is dried or powder is replaced. |
| Poor powder or rain | On a natural 1, the shot misfires. Clearing it costs an action. |
| Heavy smoke | After 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 blank | Within 10 feet, a firearm hit against an unarmored or unaware target adds +2 damage. |
Volley procedure
| Step | Rule |
|---|---|
| 1. Form | Minimum three shooters. A volley requires a round to prepare unless the unit is already drilled and waiting. |
| 2. Fire | Damage is 1d10 per two muskets, round down. Apply the size caps from the quick-stat page. |
| 3. Save | Targets make a DEX save, DC 12 + 1 per five shooters, maximum 18. Success halves damage. |
| 4. Suppress | Targets 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
| Step | Who acts | What happens |
|---|---|---|
| 1. Establish the sky | GM | Name altitude, weather, visibility, range band, and terrain below. |
| 2. Declare intent | Captains | Each side states its doctrine: close, hold line, break contact, board, dive, climb, or vanish. |
| 3. Contest position | Pilots | Opposed piloting check, usually DEX or vehicle proficiency. Winner changes range, angle, altitude, or cover. |
| 4. Resolve fire | Gunnery | Broadsides, called shots, volleys, or special weapons. Smoke and angle matter. |
| 5. Damage control | Engineers | Repair, vent, cut pressure, reroute lift, or keep weapons firing. |
| 6. Command check | Signal officers | Maintain orders, relay to allies, spoof signals, or recover from bridge hits. |
| 7. Advance clocks | GM | Move fire, smoke, panic, Fortera instability, weather, and faction clocks. |
Range bands
| Band | Meaning | Rules cue |
|---|---|---|
| Contact | Boarding hooks, pistols, grenades, pikes. | Melee, morale, and bridge panic dominate. |
| Close | Musket, swivel, and accurate cannon fire. | Called shots possible at normal difficulty. |
| Battle | Main broadsides and maneuver. | Most airship engagements begin here. |
| Long | Harassing fire, signal deception, pursuit. | Called shots at disadvantage unless doctrine or optics help. |
| Cloud | Contact 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
| Role | Core action | Useful checks |
|---|---|---|
| Captain | Set doctrine, rally crew, choose target priority, accept or refuse risk. | Persuasion, Intimidation, Insight, history of naval war. |
| Pilot | Change range, altitude, bearing, cover, and exposure to weather. | Vehicles, Acrobatics, Survival, Perception. |
| Gunnery officer | Coordinate broadside, called shot, reload rhythm, or ammunition choice. | Attack roll, Investigation, Perception, Intimidation. |
| Engineer | Vent, stabilize, repair, reroute lift, or sacrifice a subsystem to save the ship. | Arcana, Investigation, Tinker tools, vehicles. |
| Signal officer | Relay orders, jam enemy signals, read flags, maintain fleet cohesion. | Investigation, Deception, Performance, Perception. |
| Surgeon | Control casualties and panic; keep specialists alive. | Medicine, Insight, Persuasion. |
| Marine officer | Repel boarders, lead boarding party, guard prisoners or secure key rooms. | Athletics, Intimidation, Survival, attack rolls. |
Role actions by difficulty
| Action | DC | Result on success |
|---|---|---|
| Emergency turn through smoke | 14 | Change one range band or deny enemy advantage. |
| Keep guns firing after weapon damage | 14 | Ignore one weapons penalty this round. |
| Cut pressure before rupture | 16 | Reduce Éterlumin hazard clock by 1. |
| Read false flag or signal spoof | 15 | Identify the lie before it costs position. |
| Rally crew after bridge hit | 16 | Cancel command confusion for one exchange. |
| Board through hostile fire | 17 | Reach 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
| Subsystem | At half HP | At zero HP |
|---|---|---|
| Hull | Leaks, frame groans, crew works under falling spars. | Ship fails unless immediately stabilized. |
| Engines and lift | Speed drops, altitude control worsens. | Controlled movement ends; descent, drift, or rupture clock begins. |
| Weapons | Reload rhythm falters, one battery goes silent. | Broadside reduced to scattered deck weapons. |
| Rigging and steering | Turning worsens, evasive action at disadvantage. | Cannot change bearing without emergency work. |
| Bridge and command | Orders delay or contradict. | Command confusion until a new officer takes control. |
Emergency repairs
| Task | Check | Time | Effect |
|---|---|---|---|
| Patch hull tear | DC 14 tools | 1 round | Stop one damage-over-time effect. |
| Reroute lift pressure | DC 16 Arcana or tools | 1 round | Restore one movement option for one exchange. |
| Cut fouled rigging | DC 13 Athletics | 1 round | Remove steering disadvantage, lose a sail. |
| Restart signal deck | DC 15 Investigation | 1 round | Allied ships receive current orders again. |
| Contain Éterlumin leak | DC 16 tools | 2 rounds | Pause rupture clock. Failure advances it. |
Critical hit table (d6)
| d6 | Critical |
|---|---|
| 1 | Deck splinters. Random exposed crew take 2d6 piercing. |
| 2 | Smoke blinds the battery. Next broadside at disadvantage. |
| 3 | Signal confusion. Enemy may force one delayed order. |
| 4 | Pressure spike. Start or advance an Éterlumin hazard clock. |
| 5 | Magazine threatened. Choose guns or safety this round. |
| 6 | Officer 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
| Hazard | Clock | Trigger | When full |
|---|---|---|---|
| Leaking tank | 4 | Fire, sparks, rough handling, failed repair. | Flash burn, panic, and loss of stored gas. |
| Pressure climb | 6 | Overfill, trapped vent, damaged regulator. | Rupture, lift loss, or explosive vent. |
| Semi-state resonance | 6 | Rite, engine rhythm, bell, song, source chamber. | Fortera response, hallucination, or subsystem failure. |
| Source contradiction | 8 | Two commands, two rituals, or hostile pulses. | Gas state transitions. |
Gas state transitions
| From | To | What causes it | GM consequence |
|---|---|---|---|
| Inert | Semi-state | Heat, pressure, active field, nearby chamber. | Start resonance signs and raise DCs by 2. |
| Semi-state | Active | Engine draw, lift command, weaponized vent. | Gain lift or effect, start volatility risk. |
| Active | Semi-state | Emergency damping, cold vent, loss of command. | Effect weakens, but resonance may linger. |
| Any | Rupture | Contradiction, 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
| Warning | Meaning |
|---|---|
| Sweating brass | Pressure is climbing faster than the regulator can bleed it. |
| Blue-white flicker | Gas has entered semi-state or active state. |
| Needle stutter | The field is responding unevenly. |
| Tone below speech | A 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.
| Severity | Tiers over | Strain | Ripple | Settling |
|---|---|---|---|---|
| Mild | 1 | 1d10 | x1.5 | Weakened field, 1d4 rounds. |
| Moderate | 2 | 2d8 | x2 | Depleted field, 1d6 minutes. |
| Severe | 3 | 4d8 | x3 | Dead zone, 1d6 hours. |
| Overload | 4+ | 6d8 | x4 | Collapse 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 state | GM effect |
|---|---|
| Ordinary night | Use normal thresholds. Weirdness requires a cause. |
| One strong moon | Increase sensory signs. Clocks do not worsen automatically. |
| Two-moon alignment | Every overdraw or instability roll nudges one step worse. |
| Three-moon God's Breath | Source chambers become dangerous even undisturbed. Begin chamber scenes with a clock already active. |
Containment choices
| Choice | Cost | Benefit |
|---|---|---|
| Vent gas | Lose supply or lift. | Reduce pressure clock by 2. |
| Ground the working | Lose current effect. | Stop overdraw escalation. |
| Accept strain | Character takes Exhaustion HP. | Complete the effect now. |
| Break the pattern | Risk backlash. | End resonance if the correct rhythm is found. |
Faction doctrine in play
Advantage and disadvantage by faction
| Faction | When they gain advantage | When they suffer disadvantage |
|---|---|---|
| Valdegracia | Holding line, disciplined broadsides, resisting damage, formal authority. | Rapid improvisation, broken command chain, deniable operations. |
| Albion | Cloud approach, false flags, speed, disruption, signal attacks. | Static line battle, prolonged attrition, loss of propulsion. |
| Duchy of Heller | Improvisation, concealed movement, command coordination, black sloop support. | Captured paperwork, public exposure, fighting by another power's rules. |
| Stroomdijk | Contracts, cargo, legal ambiguity, insurance, deniable logistics. | Open heroics, costly honor, uncompensated risk. |
| Church assets | Sanctuary, containment, crisis command, moral pressure. | Technical improvisation beyond doctrine, rushed classification. |
| Pirates | Ambush, boarding, ransom, terrain knowledge, false distress. | Formal fleet battle, prolonged pursuit, lawful scrutiny. |
Doctrine moves
| Move | Use when |
|---|---|
| Valdegracian pressure | The line holds. Each round the target stays engaged, damage increases by one die step. |
| Albion break | A fast ship disengages. If it wins position, it exits range and returns from cloud later. |
| Heller black hand | A hidden ally grants a reroll, a false credential, or a sudden escape route. |
| Stroomdijk paper wall | The enemy wins by contract, debt, insurance, or seizure rather than force. |
| Church writ | A 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 complication | What it means at the table |
|---|---|
| Fast storm | Change route, lose time, spend supplies, or trust a local pilot. |
| Wrong chart name | Official map and local knowledge disagree. The local name is probably the useful one. |
| Water shortage | A survival problem becomes a social problem: who knows the spring and what do they want? |
| Powder damp | Firearms are unreliable until dried; enemies who know this press close. |
| Éterlumin permit check | Paperwork becomes a scene: bribe, delay, forgery, or inspection. |
Signals and documents
| Hook | GM use |
|---|---|
| Delayed relay | A faction acts on yesterday's order. Players can exploit or suffer the delay. |
| Wrong seal | The document is valid, but not for the cargo it travels with. |
| Flag contradiction | A ship flies one allegiance, signals another, and behaves like a third. |
| Ledger gap | A page is missing, stuck, rewritten, or too clean. Someone paid for the silence. |
| Harbor rumor | The truth arrives attached to a drunk, a child, a priest, or a rival. |
Quick travel clocks
| Clock | Segments | Advance when full |
|---|---|---|
| Weather closes | 4 | Safe route disappears. Choose danger or delay. |
| Supplies thin | 6 | Spend money, lose morale, hunt, bargain, or turn back. |
| Pursuit gains | 6 | Enemy reaches same scene before the players finish. |
| Signal failure | 4 | Allies act on old information. |
NPC and ship templates
Quick NPC templates
| Template | AC / HP | Primary use |
|---|---|---|
| Harbor guard | AC 14 / HP 11 | Routine authority, patrol, checkpoint pressure. |
| Naval marine | AC 15 / HP 22 | Boarding, formation fire, ship security. |
| Faction agent | AC 14 / HP 27 | Spies, blackmail, pursuit, social knives. |
| Engineer | AC 12 / HP 18 | Repairs, sabotage, diagnostics, hazardous knowledge. |
| Solaris escort | AC 17 / HP 45 | Sacred protection, containment, moral force. |
| Pirate captain | AC 15 / HP 52 | Boarding leader, ransom, opportunistic retreat. |
| Chamber-touched | AC 13 / HP 31 | Knows impossible things, triggers weirdness when cornered. |
Quick ship templates
| Ship | AC / HP | Use |
|---|---|---|
| Launch or cutter | AC 13 / HP 45 | Harbor chase, boarding approach, smuggling. |
| Sloop | AC 14 / HP 160 | Scout, courier, patrol, pirate threat. |
| Light frigate | AC 15 / HP 230 | Fast strike, escort, deniable action. |
| Heavy frigate | AC 16 / HP 300 | Serious military threat, convoy escort. |
| Ship of the line | AC 17 / HP 1000+ | Set-piece battle, political presence, terror weapon. |
Fast morale saves
| Trigger | Save |
|---|---|
| Lose officer or signal deck | WIS DC 14 or command confusion. |
| Take half remaining HP in one hit | WIS DC 12 or break formation. |
| See Éterlumin rupture nearby | WIS 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 pressure | PF2e expression | GM use |
|---|---|---|
| Faction pressure | Influence subsystem, reputation track, campaign clock | Review credible off-screen moves between sessions; advance only when an established trigger occurs, including consequences of social scenes or accepted favors. |
| Battlefield danger | Complex hazard, troop support, or victory point track | Do not roll every soldier. Track cohesion, pressure, and position. |
| Éterlumin instability | Environmental hazard, complex hazard, affliction-like condition | Warn first, give disable actions, then escalate. |
| Source chamber | Complex hazard with initiative and disable actions | Every round should reveal a pattern, cost, or new rule. |
| Airship battle | Vehicle encounter with targetable subsystems | Treat Lift, Sail, Command, Guns, Frame, and Crew as systems. |
| Legal pressure | Influence, reputation, access requirement, downtime consequence | The seal can be lawful and still dangerous. |
Baseline DCs
| Difficulty | Baseline DC | Use it for |
|---|---|---|
| Routine | 14 | A trained character acting under mild pressure: read a flag, reload in smoke, inspect a legal seal. |
| Pressured | 17 | Weather, crowding, pursuit, time pressure, or someone watching. |
| Dangerous | 20 | Failure causes harm, exposure, clock movement, or loss of access. |
| Severe | 23 | Ship, source chamber, reputation, or life is at risk. |
| Catastrophic | 26+ | Rupture, court scandal, ship loss, massacre, or war pretext. |
Degrees of success
| Result | Battlefield / source chamber meaning |
|---|---|
| Critical success | Gain the objective and reduce a clock, improve position, or create a safe route. |
| Success | Gain the objective, but the pressure remains. |
| Failure | Choose: advance a clock, take a condition, lose time, reveal position, or worsen footing. |
| Critical failure | The scene changes: reinforcements arrive, a hazard enters initiative, command breaks, or the chamber answers. |
Useful conditions
| Condition | Use in Mar de Oro |
|---|---|
| Fatigued | Long watches, forced march, smoke inhalation, damp powder work, repair exhaustion. |
| Frightened | Cavalry pressure, airship terror, rupture signs, command collapse, moral shock. |
| Clumsy | Rolling deck, falling rigging, mud, broken streets, pressure tremor. |
| Sickened | Powder smoke, heat, chamber resonance, panic in confined compartments. |
| Drained | Fortera overdraw, source contact, dangerous ritual strain, lunar pressure. |
| Doomed | Only for severe source chamber exposure, three-moon events, or campaign-level spiritual consequence. |
Formations as hazards
| Formation | PF2e table expression | How players change it |
|---|---|---|
| Line | Troop support or volley hazard covering a fire zone | Smoke it, flank it, break command, force it to move. |
| Column | Moving hazard or pressure clock | Ambush, block road, target officers, attack before deployment. |
| Square | Defensive hazard against cavalry; weak to artillery | Bring guns, create panic, exploit terrain, force movement. |
| Skirmish order | Difficult terrain plus ranged harassment | Out-scout, isolate, threaten cavalry, seize cover. |
| Battery | Complex hazard with reload rhythm | Disable crew, spike guns, cut limbers, smoke sight line. |
Muskets and volley fire as a simple hazard
| Hazard | Level | Trigger | Effect | Disable |
|---|---|---|---|---|
| Drilled volley line | Party level +1 | Characters cross open fire zone or assault a prepared line | Basic 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 canister | Party level +2 | Characters enter close artillery lane | High Reflex basic save, severe piercing damage, knockdown on critical failure. | Silence crew, spoil line of sight, reach dead ground, or capture limber. |
| Breaking formation | Party level | Friendly troops under pressure | Will 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
| Subsystem | PF2e expression | Critical effect |
|---|---|---|
| Lift | Vehicle movement subsystem, complex hazard, or shared HP pool | Altitude control worsens; start descent or rupture clock. |
| Sail / rigging | Vehicle maneuver system | Turning and weather checks take penalties. |
| Command | Influence / command subsystem | Allied actions delay or follow old orders. |
| Guns | Siege weapons or ship battery hazard | Broadside reduced, reload slows, misfire risk rises. |
| Frame | Vehicle HP and Hardness | Collision, structural failure, forced landing. |
| Crew | Morale / troop condition | Repair and gunnery actions take penalties until rallied. |
Source chamber complex hazard template
| Stage | Initiative cue | Effect | Disable actions |
|---|---|---|---|
| Listening | Hum repeats after six heartbeats | Characters gain signs; no damage yet. | Perception, Occultism, Engineering Lore, Religion, or local knowledge to identify rhythm. |
| Answering | Room reacts to voice, bell, engine, oath, or blood | Hazard enters initiative; raises DCs and advances a pressure clock. | Stabilize one signal, quiet the room, vent safely, separate contradictory sources. |
| Contradicting | Two systems answer different commands | Damage, conditions, faction consequences, or rupture clock. | One decisive rule must be established: shut down, align, vent, or evacuate. |
| Rupturing | Space, pressure, heat, and memory misbehave | Scene 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 pressure | Forged expression | GM use |
|---|---|---|
| Faction movement | Faction clocks, heat by port, status changes | Advance after scores, downtime, public violence, or exposed secrets. |
| Ship and crew | Crew sheet, claims, upgrades, cohorts | The ship is the crew home, tool, debt, and vulnerability. |
| Éterlumin access | Supply, claim, special ability, dangerous asset | Useful, traceable, unstable, and never free. |
| Source chamber | Score site with linked clocks | Treat it like a haunted machine, not a dungeon. |
| Airship conflict | Linked clocks and position/effect | The question is who controls angle, command, and escape. |
| Law and empire | Heat, wanted level, entanglements | The empire often arrives as paper before guns. |
Choose a crew premise
| Crew premise | Best crew type | Special pressure |
|---|---|---|
| Privateers with a letter of marque | Smugglers, Bravos, or custom Privateers | Prize law, prisoners, neutral ports, and revoked legitimacy. |
| Hellerite survey vessel | Smugglers or Hawkers | Hidden orders, source maps, black sloop support, and ducal exposure. |
| Church inquiry team | Cult, Hawkers, or custom Inquisitors | Doctrine, sanctuary, public legitimacy, and dangerous truth. |
| Reformers and witnesses | Shadows or Hawkers | Printed proof, fugitives, public hearings, and retaliation. |
| Deniable Albion cell | Shadows or Assassins | False flags, sabotage, heat, and orders that may never be admitted. |
Suggested crew upgrades and claims
| Upgrade / claim | What it means |
|---|---|
| Hidden Éterlumin locker | You can start a score with one dangerous lift or signal asset. On use, tick an instability clock. |
| Black sloop contact | Once per arc, escape, smuggle, or relay through an unacknowledged route. |
| Harbor chapel sanctuary | Reduce immediate heat, but create Church attention. |
| Reliable engineer cohort | Repair and source actions gain potency, but the cohort attracts recruitment and kidnapping attempts. |
| Forged registry papers | Improve effect on customs and travel until exposed. Exposure raises heat by port. |
| Crew code | When the crew protects a witness at real cost, clear 1 stress or reduce heat by 1 through reputation. |
Score types and clocks
| Score type | Engagement question | Typical clocks |
|---|---|---|
| Harbor infiltration | Who saw the papers before the crew arrived? | Customs attention, witness removed, patrol closes, proof secured. |
| Battlefield mission | What part of the battle can the crew actually reach? | Friendly cohesion, enemy pressure, smoke, airship threat, command breakdown. |
| Source chamber entry | What sign did the chamber give before the door opened? | Pressure climb, listening room, faction arrival, proof lost. |
| Airship action | Who has angle, altitude, and command? | Gain bearing, lift failure, guns reloaded, signal confusion, boarding window. |
| Political exposure | Who benefits if this becomes public? | Scandal breaks, official denial, witness protection, legal retaliation. |
Battlefield position and effect
| Situation | Position | Effect note |
|---|---|---|
| Crossing open ground under volley fire | Desperate | Limited unless smoke, cover, or distraction exists. |
| Carrying orders through powder smoke | Risky | Standard; great effect if the order changes a battle clock. |
| Rallying a wavering company | Risky or desperate | Effect depends on rank, flag, reputation, or visible courage. |
| Silencing a battery from dead ground | Risky | Great effect if the crew reaches crew or limber unseen. |
| Boarding during airship chaos | Desperate | Standard 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
| Bargain | Cost |
|---|---|
| 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
| Consequence | Use it for |
|---|---|
| Reduced effect | Smoke, poor angle, legal ambiguity, bad papers, partial translation. |
| Complication | Witness moved, clock ticked, patrol alerted, rival faction arrives. |
| Lost opportunity | The convoy sails, the door locks, the hearing starts, the signal window closes. |
| Worse position | The room starts listening, the line wavers, the ship loses altitude, the scene becomes public. |
| Harm | Burned, smoke-sick, rattled, marked by resonance, wounded by splinter, wanted by name. |
Downtime actions
| Downtime action | Mar de Oro version |
|---|---|
| Recover | Surgeon, priest, quiet room, opium tincture, confession, or time away from cannon smoke. |
| Reduce heat | Bribes, legal writs, false names, public charity, burned papers, or a scapegoat. |
| Acquire asset | Pilot, engineer, Solaris escort, forged seal, pressure gauge, hidden tank, black sloop. |
| Long-term project | Translate a chamber label, refit a keel, expose a ledger, build a port contact network. |
| Train | Drill with marines, study signals, learn local language, practice source safety. |
Mar de Oro entanglements (d6)
| d6 | Entanglement |
|---|---|
| 1 | Customs seizure. A lawful office blocks departure or impounds one resource. |
| 2 | Witness pressure. Someone the crew protected is bought, threatened, moved, or arrested. |
| 3 | Faction favor called in. The job is small, polite, and dangerous to refuse. |
| 4 | Source echo. A past Éterlumin action creates a new sign, dream, leak, or investigation. |
| 5 | Paper war. A warrant, inquiry, debt, or forged accusation changes what is safe in port. |
| 6 | Ship 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.