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1

MAHARLIKA CORE RULE BOOK


1st Edition
Written and Layout By
Joaquin Kyle Saavedra (@liquorcanini)
Edited by
Pam Punzalan (@TheDovetailor) and Kevin
Cover Art by
Gio Manning (@msquaredart)
Art by
Noriz Mora (@togidemi)
Gio Manning (@msquaredart)
Luisa Odulio (@ghostprinceee)
Xrystina Marcos (@sweetcyanid3)

Playtesting
Shout out to Eric Dacuma, John Erwin, Gabe Ongkiko, Donn Christian Corpuz,
QK Guingcango, Matthew Chua

Copyright: MAHARLIKA is copyrighted under the Creative Commons


International License CC BY-SA 4.0 to me, Joaquin Kyle Vincent Saavedra.
Read more about the license here: https://creativecommons.org/licenses/by-
sa/4.0/
If MAHARLIKA inspired you, please go ahead and let me know! If you make
systems, settings, and more based on it, I’d love to hear about it!
VENTURE INTO THE STARS, THEY SAID... 6

WHAT IS MAHARLIKA? 10

Inspirational Touchstones 10

HOW TO PLAY 11

TYPES OF ROLLS 12

SUWERTE AND MALAS 12

LEXICON 13

PHASES OF PLAY 16

SIKAT, UTANG, AND REACTION ROLLS 24

Sikat 24

Utang 25

Reaction Roll 26

Megacorp Taboos 27

Maharlika Violence 27

Consequences 28

MEKA SYSTEMS 31

THE MEKA SYSTEM 32

STRUCTURE OF AN ENCOUNTER 33

MEKA VIOLENCE 34

THE MAHARLIKA 44

Concept and Name 45

A Maharlika’s Traits 45

Links 45

Equipment and Utang 45

Kalagyo 45

Assemble Your Meka 45

CREATING A MAHARLIKA 45

Links 52
equipment 53

Kalagyo 57
MEKA CREATION 61 [BA] BAKUNAWA ARMASAN 160

Meka skills 62 BA SAWA


BA GAWIGAWEN
SAINT AND DEVIL WEAPONS: THE MEKA
63 BA ORYOL
Ba MAMBABARANG
AGIMAT 67 Ba NAGA
THE ARBITER 183
Lakanate systems 70
PrIME DIRECTIVES 184
THE BALANGKAS 73
Non-Player Characters 185
The Five-Petal Gumamela
Megacorporations 74 THE GALAXY OF ARKIPELAGO 204
[SD-SK] - SANDATANG SANGKATAUHAN THE LAND OF GOD 206
76
THE ARKIPELAGO 206
SD-SK BAGANI
SD-SK MANGANGASO THE DIWA AND LAMBAT 207
SD-SK GERILYA
SECRET ROADS AND BLINK GATES 208
SD-SK PINUNO
SD-SK Matabagka DIWATA 208
[KLL] - KORPORASYON NG LIBONG
LINTI/The Thousand Lightnings NEW HUMANITY 209
Corporation 98
THE LAKANATE AND SOCIETY 210
KLL MAGALLANES
KLL SAN LAZARO The True Faith 211
KLL DAMASO INFINITE MECHANICS: THE
KLL LEGASPI REALITYSMITH 214
[GHW-S] Ginhawa Sibol 116
THE REALITYSMITH’S FIRST HAMMER:
GHW-S HUKLUBAN PLANET FORMER 214
GHW-S PANDAKI DENOUEMENT 223
GHW-S YNAGUIGUINID
GHW-S HALIYA
GHW-S BALIW
[KOMSA] KOMUNIKASYON SYNDICATE-
AGENCY 138

KOMSA KAPNAYANERO
KOMSA SALAMANGKERO
KOMSA ALBULARYO
KOMSA MANANANGGAL
KOMSA RELOHERO
VENTURE INTO THE STARS, THEY
SAID...
And so, we did. Going past the skies, to where the stars
are, and with our salimbals we sailed towards the unknown.
There we were able to create the nations which spread out
to colonize the entire galaxy of Arkipelago. It was from
here that the corporations began, numbering as many as the
stars themselves. It was here that the First and Second
Lakanates flourished, bringing about prosperous times.
When the First Lakanate ended, we were invaded by the
Banyaga, travelers from another dimension, who looked,
eerily, just like us. They gave us the knowledge to use the
Diwa, to create advanced technology, to establish the
Lambat, the internet of things through the Diwa, and even
the wisdom to defeat death itself. By the start of the
Second Lakanate, the Humanity of the Second Lakanate had
become vastly different from the Humanity of the First.
During the Golden Age, the first of the Mekanized Weapons
were already being produced. They were intended to be the
Frontier's explorers; adventurers in search of resources
beyond the galactic borders. The first beings they
encountered were the first kind of Xenobeings, who at first
were benevolent. Soon, trade with these beings, and the rise
of the corporation BAKUNAWA ARMASAN, resulted in the
hastened production of Meka using new materials.
Then the Maligno arrived, the second Xenobeings. Horrible,
monstrous behemoths, they were. Giants, made from matter so
black, it was as if they were crafted from the shadows
themselves. Mountains bowed at every step, cities cowered
with every raise of a hand. We used the Mekas to fight the
invading army. We were able to fend them off, with great
losses. We know they will come again. Even now, there are
planets in the Shore still being ravaged by Malignos that
survived.

THIS WAS THE GOLDEN AGE.


HOWEVER, ALL THINGS MUST COME
TO AN END.
DURING THE LATTER PART OF THE
GOLDEN AGE, WARS BETWEEN THE
CORPORATIONS ERUPTED IN WHAT
WAS KNOWN AS THE FIRST
CORPORATION WAR.
The war waged until only a few remained and innumerable
planets within the Arkipelago were devastated. By the end
of the war, many new balangkas, Meka, and technologies had
been developed, in exchange for billions of lives.
And now, with the rise of the four mandalas of the four
Great Corporations, tensions are beginning once again.
Furthermore, the Lakan, the head of the Lakanate, has
vanished. The Government of the Arkipelago, to whom the
Corporations give tribute to, has no leader. The Atubang of
the Lakan, or his Attendants, are doing a haphazard job.
In spite of all this, the Government still works. They still
commission the production of Spiritweb Conduits. Far
Operations Groups (FOGs) are sent out to patrol
Arkipelago’s borders. Diwanite flows. The Lakanate still
serves its function. It’s why we’re here, fighting moot and
senseless wars without reason, all to protect it.

... BUT THE STARS HAVE BROUGHT


US ONLY DARKNESS. PEACE IS A
LIE. THE LAKANATE SEEKS TO
EXPLOIT YOU. WE DON’T NEED
WORKERS OR PROFESSIONALS. WE
NEED BRAVES. VALIANTS. YOU.
IT'S NOT SAFE TO GO SOLO. BUT DON’T
WORRY: YOU WON’T SAIL ALONE...
...EXCEED THE
HORIZON, AND LONG
LIVE, MAHARLIKA.
WHAT IS INSPIRATIONAL
MAHARLIKA? TOUCHSTONES
MAHARLIKA is a technomystic, Maharlika is inspired by a whole
Filipino Mythology inspired Science slew of media, from video games to
Fantasy RPG centered around books and games. Here are are some
Mekanized Weapons or Meka, and their of the most important ones:
pilots: the eponymous Maharlika. You •◆• Armored Core: A video game
will play as these titular spirit- series focused on playing as
warriors, mavericks, aces, and mercenaries and gaining money to
knights that all swear loyalty to a buy better parts for your mecha.
Datu, one of the CEOs of the
•◆• Transformers: A very popular
Megacorporations, so that you can
franchise that has large robots
protect the technospiritual galaxy
fighting against huge robots. This
of Arkipelago. Sometimes, you’re the
is where my love for big robots
archetypical noble Maharlika, sworn
began.
follower of your Datu and kneeling
before their feet. Other times, •◆• Mobile Suit Gundam: Another
you’re just an exceptionally skilled huge franchise that has become a
person trying to make ends meet, and huge inspiration to me,
‘loyalty’ is just another word for particularly the mecha designs
“whatever makes the most money.” You and the politics of war. Mobile
are a free person, after all. As Suit Thunderbolt and Iron Blooded
Maharlika, you venture out into Orphans are my favorites.
space where you will take on
•◆• Daemon X Machina: A
missions, trade, and find more work
“spiritual” successor to Armored
through fiestas to survive, thrive,
Core, its lovely cel-shaded
and protect what is yours in the
graphics have inspired the feel
dangerous Starsea.
and setting of Maharlika.
You will play as a character within
•◆• Neuromancer: Cyberpunk burns
the game’s world, and one of you
in the bones of Maharlika, and
will be the ARBITER. They will be
Neuromancer’s stylish and
the one tasked with bringing life to
bleeding edge depiction of a an
the galaxy you and the other
almost neofeudal future has
Maharlika will play in, and act as
influenced Maharlika’s the most.
the characters you will meet and,
perhaps, fight throughout your •◆• Vision of Escaflowne: Its
adventures. mixture of medieval and huge
robots was what inspired me to
PLAYERS will play as MAHARLIKA.
create a “science fantasy”
They will be tasked with creating
Filipino setting in the first
their own characters and their
place! Highly recommended.
actions within the world. Their
characters become the MCs, or Main
Characters of the story.

10
HOW TO PLAY The rest of you are the Players. The
players play the role of the
Maharlika, the titular warriors and
You will only need some pencils,
aces of the galaxy. The
paper, a grid (square or hex. Can be
responsibility of the player is to
found in hobby stores. If not
make sure that everyone in the table
present, you may use math paper.),
is comfortable, limits are set, and
tokens or miniatures to represent
that eeryone is in the thinking
your characters and opponents on the
space of the character they have
grid (use anything that can fit in
created.
the space) and around 3 twenty-sided
dice, 3 ten-sided dice, and then 1 Maharlika is a game about playing as
twelve-sided dice, 1 six-sided dice, freemen of a neofeudal galaxy. You
and 1 four-sided dice (these can toil as workers stuck within the
also be found in hobby stores). The system that has been going on for
different types of dice are from here millennia. Play the game as befits
on abbreviated as d(number of sides) the stories you want to tell in your
(eg. d20 for twenty-sided dice . table! However, I do not endorse any
fascist takes on the game, and to my
To find a printable character sheet
mind is sorely missing the point of
for your character, visit: http://
the game itself.
bit.ly/MaharlikaRPG
MAHARLIKA is split into two systems:
First, you should know how one plays
one that is narrative and one that
a Tabletop RPG. In MAHARLIKA, when
is tactical. Usually the tactical
3-6 of your friends gather around a
part is only used while riding a
table to play, you are having a
Meka and conducting combat. The
Session. A Session usually lasts for
narrative mechanics are used almost
3 - 6 hours.
everywhere else. Always remember
One of the players will be an that in the narrative systems, the
Arbiter. An Arbiter describes a player always rolls. The Arbiter
violent galaxy wherein the Maharlika simply describes consequences and
live within. That’s it. You do not reactions to whatever action the
tell a story (or rather, you do not Maharlika takes.
tell your own story): the story
An important rule of thumb to keep
should come naturally from your
in mind is the “Specific beats
playing. Your primary responsibility
General” rule. If there is a general
is to create fair obstacles (like
rule for something, and then there
enemies) to your Maharlika’s wants,
is a specific rule for something, the
using the Maharlika’s relationships,
specific rule takes precedence over
and showcasing a violent galaxy. You
the general one. (eg. If you only
are not a novelist or a movie
get 1 Reaction per round, but your
director.
Meka configuration gives you 2, then
you have 2 Reactions).

11
TYPES OF ROLLS SUWERTE AND MALAS
There are two kinds of rolls within If you roll, you usually only add
MAHARLIKA: Maharlika rolls and Meka the bonus, but there might be other
rolls. things that give you an advantage or
hold you back. These are represented
Maharlika rolls are narrative ones.
through Suwerte (which means “good
If you have something you wish to do
luck” or “fortune” in Filipino) and
that has a doubtful outcome, is
Malas (which means “misfortune” in
dangerous, or may have consequences,
Filipino). If you have Suwerte or
roll 1d10 and add any Maharlika
Malas, you add +1d10 (if Maharlika)
Trait that may be connected to
or +1d20 (if Meka) for each point of
whatever you’re trying to do. If
Suwerte or Malas you have, and then
there are more than one Traits that
take the highest (if Suwerte) or
may be connected, choose the one
Lowest (if Malas) of the results. If
with the higher bonus.
you attack and have +1 Suwerte, that
If the result is a 10 or higher, it’s means you roll 2d20 and take the
a success. If it’s 6-9, that’s a higher number.
partial success. You do what you set
The limit to Suwerte and Malas is
out to do but you still suffer
+3! They also cancel each other out,
consequences. If 1-5, that’s a
1-for-1. So someone with +2 Suwerte
Failure. You don’t get what you want
and -1 Malas ends up with a net 1
and you suffer consequences according
Suwerte.
to the action you were trying to
take.
Arbiters, if you think what they’re
trying to do is difficult, you may add
+1 Malas if it’s hard, +2 if it’s
really hard, and +3 if it’s almost
impossible. On the flip side, if the
action seems easy, don’t even make
them roll. Let it succeed!
Meka rolls are used once you enter
Meka Violence - combat involving
Mekas or beings of comparable size.
Meka Skills are the ones added to
the rolls here. Meka rolls use 1d20,
because the scale is larger and the
action is usually more chaotic.

12
LEXICON Damage: The effect of damage and
debilitation to an opponent. The two
types of damage are Material and
GAME TERMS Energy.
Player: The players of the Maharlika. Fraying: The destruction and
splitting of the Kalagyo of the
Arbiter: The one running the game, Maharlika from the systems of the
controlling the Non-Playable Meka. The damage dealt by this is
Characters, and the one describing applied to your Reserve Gahum (RG).
the dangerous and fantastical If a Meka is hit with Fraying while
galaxy. they have no RG, the Fraying is
Meka: “Mekanized Weapon”. Piloted by converted to Pagsasapi points.
the Maharlika.
Maharlika: The player characters.
They are saviors, keepers of peace,
and slayer of Humanity’s enemies.
Allies: Your comrades in the field.
Drone: Machines and beings
controlled by something.
Reach: Tells you how far your attack
can go.
WATCH: The reach of where your
Watchstrike can hit.

13
SETTING LORE Diwanite: Small programmable
machines made of Luzbel which can
Diwa: The world beneath ours. Cannot extract Gahum from Diwa. They can
be understood fully. Strange. Where transmute the Gahum and turn it into
the Diwata come from. Penetrates all any material. This is one of the most
of the galaxy. Foundation of important new technologies made by
reality. New Humanity. This is also used as a
currency by the archipelago.
The Lakanate: The Government that
governs the galaxy of Arkipelago. It Gahum: The foundation of reality,
is fraught and incomplete, festering the energy of possibility. They can
with corruption, and it has never be found within beginnings and
been stable. Long Live the Lakanate endings.
is propaganda. Salapi: Salapi is a Lambat-based
Lambat: The internet of things, it currency. The Salapi are transmuted
is a digital-spiritual constructed and digitized Diwanites that can be
realm atop the Diwa, using the Diwa’s transferred through the Lambat.
essence of being within all things Transmutation: The changing of one
to connect all things. The Lambat is substance, essence, or being into
a mystic place where instant another.
communication is possible, as well
as sharing of stories, updates, Arkipelago: The galaxy system where
pictures, and all other kinds of the Maharlika live.
information. Xenobeings: The general word used
Balete: Towers made of Luzbel that for aliens and non-human people. The
are needed for the Lambat to reach most well known Xenobeings are the
an area. Basically, they become a Maligno, creatures from past the
“Node” that the Lambat latches onto Horizon, and the Tsang-Kko, draconic
to expand its range. folk that are good at resource
management and conquest.
Luzbel: An extremely strong metal
with strange properties. Capable of
being mixed with natural materials
to vastly increase their strength.
When mixed with stone, iron, and
wood, the resulting alloys are
called Neobato, Neomangkono, and
Neosteel respectively.
Diwata: The beings that live within
the Diwa, made of Diwa and have power
over nature. Their intelligence is
transcendent, because they are all
Diwa, but they can be chained using
rituals so that their beings and
power can be used on new technology
and means of controlling systems, as
if they were AI.

14
FILIPINO CULTURE Panday: Smith in Filipino. A Panday
usually focuses on one skill.
The galaxy is supposed to be as Blacksmiths are called Panday ng
diverse as the society of the Bakal, artists are called Panday ng
Philippines is: a melting pot of east Sining, and Mekasmiths are called
and west, but with a decidedly Panday ng Meka. “Panday ng [what they
austronesian heart. Expect Filipino craft]” is the proper term for them.
skin color to be the most common Gumamela: Filipino term for the
people here, with varying shades of Hibiscus flower. In Maharlika, the
kayumanggi, or brown. This does not five petals of the gumamela are often
mean other people of other used to symbolize the five Megacorps
ethnicities don’t exist, since a lot that support the Lakanate or the five
of them do exist here in the aspects of God in the most common
Philippines, but rather that the religion, the True Faith.
most common person is one of brown
skin. Mandala: The term used for the
political area encompassed by a
Salimbal: A word that comes from the Corporation.
Ilianon Epic of Olaging and
Ulahingan, from Mindanao, an island Sikat: Means Fame in Filipino. In
in the Philippines. It was the hero Maharlika, a measure of your name,
Agyu’s mythical ship that could sail how people view you, and how likely
the sky and carry his whole tribe to people are to know who you are and
the kingdom of Nalandangan where he get you jobs.
was destined to rule. This is now the Utang: Means debt in Filipino. In
word used to describe most of the Maharlika, the measure of your debt,
vessels and crafts used to sail the both material and obligatory, toward
Starsea. a Corporation as a freeman of the
Mangkono: Philippine Ironwood, galaxy.
said to be so tough that cutting it Maginoo: Nobles in Pre-Colonial
takes three to four days. It is Filipino Society. In Maharlika, they
threatened by habitat loss. Mangkono are the lords and rich men beneath
is usually used in conjunction with the chief Datus.
Luzbel for the chassis and joints of
Datu: The highest of the Nobles, ones
the Meka, since they are natural and
who have entire systems within their
thus easily manipulable by the
grasp. Are under a Paramount Datu.
Diwata.
Paramount Datu: The most important
Balete: Strangler figs. So called
of the Datu, a Datu that have other
since they “strangle” an already
lesser Datu following him. Paramount
living tree instead of growing
Datu are the heads of the Megacorps.
normally, since it grows its roots
from the top of trees downward. In Lakan: The leader of the Lakanate.
the Philippines, it is believed that Currently gone. In their stead is a
spirits live here. In MAHARLIKA, the congregation of Atubang, or
Balete are also the names used for attendants and regents.
the towers used to connect to the
Katalonan: Those who deal and speak
Lambat, the Spiritweb of things.
with the Diwata and have intimate
Balangkas: Framework in Filipino. knowledge of the Diwa. Spirit
Balangkas is the frame of every Meka, Mediums.
as well as the one that defines its
primary Gahum System.

15
PHASES OF PLAY BRIEFING
A Maharlika session is split into All participants in the Mission meet
three Phases: the Mission, Trade, up. This can be an In-Character scene
and Fiesta. Although sometimes, the with the Maharlika and the mission
Mission Phase can go for longer than giver (usually a Maginoo) around a
a single session. table, on the bridge of a salimbal,
or even through Lambat comms or an
MISSION PHASE instant messaging chat group. This
can also just be an Out of Character
The primary work of the Maharlika is briefing with the Arbiter giving the
the Mission. Combat, reconnaissance, details of the mission and its
and talking with other people to objectives.
accomplish an objective. To The Arbiter must clearly lay out the
accomplish a mission, you must objective of the mission. If there
complete its objectives. Usually is more than one, they must say so.
missions only have one objective, Any questions may be asked here as
but more difficult ones might have two well, but those are not confined to
or three. Usually, the Arbiter the briefing phase.
defines these what these objectives
are. For ideas on mission objectives and
more, head to the end of thsi book
Missions vary in length. Sometimes, for a Mission Generator.
you may be able to finish up to two
missions within a single session. Once everything is done, time to roll
Other times, it might take five out.
sessions to accomplish one mission.
It is up to the skill of the
Maharlika and the Arbiter to find out
how long a mission will actually
take. Don’t worry about finishing 1
Mission per Session.
Do the following steps in order:

PREPARATION
Before joining a Mission, you must
go through Preparation and Briefing.
While preparing, you may choose one
(1) from the following Trade
Activities: Buy a new AGIMAT, Buy new
Equipment, Ask for a Benefit, Buy an
Asset.
You cannot choose an option that you
already chose in the Trade Phase.

16
LAUNCH END OF MISSION
A Maharlika that has Launched is on “Mission complete. Mission
a mission and has some rights and accomplishment recognized. Beginning
responsibilities according to the return sequence.”
Lakanate’s Starsea protocol, namely:
A Mission, whether its objectives
•◆• A Maharlika cannot harm were completed or the Maharlika
innocents. failed in some way, is a finished
Mission.
•◆• A Maharlika’s mission must
come first. While other problems After a Mission, if you achieved the
may be solved, all must know that Mission’s Objectives, your Sikat to
a Maharlika that has Launched is the Megacorp you worked for rises by
beholden to completing their 1, and your Utang to that Megacorp
mission. goes down by 1. If you achieve a
mission’s objectives but cause
•◆• A Maharlika attacked by
unnecessary casualties or act
friendlies (usually those under
counter to the Megacorp’s wishes
Megacorp mandalas or the
(and they find out), your Sikat might
Lakanate) has permission to
not rise.
report the attack and defend
themselves. After a Mission, you also reduce your
Utang to the Corporation that you
Of course, this isn’t always
helped. This is usually a -1 to your
followed. The Galaxy is vast, after
Utang to that Corporation, or, if the
all.
Mission was long and hard, this can
The Launch Phase lasts until all be a -2.
objectives are finished.

17
TRADE PHASE ADD TO A MEKA SKILL
After the mission, you’ll surely After a mission, it is only
need to stock up and replenish reasonable that your skills in
expended resources. The Trade Phase piloting a Meka have gotten better.
is where you can buy new AGIMAT for You may add +2 to one Meka Skill, OR
your Meka, new equipment for +1 to two Meka Skills.
yourself (in exchange for Utang), as
well as a number of other things to
BUY A NEW AGIMAT
recover strength. You will need a You may buy a new AGIMAT, in
printer to print new equipment and exchange for Utang. Add +1 if you’re
AGIMAT, and an Altar-Factory to buying from the Lakanate, add +2
manufacture a new balangkas. Utang if you’re buying from your
You may choose to perform Corporation, and +3 if you’re buying
Maintenance if you are in a place from another Corporation.
that can give Maintenance (like a
Forge, a Printer, or Hangars.) BUY NEW EQUIPMENT
MAINTENANCE You may buy one new piece of
equipment for your Maharlika, in
After you perform Maintenance on exchange for Utang.
your Meka: All new pieces of Maharlika
•◆• All of its systems are equipment adds +1 Utang to the
repaired Corporation you bought it from or
your own Corporation if it doesn’t
•◆• You restore all your ST and
come from any Corporation.
RG.
•◆• All the AGIMAT that have [COOL EXPAND SLOTS
DOWN] may be used again.
After 3 Missions, you may add +1 to
•◆• You recover the use of an one AGIMAT slot of your choice.
expended Gahum System
Over the course of your career, you
•◆• Refill all AGIMAT that have can only raise the number of AGIMAT
[LIMITED X] Slots a Balangkas has by 4. That
While in Maintenance, you have the means if that Balangkas begins with
option to change your loadout. If 2 VIOLENCE Slots, for example, you
you are within an Altar-Factor, you can only raise it up to 6.
may also change your Balangkas.
After Maintenance, during the Trade
Phase, choose any two from the Trade
Activities listed below. Note,
however, that you cannot do one
activity multiple times.
Arbiters, in the event of a long
rest, you may want to consider
giving the Maharlika 3-4 Trade or
Fiesta Activities.

18
CONSORT WITH A KATALONAN
This Activity is only available in a place
that has Katalonan (usually settlements or
cities). You may request to: Undergo a
Chaining Ritual or to Seek Help from the
Umalagad.
If you ask for a Chaining, roll 1d10
without modifications.
•◆• SUCCESS. Clear all Pagsasapi
Points.
•◆• PARTIAL SUCCESS. Clear half your
Pagsasapi Points.
•◆• FAILURE. Remove 1 Pagsasapi Point.
If you ask to Seek Help from the Umalagad,
you must say specifically what action you
wish the ancestor spirits would help you
with: (eg. “When I leap from a rooftop,”
“When I strike with my blade,” “When I
strive for the completion of my
project.”).
Roll a 1d10 without modifications.
•◆• SUCCESS. Gain +1 Suwerte to that
action until the next Trade Phase.
•◆• PARTIAL SUCCESS. As above, but the
Umalagad want something in return.
•◆• FAILURE. Gain no Suwerte. The
Umalagad want something in return.
Generally, Umalagad want offerings equal to
1 Utang, or a pledge to perform a task for
them.

19
FORWARD, MY LINK one another, and their players want
them to reconcile, they can change
Two Maharlika bond over a the Brotherhood’s context, still
relationship that they have. It’s raising the rating of the Link as
the most human thing they can do, to normal. This can also change
help them not lose their touch with negatively, if both players want it
their innate humanity, despite to: for example, widening the
having a Kalagyo in their soul. distance between former lovers or
Share a drink, watch a movie, play a strengthening a dislike for each
video game, do anything together. other into hatred: anything that
invokes more drama.
If you and another player choose to
forward your Link, play it out If you choose to establish a new
according to the context. The two of Link with a player, the two of you
you advance whatever context of your must define this. Generally, this
Link is. Usually this involves one will answer a question, such as “I
of the following: making up, saved your life, what do you think
showcasing insecurities, learning of that?” or “You helped me get over
something about each other, or my fear of heights, what do you
asking and answering another think of it?” or something along
question related to the those lines. When done, you
Brotherhood’s context. Roll in the automatically establish a +1 Link
middle of the scene to see how it with that Maharlika. No roll is
goes, treated as if you Invoked your needed.
Link (so if you currently have a Regardless of the outcome, Maharlika
rating 2 Link, you have +2 Suwerte always clear at least 1 Pagsasapi
for that roll). Point, as you keep in touch with
•◆• SUCCESS. You reconnect with your humanity.
your humanity. Your Link rating
rises by 1. Clear 3 points of INFLUENCE SIKAT
Pagsasapi.
You may attempt to increase your
•◆• PARTIAL SUCCESS. Nothing new fame at the cost of incurring more
really happens between the two of debt. This entails using your
you. Gain +1 Suwerte to the next conections. Perhaps you’ll choose to
time you roll in a Forward My rely on the Lambat, or you’ll
Link activity. showcase your talents over the
•◆• FAILURE. Something went Panuod, a Lambat video-sharing
wrong. A misunderstanding, website. Whatever it is, it needs
perhaps, or a clash of values? some investment.
Decide what occurred with your Add 1 Utang to your Megacorp and
fellow player (you don’t have to then make a Maharlika Roll.
roleplay it if you don’t want
•◆• SUCCESS. Gain +1 Sikat with
to), and your Link falls by one
all Megacorps.
step. If it’s already at 1, that
Link is Broken, and you cannot fix •◆• PARTIAL SUCCESS. The player
it until you make another Forward can choose to gain +1 Sikat with
My Link activity. You cannot one Megacorp, if they have helped
invoke a Broken Link to gain that megacorp.
Suwerte.
•◆• FAILURE. You gain attention
Always remember that Links can that you didn’t want.
evolve and change their context. If
two characters have a Link with a
context of hate or annoyance against

20
BUY AN ASSET 9. DOCKS: You have a safehouse near
the mission area where you may
Before a Mission begins, you may plan, print AGIMATs, and even
choose to look for an Asset that perform Repairs or Maintenance
might be able to help you, in upon Meka.
exchange for +1 Utang to your 10.DISGUISE: You have a way to
Corporation. The players can only disguise yourself and impersonate
buy 2 Assets per Mission. Roll in someone important in the mission
the following or you may choose: area, so that you don’t suffer
1. AMMUNITION: Before a Mission, consequences when sneaking into a
choose one: place.
You may use one Agimat in your
loadout that has a [COOL DOWN] WORK ON A PROJECT
tag twice before it needs a
Repair, or one add +1 use to one You may work on a project that will
Agimat in your Loadout that has take some time. A smith might be
[LIMITED X] able to craft a weapon, or even a
house. A doctor may put up a clinic.
2. ALLY: Choose one brave ally that
may be able to help you, either The project can also be an activity
against enemies or other that takes a long time to complete.
necessities. Maybe your Maharlika wants to do
research on a specific animal, or
3. PORTABLE RESERVES: You have +1 they are looking for clues to a
to your RG during this Mission. case. Perhaps they’re out to chase
4. INFORMATION: One piece of down some loose thread from another
information about the enemy or Mission.
the mission. You may choose to begin or continue
5. KEY: You have one thing that can an existing project.
give you access to a route that If you want to work on a project,
you might not have been allowed tell your Arbiter. They should say
access to otherwise. whether it’s an easy, normal, or
6. CONTACT: You get contacts that difficult endeavor, and this will
you can call upon for help. The dictate how many successes are
Arbiter will tell you how the needed to finish the mission. An easy
help manifests, according to the endeavor usually needs only 1 - 2
fiction. This Contact must be successes, an average one needs 3 -
proficient at a single task and 4, and a hard one usually needs 5 or
can help you in that task. more.

7. RAID: You may choose one battle Afterwards, make a Maharlika roll.
wherein you all automatically You may only roll once per Trade
move before the enemies. Phase.

8. BARRIER: Once per Mission, you •◆• SUCCESS. Gain +1 success.


have access to the SD-SK KALASAG •◆• PARTIAL SUCCESS. Gain +1
UNIT, which can be deployed success, but something goes
within Reach 5. It creates a wrong. The Arbiter chooses one
Burst 1 centered on the deployed consequence.
square and provides simple cover
until the end of the encounter. •◆• FAILURE. You gain no
successes. The Arbiter chooses
one consequence.

21
ESTABLISH A NEW TRAIT STRENGTHEN A TRAIT
You may also choose to Establish a After a Mission, you can Strengthen
new Trait that answers one of the a Trait of your choice, increasing
following questions. A newly its level by +1, to a maximum of +3.
Established Trait begins at +1. You You must have used this Trait at
must use this Trait at least once least once during the Mission.
during the next Mission. or else, it
disappears. ASK FOR BENEFITS
Your new Trait should answer one of Benefits are one piece of equipment
the following questions, or a or AGIMAT provided by your
similar one: Corporation that you may use once
•◆• What new thing can you do? per mission. If you ask for an
AGIMAT, it must fit within your
•◆• What new thing is important to existing slots.
you?
If you ask for a Benefit, say what
•◆• Do you have a new secret? you want to your Arbiter, then make
•◆• Have you physically changed? a Maharlika roll to ask the
What’s different about you? Corporation for one. This is a
pretty social roll, so consider
•◆• Have you mentally changed? social standing, favors, or even
What’s different about you? What skill in asking for things from your
have you learned about yourself? Corporation when considering Facts.
•◆• SUCCESS. You get what you
want.
•◆• PARTIAL SUCCESS. You get what
you want, but something goes
wrong. The Arbiter will choose
one consequence. This usually
means that your Maharlika will
gain more Utang, or earning the
ire of your patron Corporation.
•◆• FAILURE. You don’t get what
you want. The Arbiter will choose
one consequence.

By Noriz Mora
(@togidemi)

22
FIESTA PHASE SHOW OFF
After trading, it’s time for the Time to show off! Show your Maginoo
Fiesta. During the Fiesta, the what you can do. Dictate or describe
Maharlika attends social gatherings— what you are doing to show off.
with Maginoo, Maygintawo, or maybe Afterwards, make a Maharlika roll.
even some Datu. These gatherings can •◆• SUCCESS. Gain +1 Sikat to all
be huge occasions, or they may be Megacorporations present.
simple, intimate drinking sessions.
Choose one Fiesta Activity, and then •◆• PARTIAL SUCCESS. Gain +1
you can take a new mission. Sikat to one Megacorporation of
the Arbiter’s choosing. Other
If you Fiesta, the Arbiter should
Megacorporations are not
make sure that at least 2
impressed: you cannot get
representatives from 2 Megacorps
missions from the other Megacorps
must be there. This can be
until the next Fiesta Phase.
randomized: roll 1d6 twice.
•◆• FAILURE. You were trying too
The Maharlika can only get missions
hard in the eyes of the
1 SD-SK Representative Megacorporations. All your Sikat
2 GHW-S Representative to every Megacorporation present
3 KOMSA Representative in the Fiesta drops by 1, and your
4 KLL Representative Utang with them increases by 1.
5 BA Representative
6 Strange happenings: no
representative.
from whichever Megacorporation’s
GET A NEW MISSION
reps are there at that particular
Always remember that who you accept
fiesta. If you wish, you can choose
a Mission from is important. If you
to Skip Out, detailed below.
take a Mission, the Arbiter must say
SKIP OUT what the objectives are, clearly. A
mission may take one or more sessions
This joint is busted. No fancy food to finish. Once you choose this,
or good beer! Time to bounce. If you circle back to the Mission Phase.
choose this, you immediately leave
the Fiesta Phase and go back to the
Trade Phase. However, you can only
choose to do 1 Trade Activity and you
cannot choose to do one that youʼve
already done.

23
SIKAT, UTANG, Maginoo will be more cautious in
hiring you, and in letting them
serve you. This also means that you
AND cannot incur any Utang. Attempting
to incur Utang will result in being
hunted down by a Collector from that
REACTION Megacorporation.

Action Done Sikat


ROLLS Finishing a Mission +1 Sikat to the
respective
A Maharlika’s life is dictated by Megacorp
the glory they earn in missions, the Doing something +1 Sikat to the
debts they incur from the Megacorps pleasing during the Megacorp present
they follow, and the reactions Fiesta Phase in the Fiesta
stemming from that. A newbie Failing a Mission -1 Sikat to the
Maharlika wouldn’t be as well-known Objective respective
as a veteran Maharlika who has Megacorp
suffered through innumerable Doing something -1 Sikat to the
missions and has served under a hostile or socially respective
single (or multiple!) Datu for a unacceptabble to a Megacorp
long time. Maginoo
Moving out of a -1 Sikat to the
SIKAT Megacorp and
pledging allegiance
Megacorp you left
to another
A Maharlika has Sikat, (a measure of
Breaking Megacorp -1 Sikat to the
their fame, glory, and popularity) Taboos respective
and Utang (a measure of their
Megacorp
material debt to the Datu of a
Disobeying Direct -1 Sikat to all
Megacorp as well as their emotional Lakanate Directives Megacorps except
debt to them).
KOMSA
Every Maharlika begins with 3 Sikat
If you have 0 Sikat with every
in each Megacorp. Sikat usually Megacorp, your Maharlika must work
measures how good you’ve become as as an Alipin now, as they are no
a Maharlika. Sikat fluctuates, much longer free. You must play a new
like Utang. If you perform something character.
that your Megacorp does not like,
your Sikat with them might fall.
A Maharlika’s Sikat always serves as
the “cap” of their Utang. For
example, a Maharlika with 3 Sikat
will only be able to receive a
maximum of 3 Utang from the
Megacorporation in question.
Sikat reaches up to 10, and doesnʼt go
below 0. A Sikat at 0 in a Megacorp
means you’re even less than a
newbie, than a greenhorn. You have
a damaged reputation somehow.

24
UTANG
You begin with 0 Utang. Belongings Thing Bought Utang Cost
are provided for, as are your needs. 1 piece of 1 Utang to your
But as you begin working, attend to Equipment for your Megacorp
your own upkeep, or otherwise having Maharlika
to do your job, needing to accumulate An AGIMAT from 1 Utang to your
the Lakanate Megacorp
resources and assets will becomes
inevitable. You usually get Utang An AGIMAT from 2 Utang to your
when buying something new. your Megacorp for Megacorp
your Meka
Your Utang level is limited by your
Sikat level. Once your Utang is equal An AGIMAT from 3 Utang to that
another Megacorp Megacorp
to your Sikat, you cannot buy any
more resources from that Megacorp or
with that Megacorp’s funds. If you Provisions and Food 1 Utang to your
do, the amount is subtracted from Megacorp
your Sikat. Using Funds for 1 Utang to your
If your Utang and your Sikat are equal, Leverage Megacorp
you will be hunted down by a Collector
Getting an Asset 1 Utang to your
from that Megacorp during a Mission. (Trade Activity) Megacorp
Collectors are expert Maharlika that
pilot NEO-gen Meka. They are always
ACE Grade enemies. If they defeat
your Maharlika party, you will fail
the Mission you are currently on. You
will then be brought directly to a
Maginoo audience, where you will be
forced to perform a Mission for them
in order to lower your Utang.
The consequence for failing this
obligatory mission is that your
Maharlika will become unplayable.
Your Arbiter will decide, with
optional player input, on what
happened. For example, perhaps their
soul was ripped from their body,
forcing them to work as an animating
force for a Maydiwa Automaton in a
mining facility.
Refer to the following table for
Utang costs.

25
REACTION ROLL go past 3.
Modifiers are almost always
Whenever you meet a new person whose contextual as well. For example, if
reaction or impression of you is you have Pagsasapi Markings that
dubious or undefined, your Arbiter gave you strange feline eyes, you
may make a Reaction Roll if they might have negative modifiers when
think that that NPC might not have dealing with high-brow, Upstream
a concrete reason for having a first planet Maginoo nobles. Conversely,
impression on the PCs. Only make the you might get positive reactions
Reaction Roll when an NPC wouldn’t while dealing with superstitious
already have a first or second Shore Rim planet Alipin commoners,
impression of the player(s), and who believe in twisted religious
usually only when they met them for doctrines and wrongly interpreted
the first time. Don’t roll for NPCs religious texts.
that already have some opinion of
the PCs.
2d6 Reaction Result
Use the results contextually as
well. If a bunch of Mangangayaw 2 Hostile. They don’t like you, at all.
raiding parties come across your
3-5 Negative. The NPC is less likely to be
salimbal, a positive reaction might helpful and cooperative.
be that they would just decide to
not interfere with your business, or
steer clear away from you. 6-8 Neutral. The NPC responds and acts
normally.
This can be used to your advantage.
An amiable Black Market Meka Dealer
9-11 Positive. The NPC looks to take a liking
might give you an AGIMAT he stole
to you. More cooperative than usual.
for free, for example, or a Maginoo 12 Amiable. The NPC is openly helpful to
with a Hostile disposition to you you.
might attack you, or otherwise force
themselves to break social mores,
allowing you to gain a social upper
Factor Modifier
hand against them in relevant
contexts. You have more Sikat than Utang in a +1
Megacorp that they are part of.
This defines what the character’s
first impression of you would be. Of
course, the Reaction Roll has You have equal or more Utang than -1
Sikat in a Megacorp they are part of.
modifiers depending on a bunch of
factors, but mostly because of your
Sikat and Utang, as well as any You have 6 or above Sikat in a +2
Trait that might affect it. Megacorp that they are part of.
You have 6 or more Utang to a -2
When making a Reaction Roll, the Megacorp that they are part of.
Arbiter rolls 2d6 and consults the
following chart: You have a contextually relevant +1 or -1
Trait.
Reaction Rolls arenʼt done in a
vacuum. Consider the following You have a Sikat of 1-2 in a Megacorp -1
(non-exhaustive) modifiers when that they are part of.
making a reaction roll. These You helped them or gave them +2
Modifiers range from +1/-1 to +3/-3. something they wanted recently.
Let them stack, but don’t let them
You have Pagsasapi Markings +1/-1

26
MEGACORP TABOOS MAHARLIKA VIOLENCE
The following Megacorp Taboos are Maharlika combat is more narrative
not exhaustive. Feel free to add and theatre of the mind than the
more according to how the Megacorp tactical fights of the Meka.
fits into your game. These are also
•◆• Treat combat rolls as normal
mildly vague to allow for flexibility
rolls, with consequences and
at the table.
difficulties.
SD-SK: Destroying SD-SK property;
•◆• If you need ST for your
not following a direct superior’s
Maharlika, treat it as 3.
orders; complaining to an SD-SK
Maginoo •◆• Any damage you take deducts 2
ST, and that damage can be
KLL: Not performing proper prayer
reduced by Armor and Toughness.
rites; openly bashing Banwaism and
the True Faith; criticizing the •◆• If a Meka weapon hits you, you
Wisdom of God use the Meka weapon’s statistics.
GHW-S: Not helping farmers and For example, you wish to assassinate
workers when you can; disrespecting a guard. On a successful Maharlika
nature by defacing it or not saying roll, you do it: you kill the guard.
the invocation “Tabi-tabi po” before But obviously there might be
doing battle in a natural area consequences to this action. On a
partial success or a failure, the
KOMSA: Not using the Lambat to
guard might fight back and deal
solve problems the Lambat can solve;
damage to your Maharlika, or they
not keeping in constant contact with
might be able to summon backup, or
the Lambat through a PaDa or some
activate the alarm systems.
other kind of Panuos; openly
opposing the No Name God and His If your Maharlika falls to 0 ST,
Expansion they lose consciousness, but are not
dead. You cannot move. If you suffer
BA: Spending too much time with
damage while unconscious, you die.
Xenobeings, not having a discipline
that helps the Xenobeings, looking If you die, you may create a new
at Xenobeings as if they’re demons character, or you may go to one
to be killed, being too invested in Corporation of your choosing and ask
the True Faith them to give you a new Body for your
Soul, of which a digitized version
exists within the Lambat. If you do
this, you are revived, but your
Utang is maxed with the Corporation
you asked from.

27
CONSEQUENCES
In Maharika Rolls, consequences usually come from
partial successes or failed rolls. Arbiters must
define what possible consequences a roll might have
before the roll is made, so that the player will know.
Commit to these possibilities once they’re done.
Always make sure that they make sense in the fiction.
Hereʼs a non-exhaustive list of some of the
Consequences that might happen, as chosen and
defined by the Arbiter:
•◆• Pain. Some kind of damage. If this is combat
Damage it always reduces 2 ST, although if the
consequences are supposed to be lethal this can be
raised to 4.
•◆• Out of Time! Time is usually important in an
activity, and that’s why a possible consequence
might be doing something takes longer for you to
do. This is important if there’s someone chasing
you, for example.
•◆• Resources. Some of your resources are used up.
This might be money, or equipment. This might be
able to add Utang, or remove one piece of AGIMAT
or equipment from you.
•◆• Collateral Damage. You did not suffer the
consequence, but others might in your place. Maybe
even someone or something you Treasure.
•◆• Status. Maybe you fall into a less than
favorable status, or you might find yourself in the
middle of a firefight, or a Maginoo might get angry
at you.

28
29
MEKA SYSTEMS
MEKA ARE MANUFACTURED TO
BRING VIOLENCE.
They are needed to protect planets, businesses, and
corporations, or to find new planets, new resources, and
much more. Because of this, Meka Violence is more
tactical than Maharlika combat.
When using the Meka System, you will usually need
miniatures, tokens or whatever things you can find to
represent the Meka in combat. You also need a battlemat,
or a square-grid or hex-grid to model the battlefield.
THE MEKA SYSTEM
Meka Systems in Maharlika use a d20 instead of a d10. If the result of the
roll is a natural 20 (20 is what appears on the face of the dice), this is
called a critical hit. If you get a Critical on a roll, it is always
successful, and if it’s an attack, you double your damage.

32
STRUCTURE OF AN ENCOUNTER
DECLARE VICTORY
CONDITIONS

ROUND START
REACTION
Each Combatant usually has
1 Reaction which they use in
INITIATIVE PHASE FOR
BOTH SIDES a Round. Reactions can only
occur when it’s not your
Roll d20 unmodified turn.

ACTIVATION PHASE
The side that rolled higher in
the Initiative Phase, or Has
Initiative, performs all their
activation phase actions at the
same time, followed by the side
that doesn’t have initiative.
Once all sides have activated,
the Action Phase begins.
NO
Next round.

ACTION PHASE
A combatant in the side that
rolled higher, or Has Initiative,
moves first. Afterwards, the a
combatant from a side that
doesn’t have initiative moves
next. Then, another from the
side that Has Initiative moves
after, alternating until all
combatants have moved.

UPKEEP PHASE
The side that rolled
IS VICTORY CONDITION
higher performs all ACCOMPLISHED?
their upkeep phase
actions at the same
time, followed by the
side that doesn’t have
initiative. YES
Encounter done.

33
MEKA VIOLENCE
This is tactical combat. If you ENCOUNTERS AND
charge into battle using your
Mekanized Weapon, the Arbiter must ROUNDS
define the Victory Conditions.
Meka fights are called Encounters.
Once done, he must choose the first
player that will move. The players An Encounter is built up of Rounds.
must choose one VIOLENCE AGIMAT to
In every round, there are three
Ready.
phases. A round is made up of 4-6
VICTORY CONDITIONS seconds of frenetic, heavy metal
action, of spiritual warfare and
Before battle starts, the Arbiter Gahum-Laser exchanges. In a single
must define the Victory Conditions. burst of action, the round begins
Often this is “Defeat the Enemy”, or and ends.
something like “Protect the Church An Encounter is split up into
until reinforcements arrive.” Rounds, of which there are usually 3
Some Example Conditions: - 6. A round is made up of Phases.
There are 4 Phases: Initiative,
•◆• Protect the Balete for three Activation, Action, and the Upkeep
rounds. Phases.

•◆• Fight the incoming enemies for INITIATIVE


4 rounds.
•◆• Escort a civilian toward a All sides roll a d20. The side with
safepoint. the higher roll Has The Initiative.

34
ACTIVATION PHASE 4. FINISH ONGOING EFFECTS: Finish
effects that say they go on until
During your Activation Phase, the side the next Activation Phase.
that has the Initiative moves and
resolves first, followed by the one 5. STRIDE: You activate skates,
without Initiative. On the Player’s thrusters, or anything else to
side, they choose who goes through move about. You may move up to a
the Phase first, and then choose the number of spaces equal to your
next one, until all are done with Speed, or half your speed if you
the steps of Activation. Same goes are Prone. You may not Stride if
for the NPC side, though the Arbiter the space you’re moving into
chooses the order. requires more than you can move.
(eg. if you only have 1 move
1. FIRE: Suffer FIRE. If you have left, but the space you’re moving
FIRE, this is damage to your ST. into is Difficult Terrain and
Multiple FIRE is not cumulative. requires 2 moves.) You may Stride
Always use the higher instance of through an ally’s space but you
FIRE. If you have FIRE 5 from one may not finish your Stride in the
source, and then FIRE 3 from same space as them if you have
another, then you only take the the same Size. You may not Stride
FIRE 5. through an enemy’s space. After
2. ACTIVATION PHASE EFFECTS: you Stride, the next attack made
Effects that are said to take against you has a +1 Malas.
Effect during this phase take Once you have used a Stride, you
effect now. cannot Stride again during the
Upkeep Phase.
3. USE AN AGIMAT: If you have any
AGIMAT with the [ACTIVATION] tag,
you may use that now.
▪ The target may apply
ACTION PHASE Toughness. These are points
After the Activation Phase, move on used to negate damage, 1-
to the Action Phase. for-1. You may only use
Toughness against damage. When
In the Action Phase, the side that won you spend Toughness for
the Initiative round chooses one of
their combatants to make their actions damage, that Toughness only
first. After that, one combatant from applies to that instance of
the side that lost makes their actions. damage. You cannot use
And then one from the opposite side Toughness when you have 0. All
makes their actions. Toughness returns during a
Alternate activations until all have Repair.
moved. If one side finishes all their ▪ If you perform Spiritual
combatant’s turns, the other side Warfare, roll 1d20 + FTH + Any
that still has combatants that bonuses vs. the target’s
haven’t performed their actions may Resolve. If the result is
move, but still in order. equal or higher to the
During the Action Phase, each target’s Resolve, inflict the
combatant chooses two [2] Actions effect that is stated in the
from the following actions on their AGIMAT. Usually this deals
Activation, although you cannot FRAYING. FRAYING damage is
perform the same action more than also doubled on a Critical
once. Hit.
•◆• ATTACK: You may use any •◆• USE AN AGIMAT: If you have in
Violence AGIMAT that is readied AGIMAT that must be used during
to attack. You may attack with a the Action Phase that isn’t a
single [TWO HANDED] weapon, a Violence AGIMAT, you may use it.
[PRIMARY] and [OFFHAND] weapon,
or two [OFFHAND] weapons, as long •◆• BOOST: You fire up your
as they are all readied. An [AUX] thrusters, and you move with
weapon can be used instead, frightening speed and momentum.
without being readied. You may move equal to your Speed
+ 2, but you must finish the move.
▪ If you make a Melee or Ranged That means you cannot move half
attack, roll 1d20 + CRD + Any your Speed + 2. You must finish the
bonuses vs. the target’s entire move, even if this takes
Evade. If the result is equal you past your target. (e.g. if you
or higher to the target’s have a Speed of 3, with a +2, you
Evade, deal the damage must move 5 spaces, no less.) You
specified in the AGIMAT. must move in a straight line, and
If this Roll is a Natural 20 you automatically stop if you hit
(meaning the die comes up as Impassable Terrain. After you
20, without any bonuses), then Boost, all attacks against you
the attack is a Critical Hit. until the end of the round have
A Critical Hit lets you double +1 Malas.
the damage dealt.
•◆• IMPROVISED ATTACK: You may
attack with your fists, a fallen
pillar, or a huge boulder. Roll a
1d20 + CRD + Any bonuses, but you
deal 1d4 damage. Treat this
attack as having [REACH 3], as
appropriate for the type of
attack.

36
•◆• BULLRUSH: Roll a 1d20 + CRD •◆• DISENGAGE: If you are in the
+ Any bonuses against the WATCH range of an enemy, you may
target’s Evade. If it hits, you disengage and move 1 space
may deal 1 damage and Push 1 the without triggering Watchstrikes.
target, and then move into the
•◆• RISE: If you are Prone, you may
space they left.
use this to stand up from Prone.
•◆• BUFF: Choose one adjacent
•◆• QUICK-REPAIR: Spend 1 RG.
ally. Choose: they now have +1
You recover half of your ST.
Suwerte on their next attack, or
the next enemy to attack them has •◆• STITCHING: You may recover
+1 Malas. half of your RG, but your Meka is
Stunned and Immobilized until
•◆• GRAB: You must have a free
your next Activation Phase. Once
hand or some other kind of
per Mission.
holding device to use this. You
cannot grab beings that are •◆• RELOAD: AGIMAT that have the
larger than you. (A size 1 can’t [RELOAD] tag must be reloaded
grab a size 2). Roll 1d20 + CRD + using this action before you can
any bonuses vs. Evade. If it use them again.
hits, the target is now grabbed •◆• REVIVE: If your Meka is DEAD,
until the next Upkeep Phase. You you may use this to boot up so
may spend another Action in in that your Meka moves again.
the next Action Phase to keep the Recover all of your ST, but your
Grab up, no roll needed. As long RG is the same, and any AGIMAT
as the enemy is grabbed, they lost is still lost. Usually can
cannot move or make Watchstrikes, only be used when a Dead Meka
and all that try to attack the receives ST from any source.
Grabbed combatant have +1
Suwerte.

37
UPKEEP PHASE REACTIONS
After the Action Phase is the Upkeep During each Round, you have 1
Phase. You must do these in order. Reaction. These are the Reactions:
The one with Initiative performs the
following first, followed by the side •◆• WATCHSTRIKE: If there is an
that lost initiative. enemy within your Readied
Violence AGIMAT’s WATCH, you may
1. SUMIKLAB: Gnash your teeth and make a Watchstrike against them
overclock your reactors. SUMIKLAB if they move into a space within
means “IGNITE” in Tagalog. If you your WATCH. Watchstrikes are
use SUMIKLAB, spend 2 RG, and you counted as attacks made during a
may perform another Action from movement, so the Stride’s Malas
the Action Phase, even an action penalty does not apply to
you’ve already done. Watchstrikes.
2. SAFETY SYSTEMS: Damage •◆• BLOCK: If you are going to be
sustained. Engaging Safety System attacked with a Melee or Ranged
protocols. If there is an effect attack, you may use this as a
that needs a Safety System roll Reaction. Halve the damage from
to remove, you may do so now. that attack, rounded up. Apply
Safety System rolls are always a this before spending Toughness.
1d20 roll vs. 11. If you roll 11+, You can only use 1 Action on the
the effect is removed. If it is 10- next Action Phase.
, it stays. You may only roll
Safety Systems against one effect •◆• DODGE: You may use this to
once per round. inflict a +2 Malas penalty upon one
attack against you. If you evaded
3. STRIDE: You may move up to a successfully, you may move up to
number of spaces equal to your 2 spaces. You cannot Stride or
Speed, or half your speed if you Boost the next Round.
are Prone. You may not Stride if
the space you’re moving into Outside of your turn, you may also
requires more than you can move. have other effects and AGIMAT that
(eg. if you only have 1 move left, don’t specify what action they use.
but the space you’re moving into Consider these as Free Actions. You
is Difficult Terrain and requires 2 can have as many Free Actions as you
moves.) You may Stride through an want.
ally’s space but you may not finish
your Stride in the same space as DAMAGE
them if you have the same Size.
There are three kinds of damage:
After you Stride, the next attack
material, energy, and fraying.
made against you has a +1 Malas.
Material damage is physical and
You may not Stride through an
kinetic damage, from bullets or
enemy’s space. You cannot Stride
slashes. Energy damage is damage
now if you’ve already done so
from flames, beams, explosions, and
during the Activation Phase.
other searing weapons. Fraying is
4. READY A VIOLENCE AGIMAT: If damage that directly tries to fray
you want to switch Readied your Meka’s connection to the
weapons, you may do so now. spirit, and thus deals damage
5. USE AN AGIMAT: If there is an directly to your Reserve Gahum.
AGIMAT with the [UPKEEP] tag, you Additional damage can only bolster
may use this now. the same kind of damage. If an AGIMAT
gives +2 energy damage, it only adds
6. END EFFECTS: If you have an effect onto energy damage.
that is supposed to end on your
next UPKEEP PHASE, it is removed
now.

38
Cover doesn’t stack. Always apply
OTHER COMBAT the higher Cover.
FACTORS
LINE OF SIGHT
DIFFICULT TERRAIN AND
Line of Sight is whether the
IMPASSABLE TERRAIN combatant can see the target, or if
it is too obscured to be visible.
Debris-filled streets, deep mud,
Usually this is up to the Arbiter,
steep roads, civilians running
although if there is Obscuring
about. That is Difficult Terrain. To
Terrain, then make sure to apply Line
move into and through Difficult
of Sight with it. You cannot attack
Terrain, you must use up +1 spaces.
or perform Spiritual Warfare on
Basically, you move 2 spaces to get
something you don’t have Line-of-
into a single Difficult Terrain space.
Sight with, unless your AGIMAT has
Impassable Terrain are vertical the [SEEKING] Tag.
walls, barricades, and large
obstacles at least 20 feet tall that ZERO GRAVITY (0/G)
stop your Meka from moving in a
straight line. Usually destroyable Zero Gravity refers to places where
and usually buildings and mountains. there is no Gravity whatsoever. You
Impassable Terrain are spaces where can only Boost in 0/G. Boosting in
you cannot move your Meka into 0/G moves you half as many spaces
(although climbing up them would be (rounded down).
possible). FLIGHT
OBSCURING TERRAIN If you have an AGIMAT that gives
These are walls, barricades, or FLIGHT, this means that when you move
other obstacles that block your (either Stride or Boost), you may fly,
sight. These are usually spaces that ignoring difficult terrain and other
you cannot move into. These block factors on the ground. But you must
Line of Sight (unless transparent), end your move on the ground. If you
as well as blocking Area of Effect. have HOVER, you don’t need to land
This can be usually used as Cover. on the ground, and all your movement
can be considered as Flight.
COVER
TELEPORT
There are two types of Cover: Simple
and Superior. Usually as long as you If you have an AGIMAT that lets you
are adjacent to the cover and the teleport, you may move instantly. If
assailant attacking you isn’t from you teleport, you don’t need Line of
behind the cover as well, the cover Sight to your destination. But
counts. Teleportation is still connected to
the spiritual gravity of whatever
Being under Simple Cover gives +1 place you are in, as well as the
Malas to all attacks against you. chaotic consistency of the Diwa.
Simple Cover is usually cement When you end a Teleport, you must be
walls, ruins, large debris, or on the ground. If you Teleport into
smokescreens. the air or sky, you might overshoot,
Being under Superior Cover gives +2 or you might get stuck in the
Malas to all attacks against you. Connection Void. Teleporting does
Superior cover is usually thick not trigger Watchstrikes.
walls, magical barricades,
mountains, or massive boulders.

39
FORCED MOVEMENT square, or within the corner of a
square, that square is affected by the
•◆• Push - Forced movement that Line.
pushes the target away from the
pusher. SIZE
•◆• Pull - Forced movement that The measure of how big a thing is.
pushes the target closer. “Space” refers to the number of
•◆• Slide - Forced movement that hexes or squares this takes up on
moves the target in any direction. the battlemat.

All Forced Movement effects have •◆• 0.5 - Takes up ½ a space,


numbers attached to them. That’s the beings can move through their
number of spaces the target may be space. Human-sized. 4-6 feet.
moved. You may move the target less •◆• 1 - Usual Mech-Size. 13-18
than the number, but never more. feet tall. 1x1 space.
Forced Movement is not hindered by •◆• 2 - Bigger Mecha. Usually 20
Difficult Terrain. This does not to 30 feet tall. Takes up 2x2
trigger Watchstrikes either. You may spaces.
suffer Forced Movement even if you are
•◆• 3 - Giant. 30 to 50 feet tall.
Immobilized or otherwise can’t move.
Usually takes up 3x3 spaces.
FLANKING •◆• 4 - Humongous. 60 - 90 feet
tall. 4x4 spaces.
If two allies are on opposite,
adjacent spaces of an enemy, they are •◆• 5+ - Titanic. Usually, this is
considered Flanking. While Flanking, not measured as spaces taken up
the Flanking allies have +1 Suwerte anymore, but rather, as entire
on attacks against the enemy in battlefields. Adjust accordingly.
between them. Usually when fighting creatures
like these, you take out one Size
AREA OF EFFECT 4 part at a time.

Area of Effect effects are effects that


apply to a large area, or multiple
spaces.
BLAST (X): The area is X*X squares
starting from one side or corner of
the origin square. The origin must
shape the effect in a rough, square
shape, and the shape must be X long
and X wide.
BURST (X): This area is X spaces
starting from the origin, in every
direction.
LINE (X): This area is X squares in a
straight line, starting from a side
or corner of the origin’s space. If
the target is not on a diagonal line,
you must still create a straight line
toward that target. You can draw a
line or use a straight edge, like a
ruler. If the line is within a single

40
STATUSES STABILITY AND RESERVE
•◆• IMPAIRED: +1 Malas to all
GAHUM
Attacks and Safety Systems. Stability or ST is the measure of
•◆• SLOWED: Your Speed is at 2. structural integrity, strength, and
construction of your Meka.
•◆• STOPPED: You cannot move
voluntarily. If your Stability falls to 0, you may
spend 1 Reserve Gahum (RG) to roll a
•◆• MARKED: If you are Marked,
single Safety Systems check. If the
you have -2 to all your attacks
Safety roll is successful, return to
that don’t include the one that
half ST.
placed the Mark on you.
In addition, roll a 1d4. If you
•◆• WEAKENED: The damage you
rolled a 1, choose one Violence
deal is halved and all the damage
AGIMAT. On a 2, choose one Movement
you take is doubled.
AGIMAT. On a 3, choose one Support
•◆• STUNNED: You do not have an AGIMAT. On a 4, choose one Reaction
Action Phase. You suffer -2 to AGIMAT.
your Evade and Resolve.
The AGIMAT that you chose is now
•◆• FIRE X: Ongoing damage, with X destroyed and must be bought again
being the amount of damage you with Utang.
suffer every Activation Phase.
If the Safety Roll fails or you don’t
FIRE doesn’t necessarily mean a
spend the RG to make it, your Meka
physical fire. It means something
is Dead and you are ejected to an
that slowly damages your systems
adjacent space. A Dead Meka cannot
and structural integrity.
move until it is given 4 RG during
•◆• BROKEN: When your ST is at an Encounter or Repair, or until
half, you are considered BROKEN. Maintenance. A Dead Meka that suffers
Some effects derive from this. any more damage MUST roll a Safety
check. If it fails, it explodes in
•◆• DEAD: A dead Meka is one that
cascading Gahum, with the strength,
is at 0 ST and couldn’t use RG to
force, and energy of a dying star,
recover or failed the Safety
dealing 7 energy damage to all
System roll. Your Maharlika is
within BURST 2.
immediately ejected and you must
fight, boots on the ground. While it is Dead, you may also use
backup energies to put it into MULTO
•◆• INVISIBLE: All attacks against
Mode. While a Meka is in MULTO Mode,
you have a -5.
it may move half of its Speed, but
•◆• RESIST X: X is either material it cannot perform any actions. While
or energy damage. If you are hit the Meka is dead, it may also receive
with X, half the damage you take ST from other sources. If it does,
before Toughness. the Maharlika may board it again and
•◆• VULNERABLE X: X is either use a REVIVE action.
material or energy damage. If you Reserve Gahum or RG is the innate
are hit with X, double the damage spiritual energy that is backed up
you take, before Toughness. within the Meka’s Gahum Reactor. It
•◆• EXPOSED: While you are can only be accessed by a diwata,
Exposed, you cannot use Toughness hence why a Kalagyo must be used when
to reduce damage. piloting a NEO-Gen Meka. Once it is
brought down to 0, you are
considered WEAKENED. Remember that
RG is important for SUMIKLAB, QUICK-
REPAIRS, and other Repairs.

41
shorter. This is because a Chained
PAGSASAPI Kalagyo is still a Diwata, a
consciousness that belongs to the Diwa.
A Maharlika’s career begins once
Slowly but surely, its Diwa nature
they have established a connection returns, slipping through the cracks,
with a diwata, turning it into their for the Diwa permeates all. Eventually,
Kalagyo. the Diwata loses its Chained nature,
becomes Liberated, and strives to
Think of the Kalagyo as an always on-
possess the Maharlika. The ritual of
board AI, although, of course, a diwata
Paglalagyo ensures that the Diwata
would be absolutely enraged if you call
remembers its pact and oath to the
them artificial intelligence. They have
Maharlika. The phenomenon of slipping
their own essence, their own
through the cracks is called Unchaining,
intelligence. They are part of the Diwa,
for the Diwata slowly leaves the fake
and they are the Diwa.
material realm to the truth of the Diwa.
To establish a connection, a Maharlika
must journey with a Babaylan to a place An Unchained Diwata will possess a
untouched by Humanity. A Dambana, a Maharlika, for they have abused its
nature altar. Once the ritual of majesty. This is called Pagsasapi.
Paglalagyo is finished (which usually Once you are out of Reserve Gahum, any
takes days and has multiple trials), the time you take any more actions to that
diwata becomes the Maharlika’s Kalagyo. use RG, or any more instances that you
Lagyo means “consciousness, or lose RG due to Fraying, those points
intelligence”. Thus, Kalagyo means don’t become negative RG, but rather,
“shared consciousness, or intelligence”. Pagsasapi Points.
The Kalagyo is considered Chained to the
Maharlika and performs actions for it as You can only have up to 3 + your FTH in
if it were a Personal Digital Assistant. Pagsasapi Points. If you gain that many
Pagsasapi Points, your character becomes
Every month, the ritual of Paglalagyo a vessel for the Diwata, and the Arbiter
must be redone, although these now controls your Maharlika.
refreshers are usually much quicker and

42
THE DIWATA ARE NOT PEOPLE, NOT MERE RATIONAL INTELLIGENCES.
THEY ARE DIVINE GOD-BEINGS OF NATURE.
Every point of Pagsasapi represents the slow possession and invasion of the Diwata on your
soul, or Kaluluw, and must reflect physically in your appearance or physiology. It’s up to
you to define what happens. Perhaps the whites of the character’s eyes turn black? Their hair
whitens? Weird folding and harmless shifting of bones? Red blood turning black? Growing an
extra limb? Extra eyes? Being able to hear things and having to involuntarily say them out
loud? Whatever it is, this causes you to have +1 Malas on many social rolls you have as a
Maharlika.
Once you gain 3 Pagsasapi Points during an Encounter, you must roll a d20 + FTH during your
Activation Phase.
•◆• 11+. Nothing happens.
•◆• 9 or less. Your Meka is now out of control, being piloted by the Diwata being, and the
Arbiter must control it for you, moving accordingly to the fiction. You also suffer damage
to your Meka’s ST equal to your Pagsasapi Points.
If your Meka becomes possessed by its Diwata, continue to make rolls as normal each Activation
Phase. You will regain control for the rest of the Encounter on an 11+.
To remove Pagsasapi Points, you must use a Trade Activity, found above.

43
By Xrystina Marcos (@SweetCyanid3)
THE MAHARLIKA
“Close your eyes. It won’t be long now.
You’ll be safe, soon. We are the lightning
and the hurricane. We are Maharlika.”

By Luisa Odulio
(@ghostprinceee)

44
The Maharlika are the brave beings that pilot the MEKA, or the MEKAnisadong
Sandata, which translates to Mechanized Weapon.
While Maharlika is usually a social class, a lot of the modern Maharlika
come from every echelon of the Lakanate’s Social Class System, as anyone can
be freed.
In MAHARLIKA, you play as one of these titular beings. A Maharlika.
Mavericks, Aces, Prodigies Mercs… but not heroes.
No, we don’t need heroes anymore.
Exceed the horizon, Maharlika, and Long Live.

CREATING A MAHARLIKA
CONCEPT AND NAME LINKS
Think of who you are, where you’re Afterwards, describe your
from, your background, and write it relationships with fellow player
down. Try to do make it short and do pilots. Go to page 52.
it in broad strokes instead of
extensive details for now. 1-3 words EQUIPMENT AND
should give you something good to
start with.
UTANG
One you’re done, think of a name. Find out what weapons and armor your
This can of course be their real Maharlika begins with, and then how
name or a nickname. Any name goes, much debt, or Utang, they begin with
in the galaxy of Archipelago. at page 53.

A MAHARLIKA’S TRAITS KALAGYO


Traits define and shape your Each Maharlika has a personal
Maharlika. You begin with 5 Traits, spirit-being that interfaces
each of them with a +1 Modifier. advanced tech for them, acting as a
Whenever you make a Maharlika roll, sort of AI PDA. Learn about them at
you can choose to Invoke a Trait, page 55 and then choose what kind of
and the Arbiter chooses if it fits Kalagyo you have at page 56.
with the context of whatever action
you’re attempting. You then add your ASSEMBLE YOUR MEKA
Trait modifier. Trait Modifiers go
from +1 to +3. These don’t stack: if Begin Meka Creation at page 57. Read
more than one Trait makes sense in a through it and follow the commands
specific context, you just choose the there. That’s your final assignment,
highest rating to add. Maharlika.
Your Traits answer the following Long live the Lakanate.
questions: Where did you come from?
(p. 46), Why did you become
Maharlika? (p.48), What Secret Do
You Hide? (p.49), What can you do?
(p.50), and Who or What is most
important to you? (p.51). Answer all
of these to fill out your Maharlika’s
traits.

45
WHERE DID YOU COME FROM?
Pull upon your trove of science fiction knowledge or think of a place your
Maharlika came from when they were a child. Think of the planet, or maybe
the city. Maybe they come from a convent? Make one up, choose from below,
or roll 1d10:

Result
1 Luzviminda (SD-SK Mandala). A capital planet in the Upstream Ring, near
the Land of God, within the mandala of the SD-SK Megacorp. This is a
luxurious planet and an economic center where all sorts of beings live.
Blinkgates exist to and from every major nexus of the Galaxy. Because
of this, the people here are multicultural, due to the many sorts of
people that live here. People also enjoy a higher standard of living.
If you come from here, you’re one of the upper-class city folks:
educated, and well versed with high-class politics as well as enjoy
luxurious amenities. You’re a neon child, a star-blessed traveler.
2 Sinagsikat (KOMSA Mandala). Sinagsikat is a sacred planet found in the
Upstream Rim where building urban centers are prohibited. This is within
the mandala of KOMSA. Diwata flourish here, and it is well known for its
beautiful vistas. its beaches, hidden groves, and exceedingly diverse
wildlife, which coexists alongside a diverse spirit society of Diwata.
The only residential areas here are small barangays and barrios rather
than cities. If you come from here, you come from one of these small
communities, surrounded by diwata. You have an intrinsic connection to
nature and the spirit world.
3 The Three Sisters (KLL Mandala). You grew up isolated in space on a
convent ship known as The Three Sisters, found in the Downstream Rim,
within the mandala of the KLL. Your youth was spent being taught
techgnostic commandments and filled to the brim with the cybersayings of
the WISDOM OF GOD. Are you devout, or are you rebellious? Yet, you
believe in the IMPINITO DIOS, and whenever you do something important,
you make the sign of the Five-Petaled Gumamela. If you come from here,
you come from one of the many communes that have decided to live aboard,
from which all the new convent trainees come from.
4 Talyerya (BA Mandala). You grew up in an altar-factory planet, in the
Downstream Ring, wherein most of the newest AGIMAT, Meka Balangkas, and
Spiritech are created and crafted, probably cultivating the little spark
for Meka within your heart. This is within the mandala of BA. If you
come from here, you come from one of the many cities built around these
altar-factories, where you are usually paid to work for most of your
life. You know the blueprints of AGIMAT, the inner workings of
technology.
5 Atenara (BA Mandala). Atenara is a trade planet found in the Downstream
Rim, within the mandala of the BA. Many people come and go here, as this
planet has become a nexus for all sorts of life due to it being a trade
center. This usually means that you know your way around people. If you
come from here, you probably came either from a cloud city (someone that
enjoys urban privileges and has urban sensibilities) or a junk city
(someone that lives on the edge of danger and works as a scavenger or
smuggler).

46
6 Corregidor [koh-re-hee-dor] (SD-SK Mandala). You grew up in a
militarized planet in the meeting point between the Downstream Ring
and the Shore Ring, usually known as a corregimiento. Obviously within
the mandala of the SD-SK. This is where war projects are conducted, or
where raiders come in. This has forced you to live carefully, knowing
your zones, always making sure your flanks are secure, always erring on
the side of caution. If you live in a city here, you probably live
within one of the militarized areas, living alongside nurses and
military scientists.
7 Redukthyon (GHW-S Mandala). You grew up in a planet in the Shore
Rim, within the mandala of GHW-S, made to be a prison colony for war
criminals during the last two great wars. The planet itself has a very
modern culture, comparable to major trading centers in the Downstream
Rim. However, the people here are treated as disposable at best, and
great barter for Xenobeings at worst. If you lived in one of the cities
here you were probably very used to the luxuries of high city life.
although you had to suffer stigma from people from other planets.
8 Anisatibay (KOMSA Mandala). You lived in a forgotten colony in the
Shore Rim, orbiting a forgotten mining planet or asteroid. The colony
is a single large city, floating on a space station, which has now
devolved into gang-controlled zones. You had to live in this kind of
environment. You festered in poverty as colonial gang bosses, calling
themselves Datu, dominated the colony, crushing you under a fascistic
iron fist. You had to live on the edge of a knife, and you probably had
to serve one of the ‘Datu’, as a slave.
9 Masa (KOMSA Mandala). You lived in a server planet, somewhere in the
Horizon Rim, where the planet was used as a living server for the
Lambat. Thanks to this, you enjoyed free Lambat services for
everything, and the KOMSA operatives that lived there took their time
to educate those living in the planet with the KOMSA curriculum, and
thus you became an expert in all things Lambat. If you lived here, you
probably lived in a normal enough barrio, without any skyscraper-filled
cities, but with lots of connection through the Lambat.
1 Dumapa (GHW-S Mandala). Dumapa is a Horizon planet under the mandala
0 of GHW-S where the Planetary Diwata has died, causing the planet to go
into its death throes. It is surrounded by debris as its three moons
have been blown up, now, just debris orbiting a binary star. You feel
nostalgic for it: you lived with vigor, love, and life, but you’ve also
had a very close encounter with death there. You know death well. Maybe
a bit too well. You can probably see Diwata and other invisible
phenomenon thanks to it. If you lived here, you probably lived in one
of its two tidally locked cities, one on the sunny side and one on the
dark side.

47
WHY DID YOU BECOME A MAHARLIKA?
Define why you took upon the life of a “free” person, toiling endlessly under
the weight of obligation and responsibility. Define why you took upon the
glorious imperative of the Lakanate. Define it in a sentence, roll a 1d8 on
this table, or choose the option that appeals to you the most:

Result
1 To Boldly Go Where None Have Gone Before. You became a Maharlika
mainly because you want to travel past the Horizon. For money? For
glory? Decide. A Maharlika must be concrete in their ideals.
2 To Know a Secret of the Galaxy. Mysteries abound in the Galaxy of
Archipelago. You’re a Maharlika because this kind of freedom lets you
find a particular secret, to learn the answer to a particular mystery.

3 To Support My Family. You need to support your family, their business,


or their planet. A noble endeavor, especially with Diwanites being more
and more hoarded by the Maginoo class.
4 To Exact Revenge. A particular person, or a particular Megacorp has
attacked you or wronged you, and you want payback. Define what this is
before the game starts.

5 To Protect the Archipelago. You became one purely because of noble


ideals… or maybe you succumbed to the propaganda of the Lakanate?
Either way, it’s a lofty goal to protect the galaxy that Humanity has
worked hard to build.
6 Because It Is Your Responsibility. Perhaps you are the scion of a great
Maharlika, or a Maginoo without any contribution to their family name?
Then you must take up arms and become a great Maharlika, to bring honor
and fame to your Family.
7 Circumstance Has Brought Me Here. You became a Maharlika because you
were an Alipin that got a lucky shot, or a great opportunity. You took
it. Now you must work not to return to becoming an Alipin anymore, and
to uplift your fellow people.
8 Revolution. You became a Maharlika because the Maharlika are free, and
you are free so that you can upend the system. You want a Revolution.
You want to change Humanity.

48
WHAT SECRET DO YOU HIDE?
Define a secret for your character. Make one up, roll a 1d10 on this table,
or choose the option that appeals to you the most:

Result
1 You killed an innocent when you werenʼt supposed to. You killed an
innocent civilian before becoming a Maharlika. You got away with it,
but can your conscience bear the weight?
2 You are not human. You aren’t Human. You might be a Human Husk, an
android with an organic shell that houses a soul. You might be a
genetically modified Xenobeing. You might even be just a drone
projecting a very convincing hologram around it.
3 You hate a particular corporation. You wish to dismantle a particular
Megacorp, and you wish to break it down. This might destabilize your
role as a Maharlika, however.
4 You are benefiting from illegal Salapi from a Maginoo patron. This means
you are not truly free, you are not truly a Maharlika, as Maharlika are
mandated, along with their liberty, to only take money from their
Megacorp as needed. This can be a good reason to strip away your
Maharlika name and make you the Alipin Sagigilid of that Maginoo.
5 You have a child or a family member that you always bring with you. That
member is dead. You keep their ashes. A Maharlika tied to a dead person
is a liability. At the same time, isn’t it a bit sad?
6 You are not who you seem. You’re not actually who you seem. You live
under a False Identity, for the last year, even well into becoming a
newbie Maharlika. Who is the real you?
7 You hate being a Maharlika. You are thrust into freedom that you did not
want. You hate this job, and yet you do it, due to circumstances.

8 You angered a Maginoo. You angered a particularly well known Maginoo


noble in the past. This might complicate things when you meet with them…

9 You are cursed to die by a Diwata. You angered a Diwata before, and now
you’re cursed to die a horrible death. When this might happen; you don’t
know. But this curse seems to extend to other people.

10 You arenʼt a Maharlika. You aren’t a registered Maharlika, but you know
how to fake it well enough that you’re a pretty good Maharlika, even
without technically being one.

49
WHAT CAN YOU DO?
Define a single expertise that your Maharlika is good at. Define it with a
single word or phrase, roll a 1d12 on this table, or choose the option that
appeals to you the most:

Result
1 Hacking. You know how to work with a Panuos, and you know your way
around encryptions, decryptions, and cyphers on the Lambat.
2 Fighting. You’re good with your fists or a weapon. You know how to defend
and how to attack.
3 Blowing Things Up. Ah, yes, the demolitions crew. You know explosives,
ordnances, and how to dismantle entire buildings.

4 Socializing. You’re good at making friends with people, and prying


secrets from them.
5 Leading. You’re the front of the pack, the giver of orders, the issuer
of commands. You hold a certain charisma that makes people listen to
you.
6 Sneaking. You know how to make your way around things without being
seen.
7 Creating. You’ve got the mind of a tinker, may the Impinito Diyos bless
you. You’re good at making things, repairing things, and probably
dismantling them as well.

8 Spirit-speaking. Known as Pagtatalo, from the word “Talo” (speaking


with spirits). You know how to speak with the spirits of the setting,
the Diwata. You might’ve been a Katalonan, or maybe you had some
strange tech implant that gives you the ability?
9 Knowing Things. You’re damned smart, you know how to work with
research papers, with aklat-holo (books that are connected to the
Lambat), as well as discerning right from wrog when it comes to facts
of the galaxy.
10 Finding Stuff. You’re good at spotting details, at finding things, at
making sure no rock is unturned.

11 Persuading. Hey, you’re pretty good at talking, but sometimes people


can’t trust you with that silver-tongue of yours. Are you really
telling the truth?
12 Moving. You’re pretty damn good at moving around, getting around
obstacles with your hands and feet. Parkour! As they say.

50
WHO OR WHAT IS MOST IMPORTANT TO YOU?
This defines a thing that you value. Doing things for or in protection of
them is something that drives you forward. This can be a person, thing, or
even a principle. Define who or what it is, roll a 1d12 on this table, or

Result
1 Your Sibling. You love your sibling with all your heart and would do
anything for them.
2 Your Weapon. Your weapon has been your constant companion. You
wouldn’t know what to do without it.
3 Your Significant Other. You have a significant other, and you’d do
anything for them.

4 Your Parent, Parents, or Guardian Figure(s). Your parents or guardians


raised you right, and you want to make it up to them. You treasure them
above all else.
5 Your Church. Your religion and faith are the most important things to
you. Sometimes this might get you into some spats, but you simply wish
to be respected for expressing your faith.
6 Your Child. You have a child, and they are the most important thing to
you.
7 That No One Dies. You have the ideal of no one dying, as much as
possible. This pushes you to great bouts of heroism, altruism, and
valor.

8 Your Pursuit for Knowledge. Nothing stops your pursuit for knowledge.
You try to cram as many readings and wisdoms from writers and
philosophers and engineers as you can, especially in your free time.
9 Your Meka. You treat your Meka like a best friend. It might even talk
to you through your Kalagyo.

10 Your Datu. Like a true Maharlika, you put your Datu above all else, no
questions asked.

11 The Lakanate. You are a patriot and Lakanist: you put the greater state
above all else and serve to protect its interests.
12 Your Own Life. Nothing is more important than you, and you hold that
true, keeping yourself alive as much as possible.

51
LINKS Player buy-in is integral while
you’re determining the depths and
aspects of your Link. Maharlika are
Link describes the relationships
highly dramatic people. That tends
between Maharlika. The nature of
to happen given that they’re usually
these connections must be determined
normal people who were suddenly
during Character Creation.
thrust into the forefront of
Treat Link Bonds as triggers or advancement, progress, war – and
flags. If something that is then their brains were implanted
contextually related to your Link with a god-being.During Character
Bond happens, you must follow with Creation, perform the following
what the Link Bond entails. steps:
When making a roll where the Link The Arbiter chooses one player, and
would be contextually appropriate or then the player either rolls a 1d10
relevant, you may choose to invoke on the table below or chooses the
it. If you do, you may add X Suwerte prompt that appeals to them the
to that roll, with X being the most. They may also choose to just
rating of the Link (1 - 3) You can create their own bond. Whatever you
even do this while in Meka Violence. choose, ask that question to the
If you Invoke Link and fail the player to their immediate right, and
roll, you cannot invoke that Bond that player will answer. Then that
until after you choose to do a player does the same as the first,
“Forward My Link” Trade Activity. asking the one to their immediate
The following things also happen: right. Do this in sequence until all
have answered a question.
•◆• The rating of that Link Bond
goes down by 1 Link Questions:
1. I think I’m in love with your sibling or
•◆• You gain +1 Pagsasapi Points friend. Do you know this? What do you
think of it?
•◆• The Kalagyo gains larger
control over you as a fraction of 2. I think I’ve seen you before. Do we know
your humanity slips away each other?
3. We had a relationship before. What
If you succeed, you clear 1 happened to us? Do you want to repair
Pagsasapi Point. what we had?
4. We’re siblings. What do you hate about
me?
5. We’re rivals. Where did we first meet and
why do we have such a rivalry?
6. I hate you. What did you do to make me
hate you?
7. I’m in love with you. Do you know this?
What do you think of it?
8. We were childhood friends. What was your
favorite memory of us?
9. I look up to you. Why is that?
10. I look down on you because you did
something I didn’t like. What was it?

By Noriz Mora
(@togidemi)

52
LINK ARCS ARMOR
Each Link Bond does not last Choose one:
forever. They are usually eventually
•◆• Feathersuit: 5 Speed. +1
closed off, becoming history. Not
Suwerte while evading. 1
always, but usually. After every
Toughness.
mission, you can choose to perform
the Trade Activity “Forward My •◆• Electronic Suit: 4 Speed. +1
Link”. If you do, you and the other Suwerte when rolling something
player must both agree to it. A Link technology related. 1 Toughness.
Arc ends whenever you manage to •◆• Katalonan Cloak: 3 Speed. +1
raise a Link rating up by 1 once it Suwerte while conversing with
was already at a rating of 3. if you spirits.
do, that Link is Fixed, and it does
not go lower anymore, as you’ve •◆• Hardsuit: 3 Speed. 2
solidified your relationship with Toughness.
that player character. You can still •◆• Flightsuit: 4 Speed. When you
invoke a Fixed Link for your rolls. stride, you may fly, although you
must finish your move on land.
•◆• Shadowsuit: 5 Speed. +1
EQUIPMENT Suwerte if you move sneakily.
As a Maharlika, even outside your •◆• Ceremonial Suit: 3 Speed. +1
Meka, you are expected to be able to Suwerte if you’re pulling rank,
protect yourself and be useful. The showing that you’re of a higher
following are the equipment you rank than who you’re talking to.
carry around as yourself. Maharlika are pretty high up in
the social echelon, after all. 1
HUMAN WEAPONS Toughness.

You get both of these. ADDITIONAL THINGS


•◆• 1 Melee Weapon: Deals 2 Utang is the measure and limit of
damage. Choose if it deals debt you have toward a certain
material or energy damage. Must Corporation. Sikat is your measure
be near the target to use. Melee. of fame and popularity amongst the
•◆• 1 Ranged Weapon: Deals 1 Megacorporations. You begin with 3
damage. Choose if it deals Sikat for each of your
material or energy damage. May be Megacorporations. Sikat is the limit
used from afar. Ranged. of Utang you can gain before you
start getting consequences.
You’re free to customize or
personalize your weapons. A Melee The ST of a Maharlika is at 3. Speed
weapon can be a laser katana, or a is dictated by their Armor. If not
star kampilan, for example. While a wearing any Armor, default Speed is
ranged weapon can be a lantaka at 3.
(read: swivel cannon mounted on
warships) that you carry around, or
it can be a bow and arrow that fires
arrows of pure starlight. Up to you.

53
11. GHW-S Dambana Staff: You may strike the
GEAR earth and connect with the Diwa or Lambat.
When you activate this by sticking it into
Choose 3 or roll 3d20: the land, Diwa entities within 100 feet can
be seen by all.
1. SEEING Tawas: Dab the powdery white
substance onto the backs of your eyelids 12. Makiling Builders Mechanical Arm: A
and you’ll be able to see Diwa Beings for mechanical arm connected to your suit made
10 minutes. by Makiling Builders, an independent
company specializing in urban construction
2. SD-SK LUNAS: Stitch: The LUNAS line are and warfare. This works like a true arm.
battle-meds made of state-of-the-art tek
for the Maharlika. Made by the SD-SK for 13. KOMSA Sound Systems - JAM: This can play
their mid- and front-line forces. If this any music you want. Always connected to the
is applied to a wound of an ally, you may Lambat. Can stream anything from KOMSA’s
restore all their ST. 3 uses. JAM frequency.

3. SD-SK LUNAS: Stand-Up: You may use this 14. RemSau Jetpack: If you move, you may fly,
state-of-the-art medtek on a person or ally but you must land by the end of your
that has lost all ST. You can get them movement. The jetpack is crafted by RemSau,
standing and restore ½ of their ST. 1 use. a conglomerate company of Remundo-Sauit,
which focuses on space expeditions,
4. KOMSA Lampara: A lamp powered by Gahum, construction, and defense.
created by KOMSA for recon. Creates a cone
of light up to 60 feet in front of you. 15. KOMSA Universal Translator: KOMSA
collected more than 1000 languages for
5. GHW-S CAMPING SET: Important for land their Universal Translator. You can
operations. Made free for use by the GHW-S understand almost any language, whichever
for harder terrain and planet missions with it may be, within the Archipelago when
dangerous environments or without a safe spoken or written.
outpost. Used when you rest. If you rest,
no events will happen to you, and you get 16. KOMSA Lambat Mini-Balete: Using cutting-
a +1 Suwerte bonus to one Maharlika action edge equipment, KOMSA created a smaller
after this rest. This Suwerte lasts until Balete, a Lambat tower. This may be used
you use it or the next rest/Repair. like a smaller Balete, if you are in a
place without connection to the Lambat. Has
6. KOMSA Sabwat: The Sabwat is a drone that a battery life of 24 hours.
has a minor diwata Chained within that can
be given orders. Created by KOMSA to 17. LS Panuos Dala/PaDa: One of the ingenious
conduct intel operations. You may deploy creations of the Lakanate, akin to a phone.
this whenever you want and may send it to It is a small black rectangle that works
a place up to 180 feet away, to receive like a smartphone, which can be used to
visual and auditory information. This interface with the Lambat. Using this, you
cannot interact with the environment. have access to the Lambat, although this
requires a nearby Balete.
7. SD-SK PERSONAL GRENADE: You may throw
this up to reach 10. All within Burst 2 of 18. LS Lipat Panuos/LiPa: A more powerful
where you threw this grenade are hit and computer, akin to a laptop. This is a wide
suffer 2 Damage. 2 uses. black slab that projects a holographic
screen. When used for technological
8. SAKO REFRACT Mantle: SAKO is a subsidiary activities, you have +1 Suwerte on the
corporation of SD-SK that specializes in roll, according to the fiction.
Maharlika and other human-sized weaponry.
The Mantle line are cloaks worn over your 19. GHW-S Juramentado Opium: Made by GHW-S
equipment to give an effect. While worn, the for their shock troops only. Takes effect
REFRACT bends light around you making it so instantly upon ingestion. They are
you’re invisible. You gain +1 Suwerte if possessed with the spirit of violence. They
you move stealthily. Can only be used once will attack whoever is nearby. All rolls
per Repair and lasts about an hour. concerning violence have a +2 Suwerte and
they have 3 Toughness. After 30 minutes,
9. SAKO ADHESIVE Mantle: Also made by SAKO. the effect fades. The character falls to 0
A mantle with a tough adhesive from treesap ST and loses consciousness for 3 days. if
from the Planet of Ranao. When worn, you not given medical help, the user dies
may cling to any surface, even if you’re after.
upside down or walking horizontally or
vertically across surfaces. 20. GHW-S TATAG-ABAKA Rope: This is an
abaca rope that is 50 feet long. This can
10. GHW-S EZ BANIG: A sleeping bag with carry Meka from Size .5 to 2.
restorative properties made from abaca, a
hemplike plant used for bags and other
items. Can be used when resting or a
repair. You have +1 Suwerte to your next
Maharlika roll because of the nourishing
sleep.

54
55
56
KALAGYO
“The Diwata are spiritual beings.
They reside within planets, within
those nature’s trees, lakes, seas,
clouds, and skies. They may take on
the form of animals, or people, or be
shrouded in their specific element.
They are within everything.
They are hyper-intelligent god-
beings in the reality of Diwa. One
important trait of theirs is their
inhumanity. Their knowledge is vast,
and their thinking is different.
Usually, one must give them offerings,
conversation, and worship to avoid
being the subject of their ire, for
that is what they need. They are the
representations of the Diwa and
Nature itself.”

57
Determine who your Kalagyo is. The determines their Principle). Choose
Kalagyo is a Chained Diwata, one a Principle for them below, and then
that has three functions: serve the choose a Kalagyo Trait for them. The
Maharlika, maneuver the Meka, and Kalagyo Trait is the trait of your
operate the Diwal Systems. Kalagyo that gives powers and
maneuvers to your Meka.
You have freedom here to create and
define who your Diwatang Kalagyo is. For every successful 3 missions, you
First, decide on whether they are a may buy a new Kalagyo Trait. Each
diwata of a particular concept or Meka can have up to 3 Kalagyo
sphere of influence (i.e. war, Traits. You may only choose Kalagyo
intelligence, storms) or not. Then Traits from your Kalagyo’s
choose their Principle, according to Principle.
their personality. Then choose a The Kalagyo Traits only apply to
Trait from that Principle. Meka Violence.
Diwata are attracted to people that
are similar to them. Consider your
Maharlika’s personality or
background while you’re defining your
Kalagyo. They will most likely
reflect that.
Define the form they take, how they
manifest, and what their name is.
The Kalagyo is the activating
mechanism for the biomechanic
vehicle that is your Meka, as well
as the interpreter of commands into
systems. The essence of your Kalagyo
uses Gahum from the Gahum Reactor,
which can be found in the Meka near
where the liver would be in a human.
Within the Arkipelago, the liver is
believed to be the seat or fount of
power, similar to how the heart is
viewed in many Western cultures.
Because of this, it’s also a much-
coveted delicacy within animals.
Once you’ve defined your Kalagyo, the
personality of your Kalagyo is
usually determined by what Principle
you choose for them (although
sometimes the Kalagyo’s personality

58
KALAGYO PRINCIPLES
VIOLENCER: Focused on dealing damage to a may make them restore 3 KT.
victim. Usually Violencer Diwata are Diwata
RULER: Weakener and crippler of the enemy
of Weapons, Warfare, Murder, and other
team. Ruler Kalagyo are usually Diwata of the
concepts that deal with bringing violence.
Sun, Ruling, and Administration. Choose one
Choose one Kalagyo Trait:
Kalagyo Trait:
•◆•Oryolʼs Many Heads: If your target is
•◆•The Castigation of Queens: Once per
Flanked, you may deal +2 damage.
round, if one enemy within Reach 10 has
•◆•Insignia of Apolaki: In your Activation Suwerte, you may give them +1 Malas as a
Phase, you may choose one enemy. If you Reaction.
attack that enemy, you gain +1 Suwerte.
•◆•Kings Bow Down: Once per round, if you
This bonus disappears during the Upkeep
hit an enemy, you may perform Spiritual
Phase.
Warfare. If the Spiritual Warfare is
•◆•The Tiktikʼs Drink: Once per Round, if you successful, that enemy becomes Prone.
hit one enemy, you may recover 2 ST.
•◆•Luzbelʼs Command: Once per round, during
•◆•The Tikbalangʼs Swiftness: Once per your Upkeep Phase, you may choose one
round, if you hit an enemy, you may enemy. Whoever hits that enemy deals 1
Disengage. [AP] bonus energy damage. This bonus
lasts until your next Upkeep Phase.
•◆•The Hunt of the Aswang: If your target
does not have anyone next to them (other •◆•The Manananggalʼs Curse: Once per round,
than you), you may deal +2 damage when if one of your attack misses, you may
you hit. choose one enemy within Reach 5 from the
first target and attack them with the
SUPPORTER: The supporter, buffer, and missed attack, as long as they are within
(usually) healer of the team. Usually a range. You still have to roll for the
Diwata of Medicine, Healing, and Nature. attack.
Choose one Kalagyo Trait:
•◆•Malignant Earth: As an Action in your
•◆•The Emanation of Saint Luna: All your Action Phase, you may create a Burst 1
allies gain +1 Suwerte when attacking within Reach 10. All those that pass,
while adjacent to you. begin, or enter that Burst 1 are Slowed
•◆• The Tactics of Saint Datu: In your Action until your next Upkeep Phase.
Phase, choose one ally within Reach 5. DEFENDER: The savior, usually on the
They may choose to Use a Violence AGIMAT frontlines, saving their allies with their
or Stride. skills and bodies. Defender Kalagyo are
•◆•Macnitumʼs Grace: In During the Upkeep usually Guardian Diwata, Diwata of Death or
Phase, you may choose one Meka in Reach Travels, as well as Diwata of Boundaries.
5. Their next attack has +1 Suwerte. Choose one Kalagyo Trait:

•◆•The Guidance of Gumamela Celis: the •◆•Hear the Soul of the Weapon: If you hit a
Upkeep Phase, choose one enemy. The next Marked enemy, you may Push them 1 space
attack against them has +1 Suwerte. away.

•◆•The Healing of Azcarah: Twice in one •◆•Retribution of the Spirit-Warriors: If one


Encounter, you may use a Buff action to ally within Reach 5 is hit by an attack,
one ally within Reach 10. You may choose you may stride toward the one that hit
to give the normal benefits of Buff, or you your ally as a Reaction and may attack.
•◆•Hall of God: You have +2 Toughness.
•◆•Mark of the Guardian: If you attack an
enemy, hit or miss, you may Mark them.
The Mark vanishes on their next
Activation Phase.
•◆•Holiness of War: You may roll a Safety
Systems roll during your Activation
Phase.

59
MEKA CREATION

60
MEKA CREATION IS THE
FIRST STEP TO BECOMING
A FULL MAHARLIKA.
Once your character becomes an official Maharlika
recognized by your corporation, you must create
(or find) your own Meka. Your Corporation pays
for the initial fees and first 4 AGIMAT - parts
of your Meka.
1. Meet your Kalagyo and choose a Kalagyo Trait:
Choose one Kalagyo Trait from your Kalagyo’s
principle.
2. Meka Skills: Begin with two Meka Skills at +1
each.
3. Balangkas: Choose one Balangkas. This acts
as your Meka’s main chassis and frame, upon
which AGIMAT are attached.
4. AGIMAT: Choose 4 Agimat, 2 from your
Balangkas or Lakanate Systems, and then 2
from anywhere else (including your Balangkas
or Lakanate Systems again). This does not
incur Utang. Be mindful of the number of
AGIMAT Slots you have. You cannot equip more
of a type of AGIMAT than your meka has space
for.with each Balangkas.

61
MEKA SKILLS Your FAITH [FTH] is the strength of
your spirit and belief and
connection of the Maharlika to the
The four traits of a Maharlika that
Diwa, to their Kalagyo, and to the
are important in piloting a Meka and
Systems of their Meka. Outside of
fighting using a Meka are the
combat, you roll this if you need
following: COORDINATION,
MANEUVER, FAITH, and MECHANICS. to use systems to scanpay a place,
These begin at +0 and go up as far or use the systems of your Meka in
as +5. general, scanning other kinds of
Spiritek. Faith is important.
Meka Skills are added when making a
Skill Check. These are checks that •◆• Every point adds to your
involve the Maharlika’s ability to Spiritual Warfare rolls and
control, maneuver, and pilot their Resolve.
Meka rather than a Trait that they •◆• Every 2 points adds to your
possess. When you make a Skill Reserve Gahum (RG).
Check, roll a d20 + the Skills
rating and see if it is equal to or Your MECHANICS [MCH] is your
higher than the Difficulty Rating. expertise and knowledge on
Most Ratings are equal to 10. mechanics, engines, and the tech of
your Meka and other kinds of
Your COORDINATION [CRD] is how good technology. Mechanics is important
and how skilled your Maharlika is at to know where the Meka is most
piloting the Meka. Outside of robust, or powerful, and you can
combat, you roll this if you need to use that knowledge to strengthen it
move things, if dexterity is even further. Roll this if you need
important, or if you need pure force to push your Meka past its limits,
or strength in an activity. if you need to endure dangerous
•◆• Every point in CRD adds to conditions and statuses, or if you
your Attack rolls (not Spiritual have to rev up and use your Gahum
Warfare). Reactor.
•◆• Every 2 points of CRD adds +1 •◆• Every point adds to your
to damage dealt by your Violence Toughness.
AGIMAT. •◆• Every 2 points of this adds 1
Your MANEUVER [MVR] is the point to your Stability (ST).
Maharlika’s ability to move their
Mech. Outside of combat, you roll
this if you need to evade dangers,
move quickly, or move stealthily. DURING CHARACTER CREATION, YOU
BEGIN WITH +1 TO TWO SKILLS IN THE
•◆• Every point adds to your BEGINNING.YOU MAY RAISE THESE
Meka’s EVADE. LATER, AS TRADE ACTIVITIES.
•◆• Every 2 points adds +1 to
Speed.

62
SAINT AND DEVIL THE NEW GENERATION
WEAPONS: THE MEKA The new generation of Meka was
supposedly too difficult to pilot with
A HISTORY normal piloting procedures and
skills. There was no motor systems
The MEKANISADONG SANDATA (MECHANIZED capable of moving quick enough to
WEAPON), or Meka, is a kind of weapon take advantage of the newer, lighter
that can be worn like the armor of a yet more durable Meka. The new
warrior. Meka use flourished during generation of Meka were still
the time of expansion, when walking tanks, shaped like humans.
journeying past the Horizon was There was no motor or engine that was
important. There, away from the Life able to output enough energy to
Rays of the Banwa, the Center of the quicken the Meka…
Universe, they struggled with the
Until the Diwata came. The first
dangerous, violent, and foreign
Diwata that fused with a Maharlika,
planets that they encountered. The
the first kalagyo that then possessed
greatest scientists, mechanics, and
the systems of the Meka (since the
shamans quickly built a suit of armor
Meka was technically made from very
made of steel, ironwood, and bamboo.
natural resources) was found during
This first suit was called the an event in a far off planet, where a
Mechanized Suit: MEKA-0, almost 20 Maharlika almost died fighting a
feet in height. This was the first behemoth.
Meka, although it didn’t need a Gahum
There they found that a Diwata--one
Reactor nor a diwata to be used. The
of these hyper-conscious,
MEKA-0 was piloted onto the planet
transcendent nature god-beings--were
“Kapitbahay”. There, its mission
the answer to piloting the system,
succeeded. MEKA-0 was not destroyed,
while the Maharlika piloted the
and was able to endure the violent
Meka. The diwata fused with the Meka,
environment, kill local behemoths,
allowing it faster movement,
and most importantly of all, find a
maneuverability, and increased
new kind of resource: Luzbel.
durability. The catch was: the Meka
Luzbel is a kind of mineral that had to retain a humanoid shape, as
looks part steel and part wood, the Diwata was connected to the
pulsing with a color that changes Maharlika, and a Maharlika was still
whenever it is possessed by a Diwata. human, and thus moving a human-
This is a material that is sturdier, shaped suit was easier.
lighter, and more malleable than
titanium and steel; and it has a
special connection to the Diwa.
Luzbel can then be mixed with stone,
iron, or mangkono (ironwood) to
create Neobato, Neosteel, and
Neomangkono, exponentially sturdier
and stronger versions of the
original material. Using this, the
NEO-Gen Meka were born, allowing
lighter yet sturdier Meka and
letting the Meka become more
powerful than ever.

63
To power the intense functions of a The appearance of the Maligno put
Diwata, savants and shamans worked the NEO to the test. The Maligno
together and created the Gahum were alien beings from the darkness
Reactors. Gahum is the energy of of the Horizon. The first Maligno War
possibility, and can only be found began, spurning breakthroughs in
in two places: within newly formed Meka construction. The numbers of
stars as its residue, and within the Maharlika multiplied as the need for
hearts of exploding sun. Gahum Meka to combat the threat grew.
Reactors were capable of producing
Eventually, Humanity won against the
the massive amounts of energy that
Maligno and drove them back to the
Kalagyo – the Diwata Chained to
darkness they came from. Meka were
Maharlikas – needed in order to
now important in solving problems
power Meka.
within the Archipelago, to halt its
Thus came the new age of pilots, slowly impending doom, thanks to the
that needed a Maharlika, a Kalagyo, end of the Second Lakanate.
and a Gahum Reactor. This new breed
of spirit-warrior pilots were called THE CORPORATION
NEOs. WAR
WINNING THE The next boom in Meka construction
MALIGNO WAR happened during the First
Corporation War 100 years after the
The new generation of Meka was Maligno Wars. There was not a
feared on the battlefield. Usually, paramount government in place. Each
they can be immediately sensed by Corporation ended up creating their
sensors and radars due to the Gahum own Mekas and battling it out,
Waves that are released every time a merging and eliminating each other
NEO appears. They are feared as well until only 4 Corporations reigned
because of their quickness and supreme. These would eventually
litheness, as if they were the armor become the Megacorporations of the
of a war god. A true mechanized current era: SD-SK, KLL, GHW-S, and
weapon. KOMSA.
Every move, every twitch, of the Megacorp Meka usually reflect the
Maharlika, is followed by the Meka. personalities and beliefs of the
The Diwata is the Soul of the Meka, Megacorps. As such, it is not
and it is one with the soul of the unheard of for people to worship the
Maharlika. That is a NEO. Meka as walking idols. They wouldn’t
In the end, the MEKA-0 disappeared. be wrong either. A Diwata is needed
This design became the basis for to pilot a NEO properly.
creating Mass-Balutis, mechs without
a Diwata or a Gahum Reactor. They
were easier to build but slower than
a NEO. In present times, they’re
marketed as Mechanized Workers.

64
THE FORGE OF GODS: •◆• GHW-S Altar-Factories are
groves and spirit shrines deep in
HOW MEKA ARE MADE the forest, around powerful
natural loci such as strangler
In the new age, the new way of figs, large boulders, or sacred
creation is through the use of lakes. They have wooden automata
Altar-Factories. The Altar- helping their work.
Factories have two primary
functions: they serve as •◆• KOMSA Altar-Factories are top
construction sites for Meka, and of the line technological
ritual sites for new Meka and the warehouses and facilities filled
Diwata needed to power them. It is a with servers, black polished
factory because this is where glass, and chrome finishes.
equipment and baluti are formed, but •◆• BA Altar-Factories cobbled
they are also altars because they together workshops and rustshops
perform rituals here to rechain that emphasize the strange occult
unchaining Kalagyo, as well as to nature of the Megacorp.
perform rituals to transmute Gahum
to Diwanites, programmable matter An Altar-Factory is usually where
that is used to craft Mekas new AGIMAT are made. Once a new
wholesale, with resources coming piece of equipment has been
straight from Gahum mines, Diwata, developed, its essence can be copied
or (more darkly) other living into the Diwa through the Lambat.
beings. Because of this functionality, they
created Printers that can print out
Each Megacorp sports different Altar- new equipment wholesale. Printers
Factories. activate encoded rituals, using Diwa
•◆• SD-SK Altar-Factories are huge Particles to form objects. A Printer
weapon bases, filled with military typically needs maintenance by a
personnel and commanders, with a Katalonan every month. Printers that
very industrial look. go without maintenance for too long
may explode or get destroyed by
•◆• KLL Altar-Factories are actual diwata.
cathedrals and basilicas with
mechanized arms and robots that
perform the heavy labor.

65
A Printer can only print something •◆• Balangkas Traits: traits
that has already been created in an unique to your Balangkas.
Altar-Factory in the past. New or
•◆• Gahum System: The special
newly conceptualized equipment
System that arises from your
cannot be printed. Also, larger
Baluti’s Gahum Reactor, unique to
Printers – ones that could
every Balangkas. This is usually
theoretically be capable of
a hugely powerful explosion of
producing parts of a Meka’s frame –
power or skill.
cannot be created because the Diwata
become hostile at something so large
taking advantage of the bones of
reality. Because of this, all
Printers can only print AGIMAT. A new
Balangkas requires an Altar-Factory.

A Meka has the


following Traits:
•◆• ST: Stability, the
structural integrity of
your Meka.
•◆• RG: The reserve power of
your Meka.
•◆• Evade: The ability of your
Meka to avoid all sorts of
physical attack and dangers.
•◆• Toughness: Your Meka’s
durable armor that covers its
structure. This is spent 1-for-1
to cancel out each point of damage
inflicted upon you.
•◆• Resolve: The ability to resist
Spiritual Warfare and other
attacks upon your Meka’s
spiritual systemic integrity.
•◆• Speed: The number of spaces
you can move usually, with Stride
and Boost.

66
AGIMAT [OFFHAND]
•◆• Two [OFFHAND]
AGIMAT is an acronym that means
“AKTIBONG GAMIT at ISIGANG •◆• One [TWO-HANDED]
MATeryales”, which translates to [AUX] AGIMAT do not need to be
“Active Use and Dynamic Materials.” readied to be used.
These are the modules, systems,
Reaction AGIMAT are systems and
protocols, weapons, mounts,
protocols that help with reactions,
ordnances, and other such equipment
the twitches and movements of a Meka
that a Meka can use, equip, or
that move with its own sixth sense,
replace a part with. These are the
thanks to the Kalagyo. Usually,
things that give NEO Mecha their
these are Protocols. Each Reaction
signature modularity. Each Megacorp
AGIMAT takes a Reaction to activate
creates AGIMAT for their Balangkas,
unless otherwise stated in the
but because of the Law of Weapons,
AGIMAT itself.
the Megacorps must share their
AGIMAT with other Corporations. Support AGIMAT are arguably the
Because of this, NEO have the most numerous type of AGIMAT. These
ability to mix and match, becoming are the AGIMAT that strengthen and
more effective than before. give utility to a Meka.
You begin with 4 AGIMAT that donʼt Movement AGIMAT are systems,
incur Utang to acquire. 2 AGIMAT must protocols, equipment, and parts that
be from your Balangkas or Lakanate give more movement options, change
Systems, and then the other 2 AGIMAT one’s mode of transport, or speed up
can be from anywhere else. the Mech. Usually these change your
Over the course of your career, you lower chassis.
can only raise the number of AGIMAT
Slots a Balangkas has by 4. That
Reading an AGIMAT
means if that Balangkas begins with
2 VIOLENCE Slots, for example, you The AGIMAT are formatted as such:
can only raise it up to 6.
Each AGIMAT is unique: you can only
(TYPE OF AGIMAT) // (Name of the
have one type of each AGIMAT on your
AGIMAT)
Meka at any given time.
There are four AGIMAT Types: [DESCRIPTION AND LORE OF THE AGIMAT]
Violence, Reactions, Support, and [THE TAGS OF THE AGIMAT]
Movement. Each Balangkas has slots
that indicate how many AGIMAT of [EFFECT OF THE AGIMAT]
that type a certain Meka can equip
during a single mission. They may
swap equipped AGIMAT around during Violence AGIMAT are boxed in red.
Maintenance. Support in green. Movement in blue.
Reaction in yellow.
Violence AGIMAT are usually weapon
systems and mounts. The number of
your Violence slots dictates the
number of weapons you can carry onto
the Mission. You can Ready the
following Violence AGIMAT that you
have equipped:
•◆• One [PRIMARY] and one

67
AGIMAT TAGS •◆• [AP]/[ARMOR-PIERCING]: One
cannot apply Toughness to the
AGIMAT have these following Tags. attacks of the AGIMAT with this
tag.
•◆• [ACTION]: You may use this as
an Action in the Action Phase. •◆• [BRUTAL]: AGIMAT with this tag
consider results of 19-20 as
•◆• [ACTIVATION]: You may use this Critical, instead of just 20.
during the “Use an AGIMAT” part
of the Activation Phase. •◆• [SECURE]: The damage of this
AGIMAT never goes below 1, and
•◆• [UPKEEP]: You may use this will deal 1 point of damage even
during the “Use an AGIMAT” part if it Misses. The damage from a
of the Upkeep Phase. miss does not get modified by
•◆• [MISSILE]: AGIMAT that have anything, and will always deal 1
these Tags launch projectiles damage.
that you deploy on the battlefield •◆• [PERILOUS]: Spend 1 RG to
on a space halfway between you activate this AGIMAT.
and the target. The missile hits
the target on the last portion of •◆• [RELOAD]: Every time you use
the Upkeep Phase. The missile is this AGIMAT, you must use an
always homing, even if the enemy Action to reload before you can
moves. However, the missile can fire it again.
be attacked, and has an Evade of •◆• [COOL DOWN]: All AGIMAT with
10. If it is hit, it explodes and this tag can only be used once
is non-effective. before needing a Repair to be
•◆• [TRAP]: AGIMAT with this tag used again.
must be deployed within its •◆• [LIMITED X]: AGIMAT with this
Reach. The effect of the AGIMAT is tag can be used X times before
activated if one steps into its needing to restock. Usually, you
space or into a space adjacent to can only restock during
it. Maintenance.
•◆• [SHIELD]: If the AGIMAT with •◆• [AURA X]: This creates a Burst
this tag is Readied, all attacks X around the creator of the Aura.
against you have +1 Malas. All those within the Burst are
•◆• [ACCURATE]: If you attack affected by the Aura’s effects.
using this, gain +1 Suwerte to •◆• [PRIMARY]: This AGIMAT must be
that attack. Readied to be used.
•◆• [DIFFICULT]: You have a +1 •◆• [OFFHAND]: You may Ready this
Malas when attacking with AGIMAT AGIMAT even if you already have
that have this tag. another Violence AGIMAT ready.
•◆• [PUSH X]: This AGIMAT pushes •◆• [TWO-HANDED]: You cannot Ready
the target X spaces with every other Violence AGIMAT if you
hit. Ready a Violence AGIMAT with this
•◆• [SEEKING]: Ignore cover and tag.
this attack may hit targets even
without Line of Sight.

68
•◆• [AUX]: This Tag is usually •◆• [WATCH X]: This is the range
found on Violence AGIMAT. An in which enemies can be affected
AGIMAT that has this tag does not by your Watchstrike. AGIMAT with
need to be Readied to be used. the WATCH tag are the only AGIMAT
These are usually weapons mounted that can be used to perform
onto your chassis, such as Watchstrikes.
shoulder rockets, chest missiles,
•◆• [RANGED]: The attack is
wrist blades, etc.
ranged. You trigger a Watchstrike
•◆• [REACH X]: This is the range if you use this while adjacent to
of the effect of the AGIMAT. It an enemy.
affects all targets within Reach.
•◆• [MELEE]: This attack does not
•◆• [LINE X]: The effect of this trigger a Watchstrike. If there
AGIMAT affects ALL combatants is no number, then MELEE has a
within the Line. This creates a Reach of 1.
Line from the launcher which
•◆• [INNATE]: AGIMAT with this tag
affects all those that are in the
do not need to be activated. They
the Line encompasses.
are always on.
•◆• [BURST X]: All the targets
•◆• [DRONE]: AGIMAT with this tag
within the Burst are affected by
can deploy Drones that do not
the AGIMAT. X is the number of
count as Allies. They can be
spaces affected, with an origin
attacked. All Drones have the
starting from the player’s space,
following traits:
spreading out in every direction.
▪ 6 ST; Evade 11; If attacking,
•◆• [BLAST X]: All targets within
+1 vs. Evade. Deals 3 damage
the Blast are affected by the
if it hits. FRAYING goes
AGIMAT. The X is the number of
straight to ST. If deployed,
spaces starting from the origin,
choose one space within the
shaped in front of the launcher,
Reach of the AGIMAT.
with an origin starting from one
side of a space or one corner.

69
LAKANATE SYSTEMS
VIOLENCE // War Shotgun
The Lakanate manufactures its own [REACH 5] [WATCH 2] [BRUTAL]
line of AGIMAT, known as Lakanate [MELEE] [RELOAD] [ACTION] [PRIMARY]
Systems, or LS. This is the Deals 3 material damage.
foundation of most AGIMAT. If an
AGIMAT does not meet the standards
of the Lakanate Systems, they cannot VIOLENCE // Mechanized Rifle
be manufactured from Altar- [REACH 15] [RANGED] [ACTION]
Factories. When you buy an AGIMAT [PRIMARY]
from LS, you gain only 1 Utang from Deals 3 material damage.
the Corporation you serve under.

LS VIOLENCE AGIMAT VIOLENCE // Mechanized Bayonet


[REACH 5] [WATCH 1] [MELEE]
VIOLENCE // Machine Longknife [ACTION] [PRIMARY] [RELOAD]
[WATCH 1] [MELEE] [OFFHAND] Deals 3 material damage.
[ACTION]
Deals 2 material damage.
VIOLENCE // Mechanized Lantaka
Cannon
VIOLENCE // Mechanized Sword/ [REACH 10] [BRUTAL] [RELOAD]
Hammer/Axe [DIFFICULT] [RANGED] [ACTION] [TWO
[WATCH 1] [MELEE] [ACTION] HANDED]
[PRIMARY] Deals 5 material damage.
Deals 3 material damage.

VIOLENCE // Lantaka Grenade


VIOLENCE // Giant Sword Launcher
[WATCH 1] [MELEE] [DIFFICULT] [TWO [REACH 10] [RELOAD] [RANGED]
HANDED] [ACTION] [ACTION] [TWO HANDED]
Deals 5 material damage. This creates a Burst 1 area of
effect when it lands on a space or
target. Roll the attack against all
VIOLENCE // Mechanized Lance
those within the Burst.
[REACH 2] [WATCH 2] [MELEE]
[ACTION] [TWO HANDED]
Deals 3 material damage. VIOLENCE // Gahum Gun
[REACH 10] [SECURE] [ACTION]
[PRIMARY]
VIOLENCE // Revolver Cannon
Deals 3 energy damage.
[REACH 5] [WATCH 3] [MELEE]
[ACTION] [OFFHAND]
Deals 2 material damage. VIOLENCE // Gahum Lantaka Cannon
[REACH 10] [SECURE] [RELOAD]
[PERILOUS] [ACTION] [TWO HANDED]
VIOLENCE // Mechpistol
Deals 5 energy damage.
[REACH 5] [WATCH 1] [MELEE]
[OFFHAND] [ACTION]
Deals 3 material damage.

70
VIOLENCE // Missile Launcher
[MISSILE][REACH 15] [RELOAD] [TWO
HANDED] [ACTION]
If the attack hits the target, the LS REACTION AGIMAT
missile explodes in a Burst 1 with
the origin being the missile. All REACTION // KALASAG System
those within Burst 1 are affected. For the Lakanate, the protection
Deal 5 material damage. and safety of the Meka and
Maharlika are important. The
KALASAG system activates on a
VIOLENCE // Auxiliary Homing Mount confirmed hit, deploying a hard-
[AUX] [RELOAD] [REACH 5] [SEEKING] light shield to blunt the impact.
[ACTION] [LIMITED 3]
On a hit, deals 1 material damage. If you’re hit with an attack, you
may add +4 to your Evade as a
reaction. If your new Evade is
LS MOVEMENT AGIMAT higher than the attack roll, you
evade the attack entirely.
MOVEMENT // Flight Mechanics
Movement is valued within the
REACTION // Intelligentsia System
Lakanate. These are connected
An AGIMAT that wraps the Meka in a
thrusters and vents that increase
disposable net. When it’s hit, it
the Meka’s propulsion, enabling it
activates, and then uploads the
to avoid obstacles.
statistics of that attack to your
[INNATE]
system intelligence.
If you Stride, you are considered
[COOL DOWN]
Flying, but you must finish your
If you are hit by an attack, you
Stride on the ground.
may perform Spiritual Warfare
against the one that attacked you.
On a successful hit, you may add +1
MOVEMENT // Propulsion Mechanics
Suwerte to your next attack against
A system important for miners of
that enemy that attacked you.
comets and asteroids so that they
can move within 0G. Now a staple of
0G Meka Loadouts. REACTION // Revenge
[INNATE] An AGIMAT protocol that automates
If you’re in 0G, you can Stride at attacking one enemy that has dealt
your normal speed. damage to your systems.
[COOL DOWN]
If you are hit, you may attack the
MOVEMENT // Overed Burst
one that hit you as a Reaction.
Overboost-Thruster engines are
connected to your primary
thrusters. When activated, this
feeds additional Gahum to the
primary thrusters to strengthen the
propulsion exponentially.
[PERILOUS] [ACTION] [RELOAD]
You may use this after you Boost.
You may Boost a second time.

71
LS SUPPORT AGIMAT
SUPPORT // RG ENERGY
SUPPORT // Hardness Mechanics Connected backup reactors make sure
An additional Gahum Reactor is that you always have energy when
connected to your systems, giving needed.
additional strength to your Meka. [COOL DOWN][PERILOUS][UPKEEP]
[INNATE] Choose one AGIMAT that has a [COOL
You have +1 to your RG/Reserved DOWN] tag (that isn’t this AGIMAT).
Gahum. You may use that AGIMAT again.

SUPPORT // EXO-Carapace SUPPORT // ATTACH HOOK


A tough exoskeleton that creates a A hook that is latched onto one of
thick carapace around the Balangkas your weapons. It deploys when you
of your Meka. hit an enemy.
[INNATE] [LIMITED 2]
You have +3 Toughness. You may buy If you hit an enemy within reach 1
this AGIMAT more than once, up to a with a weapon, you may choose to
maximum of 3 times. Grab the one hit until the next
round’s Upkeep Phase.
SUPPORT // PROGRAM: Lock-On
With this, you mark, you create a SUPPORT // Strength of Steel
symbol that appears in the HUD of Mechanics attached to the Diwa to
your allied Meka. restructure the Meka while on the
[REACH 10][ACTIVATION] move.
Choose one enemy. The next attack [COOL DOWN][UPKEEP]
against them has a +1 Suwerte. You may perform a Quick-Repair
during the Upkeep Phase.
SUPPORT // System: HEAL
Additional tubes that pump new
Gahum-rich fluids to your Meka to
make sure restructuring is more
effective.
[INNATE]
If you perform a Quick-Repair, you
may also make a Safety Systems
roll.

72
THE BALANGKAS At first, during Character Creation,
you begin with 4 AGIMAT that you can
buy for your Meka, which don’t incur
Every Megacorp provides a chassis
Utang. The first 2 AGIMAT must come
for their Maharlika. These are
from the Agimat options given by the
called Balangkas. During Character
Balangkas you chose, or from LS. The
Creation, choose one from the
other two can come from anywhere.
following lists.
Every Balangkas also has a GAHUM
The Balangkas dictates what your SYSTEM, a powerful core ability. You
starting Stability and Reserve Gahum can only use this once per
are, and your base Evade, Resolve, Maintenance. Usage of it returns after
Speed, Toughness, Size, and number a Maintenance, when your Mekaʼs
of AGIMAT slots. Gahum Reactors have stabilized.

Every Balangkas has slots of AGIMAT.


This is the number of a certain type
of AGIMAT you can equip during a
mission, which is known as your
Loadout.
Every time you buy a new AGIMAT that
comes from your Corporation, you
gain only +2 Utang. However, if you
buy an AGIMAT outside of your
Corporation, you gain +3 Utang. You
only gain +1 Utang when buying from
the Lakanate Systems.

73
THE FIVE-PETAL GUMAMELA
MEGACORPORATIONS
Present day in MAHARLIKA’s universe is the Time of Darkness 10, or TiDa 10.
The true leaders of humanity within the Arkipelago are “the Five
Megacorporations” or more poetically, The Five-Petal Gumamela. They are
different from normal, economic corporations, because thanks to their size
and strength, it wouldn’t be wrong to call them nations in their own right,
thus it is common to call them “Corpo-states” as well.
The Megacorporations each have their own regions and provinces where people
live as part of their mandala, which is our term for their political
influence and economic hold within the galaxy of Arkipelago. Within the
Mandalas the people work, under the Corporate Laws of the Megacorps.
The leaders of the Megacorp are called the Paramount Datu, the greatest of
the Datu that lead the entire Megacorp. Below them are the Datu that can own
mere planets or entire systems. Below them are the local nobles, the
Maginoo: the ones born into power, privilege, and money. Beneath them are
the Maharlika (the players), the “warrior” or “hero” caste. Followed by the
Maharlika are the Alipin, the servile class, the workforce, and the
proletariat. As we’ve noted previously, Maharlika work dangerous jobs in
service of a Datu or a Maginoo. However, it is not unheard of for Maharlika
to go on missions to assist Alipin.
Every Corporate Balangkas that leaves the forges reflects the aesthetics,
sensibilities, and principles of the Corpo-State they represent. During character
creation, choose a Balangkas from the following list. The images of the
following Balangkas are not what they actually look like, but are simply
previews of what you can do with them. Think of them as preloaded kits.
All the Corpo-States serve the Lakan of the Lakanate, even if they are not
directly under the Lakanate as a whole. They are the Paramount Datu, in a
sense. Because of this, the directives of the Lakanate override the
directives of the Megacorps. Of course, this isn’t always heeded.
This is what each corporation has to offer:

74
[SD-SK] SANDATANG SANGKATAUHAN
The military, the police, and the warriors. They work as
protectors of humanity, but also the armed force. Their Meka
have sleek and practical designs, built to survive on the front
line.

[KLL] THE THOUSAND LIGHTNINGS


CORPORATION
Known as Korporasyon ng Libong-Linti. The technopriests,
technoshamans, and technomystics. They are the suppliers of
Gahum Generators to colonies and planets. Their Meka are divine,
majestic, sacred, and colorful.

[GHW-S] GINHAWA-SIBOL
The Union of workers, social workers, farmers, and more. They are the ones
that supply food to the galaxy and licenses for work. Their mechs are
connected with and related to nature, weird, and usually even organic.

[KOMSA) KOMUNIKASYON SYNDICATE-AGENCY


A gathering of hackers, technocrats, and even shamans uninterested in the KLL,
they are the ones that erect the Balete needed to access the Lambat. Not just
that, but they also manufacture high-tech thinking machines, such as thinking
fridges, thinking boxes, and thinking houses, all ocnnected with the ever-
pervasive Lambat. Their Meka are the weirdest, usually made partly within or
of the Diwa. Their Mechs are ethereal, ghostly, and have a “punk” aesthetic.

[BA] BAKUNAWA ARMASAN


Bioscientists, researchers past the Horizon, and
xenobiologists, they are the ones given express
permission by the Lakanate to collect resources from the
Horizon and bring it back to the Lakanate. Eccentric ones.
Their Meka usually fuse Luzbel with organic parts, such
as bones, muscles, webbing, and insectoid carapaces

75
[SD-SK] - SANDATANG
SANGKATAUHAN
Translates directly to “Human Weapon” or
“Humankind Weapon”
“Reach Heaven for the Lakanate.”
A powerful corporation, they are one of the
first Megacorps ever built due to them having
to create weapons to battle the Xenobeings
from the Horizon. They are the prime creators
of the “salimbal”, the starships made of
neomangkono, carbon steel, and powered by
Gahum. They are under the Lakanate.
The SD-SK have been around since the Second
Lakanate. Back then, however, they had not
consolidated into their own group. They were
simply the military arm of the Lakanate. The
Third Lakanate, however, saw the SD-SK’s
increasing obsession with power, and their
rise as a Megacorp.
In recent times they have been enacting
OPLANs, strategic plans for military actions.
These OPLANs in truth have become ways to
control, subjugate, and kill any political
opponent and demographic they happen to
disagree with. One of their most destructive
OPLANs was the OPLAN LINIS, where they
destroyed entire planets deemed “unfit to
save” that were home to millions of Alipin,
just so that they could create Space Colonies
in their place and enlarge their Mandala.
Due to the machismo and the hyper-masculine
culture of the Megacorp, members expected not
to talk back against their boss and to endure
all kinds of pain, which can lead to
corruption. As long as you follow the higher-
ups, you’re fine. If not, you’re better off
dead…

76
But, those are just rumors from different parts of
the Galaxy. They are the brave defenders of
mankind, saviors and enforcers of the law.
SD-SK follows a strict and rigid hierarchy. The
Paramount Datu acting as a Commander-in-Chief,
and all Maginoo, Maharlika and Alipin have to
answer to the Datu of their own sector, system,
or planet. Military callsigns and titles are
popular, but along with this comes a rather
brotherly kind of affection and treatment towards
each other.
The designs of SD-SK Meka have been called
“sheer-practical”. They are focused on…
•◆• Focused on close-quarters combat
•◆• Very tough
•◆• Made for war
•◆• Tend to have rectangular plating, angular
silhouettes, and sleek, pragmatic designs
•◆• Large, with little care for frills, bells
and whistles
Their Paramount Datu is Datu Prakash Arsiya, a
warrior that has been alive for more than 500
years. Arsiya has survived both the Maligno and
Corporation Wars. He seeks to strengthen SD-SK’s
hold on the Lakanate, and eventually become the
Lakan himself..

77
SD-SK BAGANI
Warrior. The BAGANI was built upon the chassis of the first Meka Frame ever
made, the name now lost to time. A designation and a title all the same, the
SD-SK BAGANI is a landmark breakthrough in Meka Formation. Once made to defend
humanity from the onslaught of Maligno, now it has become an all around
physical frame and exoskeleton, to perform all kinds of tasks, from cargo
carrying to ship-clearing.
When Meka are mentioned, it is always the BAGANI that first comes to mind. With
its iconic axe and shield loadout, Meka were predisposed to CQC with Maligno
and with other Meka. During the First Corporation War, each Megacorp had their
own version of the BAGANI, with their own quirks and tweaks. Eventually this
practice fell off, in favor of custom made Frameworks for each.
However, the BAGANI, standing atop a crumbled heap, facing an army of enemy
Combat Drones or a Horde of Maligno, with sky ships streaking far above them,
has become an image that is continuously compared and attached to the Maharlika
name itself.
On its own, however, it is, in a single word: dependable. It stays in the fray,
can suffer punishment, and stop enemies in its tracks, making sure the heat is
on them.

\\\ FEATURES \\\STARTING SLOTS


Size 1 VIOLENCE 3
ST 15 | RG 4 | Toughness 5 REACTION 2
Speed 4 MOVEMENT 0
\\\DEFENSES SUPPORT 1
Evade 10 | Resolve 8

\\\TRAITS
THE ORDER OF THE BLADE: All attacks made using Violence AGIMAT have a +1
bonus.
KING OF COMBAT: If your Watchstrike hits, the target is Immobilized.

\\\GAHUM SYSTEM
CRY OF REVOLUTION TO REALITY
“The BAGANI balangkas are usually outfitted with the APOLAKI PROTOCOL, which
sends out waves of Diwa Frequency which seeks out every enemy in the combat
vicinity and then issues a KILL ORDER… a kill order directed at the BAGANI’s
foes.”
During your Upkeep Phase, you may activate this. Mark all enemies within the
battlefield. That Mark lasts until you hit that enemy.

78
79
THE AGIMAT OF THE SD-SK BAGANI

VIOLENCE // Ray Axe

This is a baton that has a mini-Gahum Reactor within. When activated, a


magnetic field in the shape of an axe is created, and Gahum is released.
The magnetic field shapes the Gahum to create the Ray Axe, an axe with a
blade as hot as the heart of a dying star. This became an important weapon
against Maligno and other Meka, since its blade can cut the tough
exoskeleton of the Maligno and the neomangkono/neobato bodies of the NEOs.

[BRUTAL] [MELEE] [WATCH 1] [SECURE] [ACTION] [AP] [PRIMARY]

3 energy damage.

VIOLENCE // Magnet Shield

The newest model of the KALASAG Unit, used when fighting heavy Maligno. It
is outfitted with a repulsor magnetic field used to push and establish
positioning in combat.

[OFFHAND] [MELEE] [WATCH 1] [PUSH 1] [SHIELD]

2 material damage.

REACTION // PROTOCOL: EYE FOR AN EYE

A protocol created by the commanders of SD-SK, it installs automatic


mechanics that move the Meka’s weapon-appendage to deal damage in response
to attempted hostilities against your Meka.

[REACTION]

Once per round, as a reaction, if you were attacked by a MELEE weapon but
not hit, you may make an attack against that enemy that attacked you.

SUPPORT // PRESENCE SYSTEM

A system inspired by KOMSA Viruses. This injects a viral payload within an


enemy’s neural systems, whether it be biological or technologial [they’re
not too different, SD-SK scientist Anselmo Locsin says]. The payload
overrides all autonomous movement and forces forward movement towards you.

[REACH 5] [ACTION] [COOL DOWN]

Slide an enemy in range 2 spaces towards you. If they end up in a space


next to you, you may attack them. Until your next Upkeep Phase, your
target can only attack you.

80
VIOLENCE // SD-SK ENGKANTADA LANTAKA

A HEAVY-grade weapon, used during the invasion of the Fortress of the


Minamason Corporation. Dangerous to use, but hits hard, firing a huge
cannonball of Gahum.

[REACH 10] [PUSH 1] [PERILOUS] [TWO HANDED] [RANGED] [DIFFICULT] [LIMITED


3] [MISSILE]

This deals 9 energy damage.

REACTION // Program: Principle of Violence

Every attack can be a fatal stroke. This program covers your weapon with
the ACCURACY WEAVE, developed by SD-SK White-Hat Combat-Hacker Jonatan
Ramos. This directs your attack and moves it, ever so slightly, to a more
vulnerable part of your target.

[INNATE]

If your attack reaches 20 with bonuses (doesn’t have to be a natural 20)


treat the attack as a Critical Hit. Using a weapon with the [BRUTAL] tag
doesn’t affect the total required.

SUPPORT // BEHEMOTH-FORCE PISTON

The BEFO Piston is a system attached to the arms of a Meka. This is


included in the HUNTER OF MALIGNO loadout line of the SD-SK. On a Confirmed
Hit, this activates to let a repulsor field flow into the attack to push the
target back.

[INNATE]

When you hit an enemy with a Violence AGIMAT that has [MELEE], you may
push the target back 1d4 spaces.

81
SD-SK MANGANGASO
SD-SK’S ARTILLERY LINE, ONCE KNOWN SIMPLY AS “HUNTER”, is an artillery frame
not made for frontline engagements, providing long-ranged support and covering
fire from above, raining Gahum rods and cluser bombs. However, A BRAVURA
MAHARLIKA NAMED Janri Mangangaso piloted this artillery frame into the midst
of combat and saved a fleeing xenobeing clan from an invading KOMSA force. Janri
died in battle.
To honor the fabled Mangangaso, HUNTER was renamed to MANGANGASO and was built
to be mobile artillery. Uncatchable while it unleashed payloads and artillery
fire from mid-range. Its artillery frame became a mode-shift, so the Mangangaso
can be even more versatile in the frontlines.
SD-SK’S “image” as “for the people” was cemented.
Whenever a Maharlika first enters into a Mangangaso frame, the last words of
Janri Mangangaso are blasted into their virtual interfaces: “Never miss.”

\\\ FEATURES \\\STARTING SLOTS


Size 1 VIOLENCE 2
ST 11 | RG 5 | Toughness 1 REACTION 1
Speed 6 SUPPORT 2
\\\DEFENSES MOVEMENT 1
Evade 12 | Resolve 6

\\\TRAITS
MOBILE ARTILLERY MODE: Activate during the Action Phase. Your Mech
transforms into Artillery mode, with its legs folded and its Ranged Weapons
primed. While in this Mode, the MANGANGASO has +1 Suwerte to all Ranged
Attacks, but cannot use Melee AGIMAT.
DEFENSIVE MOVEMENT: All Watchstrike attacks against you have a +1 Malas.

\\\GAHUM SYSTEM
THE BOW OF GODS AND MUSES
“A “bow” that is suddenly created by Diwanites when summoned, it is a
superheavy weapon that needs to be stuck into the earth for stability. When
the trigger is pulled, it charges up a huge and powerful lance of Gahum that
destroys anything in its way.”
Activate this during your Activation Phase. You may only use this during
Mobile Artillery Mode. You are Immobilized. You cannot use your Action and
Upkeep Phase until the next round because the BOW is charging. On the Action
Phase of the next round, you may make an attack against an enemy in Reach 20,
as you release a bursting Gahum-laser Arrow. This attack has +2 Suwerte. Deal
10 energy damage if it hits, or 5 energy damage if it misses, and Push the
target 1d4 spaces.

82
83
THE AGIMAT OF THE SD-SK MANGANGASO
VIOLENCE // Bow of Amanikable

One of the most well known weapons from the MANGANGASO baluti line: a
steel bow that has alchemical generators that emanate Gahum. This unit
needs no ammo: its arrows are made of Gahum.

[REACH 10] [TWO-HANDED] [RANGED] [ACTION]

Choose: attack one enemy twice or 2 enemies once each. These are two
separate attacks, so roll for each attack. Deal 2 energy damage each
attack.

VIOLENCE // Knife of the Wind

“The primary thing you need to know to win in a fight: don’t be scared to
be dirty.” - Trainings of Sage Antonio VIII

[ACCURATE] [OFFHAND] [WATCH 1] [MELEE]

This weapon can be thrown up to Reach 5 as a melee attack. It comes back


after the attack. On a hit, this deals 3 material damage.

MOVEMENT // LAMBANA-UNIT HOVERSKATES

Installing these pearl-extensions upon your Meka’s movement appendages


grants it a secondary terrain movement option: thrusters beneath the feet
to greatly increase distance covered by expending the pearls, creating
bursts of anti-grav.

[COOL DOWN]

Activate when Striding. You may Stride twice your Speed.

SUPPORT // Dog Program

The SD-SK’s primary scout system: a deployable mechanical pet program,


usually in the form of an animal, that follows your every command.

[COOL DOWN] [REACH 5] [DRONE] [ACTIVATION]

Deploy this during the Activation Phase. During the Upkeep Phase, you may
move either move this drone 5 spaces or let it melee attack an adjacent
creature, using your stats, dealing 2 material damage on a hit.

84
SUPPORT // Twilight Cloak

A cloak made with threads of the Lambat, which scramble the enemy
perceptive systems.

[PERILOUS] [ACTION]

On your Action Phase, you cover yourself in the cloak. You are Invisible
until you attack.

REACTION // EVASION Wire

A reaction system installed somewhere on your Meka, has the aesthetics of


a silk-wrapped spindle. When your Meka sustains damage, it unravels,
planting an iron rod somewhere close, and then pulls you toward that space
as evasive maneuver.

[COOL DOWN]

If you’re hit by an attack, you may Disengage 1 space and attack whoever
attacked you as a Reaction.

MOVEMENT // LAMANLUPA Neurosynthetic Kinetic Transomgrification Engine

The Neuro-KTE system is installed upon your Meka’s movement appendages,


and has the aesthetics of vibrating pylons. It gathers kinetic energy as
you move, transferring them within your weapon’s systems, which is then
catalyzed and transformed into potential energy. Upon launching an attack,
the potential energy is turned into concussive force.

[INNATE]

If you Stride at least 3 spaces before you attack, you may add +2 to the
next damage you deal.

85
SD-SK GERILYA
An ALL-TERRAIN CLASS Baluti manufactured by SD-SK to fight forest-adept
Maligno and to push through dangerous terrain, allowing it to be supremely
adaptable to all combat situations, and favorable for almost every combat
scenario.
The Gerilya is outfitted with TERRAIN-SHIFT, a technological suite of traps
and quick-terraformers to manipulate the battlefield.
Designed by Ranger Julio Manning, who traveled to the furthest reaches of
Arkipelago’s bordermarch, The SD-SK GERILYA Balangkas is built to weather
any environment, even at its own expense. It began as a traversing frame,
but eventually evolved to becoming a full on combat unit especially when
Julio foresaw ancient Maligno living within the Bordermarches.
He discovered this to be true. There are Ancient Maligno Hives across the
Bordermarches.

\\\ FEATURES \\\ STARTING SLOTS


Size 1 VIOLENCE 3
ST 10 | RG 3 | Toughness 3 REACTION 1
Speed 5 SUPPORT 0
\\\ DEFENSES MOVEMENT 2
Evade 11 | Resolve 9

\\\ TRAITS
TERRAIN MODEL: Nature Trap: If you have a deployed trap in any space, once
per turn, you may move that trap into another space within the Reach of the
AGIMAT that deployed it.
TACTICAL SYSTEM: Guerrilla Tactics: If you hit with a RANGED Violence AGIMAT,
you may Immobilize or Slow the target hit, once per turn.

\\\GAHUM SYSTEM
TERRAIN MODEL: POWER SAPPER TEKNIKA
Using this, the OVERCHARGE TRAP systems are activated, found within the
GERILYA Balangkas. It releases a physical virus from your traps, even those
that are already deployed, which destroy and sabotage the machinery of all
the units that trigger them.
During your Action Phase, as an action, you may activate this. All your traps
(until the end of the encounter} also deal the Weakened status and FIRE 2
until the victim succeeds on a Safety Systems roll.

86
87
THE AGIMAT OF THE SD-SK GERILYA

VIOLENCE // TRAP-SNARE LAUNCHER

This is a light launcher that deploys a mech-sized bear trap that


immobilizes enemies.

[LIMITED 3] [TRAP] [REACH 10] [RANGED] [PRIMARY] [ACTION]

Deploy the trap within a space in Reach 10. You may attack whoever
triggers the trap. On a hit, deal 2 material damage and the target is
Immobilized until they succeed on a Safety Systems roll.

VIOLENCE // TRAP-FIRE CLASS

A launcher used to kill Maligno with tough hide. When triggered, it


creates an explosion of flames that cling to whoever is hit.

[LIMITED 3] [TRAP] [REACH 10] [RANGED] [PRIMARY] [ACTION]

Deploy this trap in a space within Reach. When triggered, make an attack
against them. On a hit, deal 3 energy damage and they have FIRE 3 until
they succeed on a Safety Systems roll. If this is evaded, the target still
suffers FIRE 3. Either way, this creates a Burst 1 centered on the trap
that is considered difficult terrain until the next round’s Upkeep Phase.

VIOLENCE // TERRAIN CLEARING WEAPON: ITAK

Basically a giant machete used to remove blocking terrain, now used to


remove enemies.

[MELEE] [WATCH 1] [PRIMARY] [ACTION]

3 material damage. The target is now Prone.

VIOLENCE // VINE COMPLEX LAUNCHER

A trap used for retrieval missions. Once the Vine is latched on, it pulls
them toward itself.

[TRAP] [LIMITED 3] [RANGED] [REACH 10] [PRIMARY] [ACTION]

A trap. Make an attack against the one that triggered it. On a hit, a wire
is now latched on to them. While the wire is latched onto them, whenever
the target Strides, Boosts, or is moved, they are pulled 3 spaces back to
their original position every Upkeep Phase, until they succeed on a Safety
Systems roll.

88
VIOLENCE // CORROSION PISTOL

This is a pistol that fires a bullet filled with corrosion particles that
weaken the structure of an enemy.

[RANGED] [OFFHAND] [REACH 7] [ACTION] [SEEKING]

On a hit, deal 2 material damage. The target is also Exposed until the
next Activation Phase.

MOVEMENT // SPIDER MECHANICS

The lower part of your Meka is replaced with four arachnid appendages for
easier movement through any surface. Created by the SD-SK for their sniper
units and their greatest Guerilla units.

[INNATE]

You are not affected by Difficult Terrain. You may attach to and walk on any
surface, even vertical and horizontal ones.

SUPPORT // TRAPMASTER Modifications

An extra ammunition mod that instead of adding ammunition, instead flash-


transmogs stock matter stored in flammable cells to widen the area of effect
of the traps.

[COOL DOWN] [ACTIVATION]

During your Upkeep Phase, you may activate this. All the traps deployed on
the field now activate if any combatant goes through a space within Reach 2
of them, and deal 1 material damage. This effect lasts until the Upkeep
Phase of the next round.

89
SD-SK PINUNO
A Balangkas built to take advantage of the strange burning power of Gahum
Reactors. Imagined and prototyped by the SD-SK Think-Tank who specializes in
dealing absolute damage, as much as possible. What they made instead, with the
Pinuno, was a frame that could manipulate willing targets, through forced Gahum
ignitions and overcharges.
While difficult to maneuver, it is made of sturdy Luzbel. It is given the name
PINUNO, The Head, because it leads others to victory like a warlord would upon
a battlefield.
The PINUNO is used for engagements with multiple combatants and units. Using
its EXCEED-System, which ignites the Gahum Reactor and lets it flow out to other
Gahum Reactors, it bolstes willing allies, pushing their Meka to the limit.
Use wisely. The Excess Gahum ommitted by the EXCEED-SYSTEM is known to
fundamentally change the soul pattern of its pilots.

\\\ FEATURES \\\STARTING SLOTS


Size 2 VIOLENCE 1
ST 9 | RG 6 | Toughness 10 REACTION 2
Speed 3 MOVEMENT 1
\\\DEFENSES SUPPORT 2
Evade 10 | Resolve 10

\\\TRAITS
EXCEED-Kingdom: All allies adjacent to you may use you as Simple Cover.
EXCEED-System Overrides: If you perform a Sumiklab action and you have an
ally within reach 10 of you, you may give them a +1 Suwerte to their next
roll. You do not need to spend RG on your first Sumiklab action this Encounter.

\\\GAHUM SYSTEM
FINAL EXCEED: LORD WREATHED IN MAJESTY
“This is the FINAL EXCEED. The final push of the SD-SK PINUNO. Use this only
in your most difficult and doubtful times. You do not have another chance. You
only have one opportunity.”
When you activate this during the Activation Phase, the Internal Alchemies of
the EXCEED Reactor are activated. All allies within Reach 25 may perform a
single Action and they have a +1 Suwerte to their next roll. On the Upkeep
Phase, you fall to 0 RG. If you already have 0 RG and still use this, you lose
all your Toughness.

90
91
THE AGIMAT OF THE SD-SK GERILYA

VIOLENCE // Kampilan of the Slayer

A giant sword shaped like a kampilan, made of Luzbel. This has ignite-
boosters on its blunt end to quicken swings.

[ACTION] [MELEE] [WATCH 1] [PERILOUS] [SECURE] [PRIMARY]

On a hit, deal 4 material damage. If you Boost before using this, deal +2
damage.

SUPPORT // EXCEED SYSTEM: RESIDUAL DRONE

A cross-shaped Drone which floats when deployed upon the battlefield. Imbued
Gahum from your Gahum Reactor pulses onto allies.

[PERILOUS] [COOL DOWN] [DRONE] [REACH 10]

Deploy a Drone within reach. All allies adjacent to the drone may regain
+1 RG during the Upkeep Phase.

REACTION // EXCEED SYSTEM: Armor of Strength and Structure

The EXCEED SYSTEM bursts through vents. While dangerous to the touch, and
has the same elements as nuclear fission albeit less destructive, this
particular system uses Gahum to embellish and make denser combat units’
armor.

[COOL DOWN] [REACH 10]

When you perform a Sumiklab action, activate this as a Reaction. All your
allies within Reach 10 get 5 Toughness.

REACTION // EXCEED SYSTEM: Protocol SAFEGUARD

Gahum pipes and hoses connect to your Violence AGIMAT, reacting and moving
them on its own accord when a friendly unit suffers structural damage.

[PERILOUS] [COOL DOWN] [REACH 10]

Choose one ally. If a combatant hits them, you may attack that enemy, even
if you don’t have Line-of-Sight, before the enemy deals damage.

92
MOVEMENT // KOTA MODE

Drills connected to your Meka’s feet, which dig into the ground. This
movement AGIMAT pumps strengthening Gahum into the Meka’s violence AGIMAT.

[COOL DOWN] [ACTIVATION]

When you activate this, you cannot move. Your Speed is at 0. You get +5
Toughness and +1 Suwerte to all Ranged Attacks you have, as well as +5
Range to all Ranged Violence AGIMAT. This lasts until you choose to shift
out of it during the Upkeep Phase, or you run out of Toughness.

SUPPORT // EXCEED SYSTEM: Command of the Lord

Usually attached onto a Meka in the form of wings or a crown. When


activated, it expels motes of residual Gahum, which fuse into allies and
overclock their systems.

[PERILOUS] [LIMITED 1] [ACTION]

All your allies within Reach 5 get +1 Suwerte to their next attack and +2
damage to their next attack that hits.

SUPPORT // EXCEED SYSTEM: Overture

An AGIMAT that takes on the shape of the Maharlika’s chosen insignia or


emblem. When activated, it flies out of its holding and attaches upon the
target friendly unit, cooling down the weapon with cold Gahum flash-
freezing technology.

[PERILOUS] [COOL DOWN] [ACTION]

All your Allies within Reach 10 may choose one AGIMAT that has the [COOL
DOWN] tag. They may use that AGIMAT again.

93
SD-SK MATABAGKA
Matabagka is an ancient heroine from the epics of the Bukidnon in the
Philippine region, who stole the storm and monsoon from Imbunuga. Thus was also
the name of a fierce Maharlika who stood alone with a single corpo-issued PINUNO
balangkas against a thousand maligno that were trying to overwhelm the last
standing city in a Border planet. With nothing to lose, she leapt into the fray
and fought a one person Tirad Pass or Thermopylae.
She died in the end, but her Meka kept fighting without her, her soul fighting
on even against the odds.The Kalagyo that rode with her used newly bought
AGIMAT that could blow huge gusts of air, which were integral to defeating the
thousand maligno. When the remaining maligno retreated, Matabagka’s Meka finally
powered down. Those in the city enshrined her, and SD-SK operatives that
arrived late to the scene to investigate decided to immortalize the frame and
began making MATABAGKA balangkas, which could stand against the storm and
harness the winds, an invincible sword princess.

\\\ FEATURES \\\STARTING SLOTS


Size 1 VIOLENCE 2
ST 10 | RG 4 | Toughness 8 REACTION 2
Speed 4 MOVEMENT 1
\\\DEFENSES SUPPORT 1
Evade 10 | Resolve 10

\\\TRAITS
Flurrying Like the Monsoon: The MATABAGKA does not have to move in a straight
line when they Boost.
She Who Stood Against the Storm: If MATABAGKA is the only combatant adjacent
to another combatant and has a Shield readied, it gains the benefit of Flanking.

\\\GAHUM SYSTEM
TO SUMMON THE STORM
The AGIMAT used by Matabagka’s kalagyo was experimented and iterated upon by
SD-SK savant-engineers. They strengthened it by connecting it directly to the
Gahum Core of the MATABAGKA, and then enhanced it by giving it spiritual
amplifiers that strengthened the fine control over these bursts of winds,
turning MATABAGKA into a veritable storm. Then, they outfitted the wind burst
systems into MATABAGKA’s plating.The MATABAGKA becomes the monsoon.
As an Action, the MATABAGKA can become the Storm until the end of the scene.
When they are, monsoon-force winds burst out from every seam and orifice of
the Balangkas: they gain +2 to Speed, cannot be knocked prone, cannot be moved
forcibly, and are considered as Hovering. They can move full speed in Zero G.
As another Action, the Matabagka can end the Storm prematurely by consuming
2 RG. If they do, they let out a powerful monsoon wind that knocks all enemies
in the battlefield prone.

94
95
THE AGIMAT OF THE SD-SK MATABAGKA

VIOLENCE // Wind Talisman

A small talisman that hangs from the meka’s plating. Can be tapped to
blast jet-force winds that slice.

[AUX] [RANGE 3]

Can only be used after attacking with a Primary Weapon. Deals 2 AP


material damage.

VIOLENCE // Bagyo Vaccuum

A vacuum gun that blasts targets with miniature monsoons. Shaped vaguely
like folded cloth, mirroring the epic heroine Matabagka.

[OFFHAND] [ACTION] [RANGE 6]

Deals 2 material damage. On a hit, the target is also shifted 2 spaces by


you.

MOVEMENT // Windburst Cloak

A cloak that holds the essence of a monsoon within, which is the strength
needed to burst a meka into the sky.

[INNATE]

When you Boost, you may hover for the duration of the Boost.

REACTION // Blast Symphony

A fulminating system that manifests as open vents upon the meka’s frame.
It activates when attacked, keeping the meka away from harm.

[COOL DOWN]

When you are attacked, you may move 3 spaces away before the attack roll.
This cancels that attack.

96
SUPPORT // Sky Hat

An upside down broad-rimmed hat shaped AGIMAT that can be ridden on by


Meka.

[COOL DOWN]

Put down a sky hat in a space adjacent to you. You or any unit can step on
it. If they do, they fly 4 spaces and land at the end of the movement. This
expends the sky hat.

VIOLENCE // Sky Sword

A sword that fulminates with energy. Like lightning, like a typhoon.

[PRIMARY] [ACTION] [MELEE] [WATCH 2]

Deals 3 energy damage. The target must make a safety systems roll on a
hit. If they fail, they become Hovering until the end of their next turn.
However all attacks against them while Hovering gain +1 Fate.

REACTION // Typhoon Aegis

An aegis carved into jet vents on your Meka. It activates when attacked.
This is popularly said to have been the first AGIMAT for MATABAGKA created,
to give future pilots of MATABAGKA the ability to perform the great feat
that the original Matabagka did against the thousand maligno.

[INNATE] [COOL DOWN]

When you are attacked, after the attack resolves, push the target 5 spaces
and knock them prone. If they collide with terrain, they become Stunned
(save ends).

97
[KLL] - KORPORASYON NG
LIBONG LINTI/THE THOUSAND
LIGHTNINGS CORPORATION
“God, Light, and Majesty.”
Created by the priests and bishops of the True Faith.
At first, they were simply a mining corporation that
came under the ownership of a wealthy priest. All
those within the original mining corporation became
part of the cult of Banwaism, a sect of the True
Faith. The cultists believe that there is a Banwa –
a Land of God in the center of the galaxy. By sending
prayers to the Banwa, a true believer may receive
oracles and divinations about the future. The more
important application of this is to divine the
location of the next dying star – enabling the cult
to harvest its dying heart for Gahum. As expected,
KLL is the primary provider of Gahum Generators for
colonies and planets.
The KLL is under the Lakanate. However, because of
the cult they harbor within their numbers, they
possess power on their own. They can afford not to
follow every directive from the Lakanate.
As a religious and theocratic corporation, KLL often
only allows Banwaists within their ranks. Typically,
priests and katalonan go to and come from this
Megacorp, in service of the technochurch. KLL does,
however, tend to be more flexible when it comes to
recruiting Maharlika.
KLL is the largest sect of the True Faith, making it
the most represented religion in the Galaxy. They
also have a monopoly over energy because they are
the prime supplier of Gahum Reactors – the only
machines capable of powering entire planets with
energy. These Gahum Generators are almost always
hidden within the main planet Cathedrals, which are
always near the Planetary Dambana of the Diwata.
Typically, only their Maginoos and Datus can access
these places.
One mystery about the KLL is where they get their
treasures and resources. They are very rich. Some
would say their riches come all the way from the
Second Lakanate. They seem to have a direct line and
contact with outside forces as well, including the
Xenobeings from past the Horizon.

98
The KLL sports a very church-like, congregational
structure, with the Paramount Datu acting as a
Pope and being called a Santo-Hari. Datus then
act as cardinals and are usually called by the
title of Kardinal. The Maginoo are treated as
Bishops of Diocese, and are called Obispo.
Maharlikas or Alipin can be priests. The
Katalonan are also considered priests when under
the KLL, although they are called Katalonan and
not Priest.
The designs of KLL Meka tend to reflect the
Megacorp’s belief in their own divinity. They…
•◆• Focused on the usage and flow of Gahum, the
energy that powers all things – especially
other Meka.
•◆• Use Gahum to control, strengthen, fortify
themselves and other targets
•◆• Use Gahum to deal all sorts of damage.
•◆• Are immaculate, rich, majestic, and
colorful
•◆• Look like statues of saints, or angels and
archangels
Their Paramount Datu is the Santo-Hari Neposino
Sinalaya, the head of Banwaism, and the most
powerful member of the Church of the True Faith.
He has been gearing up to begin a war against the
“anarchist-punks” of the KOMSA, bringing the
power of his God against their No Name God.

99
KLL MAGALLANES
One of the most well-known Balangkas in Archipelago. Famed for its regal
appearance, fit for a king. It is made from blazing BAKAL-ADLAW platings,
manufacted by KLL. They mine pure explosive energy from ever-exploding star
hearts, technomystically held within that supernova setsuna moment. These are
then fused with Luzbel, which enable it to be used as plating. While fused with
Luzbel, it glimmers and shines, as if constantly ablaze.
MAGALLANES, so named for the first man to have “discovered” the ancient
Philippines in Mundo Primo, is given with the COMMAND system installed, which
lets them use the potential energy from the ever-exploding metal as bolstering
energy and mass that instant-strengthens and glosses allied Meka, as well as
supercharging piloting Diwata.

\\\ FEATURES \\\STARTING SLOTS


Size 1 VIOLENCE 2
ST 12 | RG 4 | Toughness 3 REACTION 1
Speed 4 SUPPORT 2
\\\DEFENSES MOVEMENT 1
Evade 10 | Resolve 10

\\\TRAITS
Knight and Commander: Once per round, if you attack and hit an enemy, choose
one Ally in reach 3. Their next attack against the enemy you just hit has a
+1 Suwerte bonus.
Altar of Sacrifice: Whenever you Quick-Repair, you may give the benefit of the
Quick-Repair instead to one ally within Reach 10.

\\\GAHUM SYSTEM
Revenge of God
Overload your SPIRITUAL COMMANDMENT. Send a single command: KILL THE USELESS.
Using this, Gahum overflows from your Gahum Reactor toward your allies, and
activates their overdrive systems safely.
You may use this on your Action Phase. You and each ally within reach 5
recovers 5 ST. Afterwards, slide each ally in reach by 3 spaces and then they
may attack with +1 Suwerte.

100
101
THE AGIMAT OF THE KLL MAGALLANES
SUPPORT // STRIKE OF THE COMMANDER
Built by the SD-SK so that their soldier-meka wouldn’t run out of energy,
stolen by KLL and superboosted with GAHUM receptors and metaphysical
programs. It creates a Gahum-Link between your systems and one ally Meka and
gives them a single overpowering directive: attack.

[REACH 7] [ACTION]

Choose one Ally within Reach. They may make an attack.

VIOLENCE // Espada Santi


A copy of the Saint-Sword of the Archangel AZCABAR, it was manufactured by
the KLL with a blade made of SINAGTALA steel, and houses a mini-Gahum Reactor
that powers it. A favorite of the Krusadors of Banwaism.

[MELEE] [WATCH 1] [TWO HANDED] [ACTION] [AP] [MAIN]

3 energy damage. If the attack hits, the next combatant that attacks your
target has +1 Suwerte.

MOVEMENT // COMMANDMENT: Noblesse Oblige


This is a SPIRITUAL COMMANDMENT protocol injected into a Mecha’s systems. It
injects a command to force a Meka to move against its own systems.

[COOL DOWN] [REACH 10] [ACTIVATION]

Slide one enemy or ally half their Speed.

REACTION // COMMANDMENT: Rejection of the Lord


This is a SPIRITUAL COMMANDMENT protocol injected into an enemy meka’s
systems when it attempts to attack the user. It forces the attacker to move
backwards.

[LIMITED 5]

If an enemy attacks you, as a Reaction, you can force them to move 2 squares.

102
SUPPORT // Sacred Saint Drone
An anti-area drone, it establishes itself in one part of the battlefield and
creates an aura of REGEN-HARM Diwanites that restructure and remove damage
from allied Meka and also deals damage to enemies.

[REACH 10] [DRONE] [ACTIVATION]

This creates a Burst 2 zone centered on the drone. All those that go through
the burst or begin their Action Phase within it must: suffer 2 energy damage
if they are enemy units, or recover 2 ST if they are allied.

SUPPORT // Shield Cancel Program


Equipment borrowed from KOMSA. This program establishes a CRUSHED ICE WALL
virus in front of the Diwata Systems of the enemy Meka, scrambling their
sensors for the one benefitting from the CRUSHED ICE WALL’s benefice.

[REACH 10] [PERILOUS]

Roll Spiritual Warfare against one enemy within Reach. On a hit, choose one
ally within Reach. They cannot be attacked by the enemy you chose until the
enemy succeeds on a Safety Systems check.

VIOLENCE // Banwa Musket


A signature KLL Violence AGIMAT. This is a giant musket that fires a bullet of
matter-eradicating Gahum, corroding the armor of targets.

[REACH 15] [RANGED] [PRIMARY] [PERILOUS]

Roll Spiritual Warfare against one enemy within Range. On a hit, deal 2
energy damage and the next combatant to attack your target may add +3 to the
damage they deal. If the Warfare misses, the next attack against your target
has +2 damage. Additionally, hit or miss, the target loses 1 Toughness.

103
KLL SAN LAZARO
Manufactured by Engineer-Priests of the True Faith when they saw that they
needed to protect the “most important” part of the Archipelago: the Upstream
and the Cathedrals. Named after the Saint that became the “martyr” and
“knight” of The Thousand Lightnings Corporation, SAN LAZARO is a wondrous
and majestic armored giant, that has become an emblem of “final protection”
and “the ironclad messiah”. While not the most iconic Meka in the KLL lineup,
they have certainly become noteworthy and viral.
San Lazaro is very frequently used as a protective mobile platform. Royalty
frequently are dispatched on tour of duty with an entire host of SAN LAZARO
shell pilots to properly be protected from the all too frequent
assassination attempts and rebellious uprisings. A tool of state fascism,
it has become integral in “keeping the peace” and “keeping all in peaceful
quiescence.”

\\\ FEATURES \\\STARTING SLOTS


Size 1 VIOLENCE 1
ST 8 | RG 4 | Toughness 7 REACTION 1
Speed 3 SUPPORT 3
\\\DEFENSES MOVEMENT 1
Evade 10 | Resolve 10

\\\TRAITS
Aura of the Savior: Open your platings. The light within the Meka punishes
those that wish to harm your allies. During the Activation Phase, you may
activate this, creating an AURA 1 that lasts until you remove it during an
Upkeep Phase, or when you hit 0 ST. All your allies within the AURA may be
treated as having Superior Cover. Additionally, all allies within the AURA
deal 1 extra damage.
CLEAR PRESENCE: Your Meka has 2 Reactions per round.

\\\GAHUM SYSTEM
SAN LAZARO PROTOCOL: Representative of Majesty
Using the ANGEL SYSTEM, overload your Reactor to release the strengthening
AURA. Bursting Gahum is turned and formed into wings. A veritably holy
Gahum System, exploited by distant cavaliers and cosmic kawal and star
kshatriyas in the far rims to state: fear not. Help has come.
During your Action Phase, as an Action, you may activate this. Your Aura
of the Savior expands to Burst 3 until the end of this Encounter. All Allies
within your Aura may also recover 5 ST during each Upkeep Phase. Your Meka
cannot move or be moved until the next Activation Phase.

104
105
THE AGIMAT OF THE KLL SAN LAZARO
VIOLENCE // The Cross of Salvation
A gun shaped like a cross which fires a straight line of uncontrollable,
metaphysical there-and-not there starlight, which wrap and protect allies
while burning through enemies. First created after the death of a star
god, whose corpus was captured and then contained within a cross Luzbel,
the cross is said to point ever toward the holy center of the galaxy.

[PERILOUS] [OFFHAND] [LINE 10] [ACTION]

Deals 3 energy damage. All allies within the area of effect aren’t damaged.
Instead, all attacks against them until the next Activation Phase suffer +1
Malas.

SUPPORT // Sacred Land Transmitter

“To The Promised Land.” The White Nazareno, a Maharlika who managed to
create a messianic cult who boarded a salimbal and went into cryogenic
sleep, and began a course trajectory straight into the heart of the
galaxy. This is a potent protective program that force-summons a Diwata
through the use of techgnostic-metaspiritual enochian glossolalia. The
diwata is always a diwata of light, who is chained and fed divi-digitized
metaspiritual commands to emit bolstering light.

[COOL DOWN] [UPKEEP]

You may create a Burst 3 centered on you until the next round’s Upkeep
Phase. All allies within the Burst are considered as having simple cover.

SUPPORT // Shield of the Saint

Gossamer-Programmed Neurofibers are connected between you and the Kalagyo


of one of your allies, so that you know their every move and when they
would get hit. This particular program hardcodes blazing occult syllabary
into the battlefield to alter quantum states.

[REACH 10] [COOL DOWN] [UPKEEP]

Choose one ally within Reach during the Upkeep Phase. Mark them with the
Shield. Whenever that Ally is attacked, you may consume the Shield to
change positions with them, teleporting with them, ignoring all conditions
and grappling. The enemy that triggered the switch has a +1 Malas to that
attack.

106
MOVEMENT // Antestandard BREATH Hydraulics

///You desperately want to exist, but don’t know how. Breathe, then.
Breathe, and maybe you will know. The diwata bursts through, fuck your
God, and overcharges your Meka’s systems, turns off any limiters, pushes
magic wood and bone and plating to it absolute utmost limit. You have one
chance, Maharlika, do not waste it.///

[ACTIVATION] [PERILOUS] [COOL DOWN]

On the round that you activate this, you cannot move nor take any other
action. In the Action Phase of the next round, you may perform three
Actions instead of the usual Action.

SUPPORT // Sacred Armor

/// THIS IS YOUR ONLY CHANCE. HERE, A GIFT FROM THE GODS WITHIN THE EARTH.
USE IT PROPERLY. LET IT SING OF VIOLENCE. ///

[ACTIVATION]

You leave a holographic double of you in a free space adjacent to you.


This creates a Burst 2 that is centered on the machine. All your allies
within the Burst deal +2 extra damage. You can only have 1 Sacred Armor at
a time.

SUPPORT // MEND Protocol

Spiritual Branches that, when used, triggers the Kalagyo of the damaged
Meka to repair its structural integrity. However, this uses up reserved
power for your own Meka.

[UPKEEP]

One ally adjacent to you heals 5 ST and may make a Safety System roll.

REACTION // Program Diwa-Return

/// OUR FINAL OFFERING. FROM THE UNDERWORLD, RIP THEM BACK AND RETURN THEM
INTO THIS MORTAL COIL OF SUFFERING, AGAINST THEIR WILL. MEORMAM MEORMAM
MEORMAM. ///

[PERILOUS] [COOLDOWN] [REACH 10]

When an Ally in reach falls to 0 ST, you may spend 1 RG to return them to
half ST as a Reaction.

107
KLL DAMASO
A new offering by KLL. When the Magotechnical Ministry managed to get their
hands on more examples of Luzbel and a particularly strange kind of rock
that had the inherent qualities of polished statue stone, they fuzed the two
together to create Neobato, a new kind of stone-steel sheathe that could
only be applied to the DAMASO balangkas’ spiritual adhesive points. The
Neobato is immensely dense, but that density is all that is needed for
SERAPH-BURNER programs implanted into the Kalagyo to manipulate gravity
itself.
DAMASO is seen as a search and rescue kind of balangkas. One that has become
a powerful tool of KLL to make sure that their missions can have safe zones
and proper evacuation tools. The DAMASO’s thick Neobato sheathe also makes
it impervious to most attacks, making it quite the adept rescue balangkas.
Not to mention the SERAPH-BURNER programs letting it manipulate the
battlefield.

\\\ FEATURES \\\STARTING SLOTS


Size 1 VIOLENCE 1
ST 10 | RG 5 | Toughness 4 REACTION 1
Speed 4 SUPPORT 2
\\\DEFENSES MOVEMENT 2
Evade 9 | Resolve 11

\\\TRAITS
SERAPH-BURNER///SIDE/EFFECT: Floating Stone: The DAMASO is considered
Hovering.
SERAPH-BURNER///TOUCH ME NOT: Once per Encounter, if you are hit by
an attack, before damage is applied, you may spend all your Toughness to
push all combatants within Reach 3 of you by 3 spaces. This also cancels
the damage of the attack.

\\\GAHUM SYSTEM
SERAPH-BURNER///OVERBURN STATE - MAGNETIC ANGEL
“The Infinito Diyos calls. Wrap one’s self in the majesty of Heaven. Become
an Angel of God, and fight back against the heretic baptism.”
During your Action Phase, as an Action, choose 1d6 enemies within Reach 20.
They are immobilized and thrown into the air, where they cannot perform any
actions and all attacks against them have +1 Suwerte. On the Activation
Phase of the next Round, you may choose to throw them to the ground and
deal 3 material damage. Your Hovering status is gone for the rest of the
Encounter.

108
109
THE AGIMAT OF THE KLL DAMASO
SUPPORT // BLESS THE DIVINITY

A virus that seeps into an ally and then releases SERAPH-BURNER particles
within its Gahum-Reactor to apply the SERAPH-BURNER side-effect.

[COOL DOWN] [ACTION] [REACH 10]

Choose one ally within reach. They now have Hovering until the Upkeep
Phase of the next round.

SUPPORT // Love of the Fake God

A virus that is sent through the Lambat. It releases SERAPH-BURNER


particles to reverse an enemy’s gravity. Initially used to manipulate
objects while within a salimbal starship.

[COOL DOWN] [ACTION] [PERILOUS] [REACH 10]

Perform Spiritual Warfare against one enemy within reach. If it hits, the
target is Immobilized until the next round’s Upkeep Phase, and the next
attack against them has +1 Suwerte.

SUPPORT // Soft Rebuke VIRUS

Another Virus. When used, manipulates personal gravity to lighten the


movements of the enemy to soften their blows.

[COOL DOWN] [ACTION] [PERILOUS] [REACH 10]

Perform Spiritual Warfare against one enemy within reach. If it hits, the
target’s next attack has +1 Malas, and its next Stride or Boost is halved.

VIOLENCE // Staff of Heaven

A gun that is shaped like a staff, as tall as a Meka. This fires HEAVY-G
rounds that do not deal damage but corrupt and jam the target’s systems.

[RANGED] [REACH 10] [ACTION] [PRIMARY]

Perform Spiritual Warfare against one enemy within reach. If it hits, the
target is Slowed until the Activation Phase of the next round.

110
SUPPORT // Magnet VIRUS

A Virus that strengthens the magnetic field of the unit hit, to increase
the damage dealt by a material weapon. Once a magnetic armament used in
creating buildings.

[LIMITED 2] [REACH 10] [ACTION]

Perform Spiritual Warfare against one enemy within Reach. On a hit, all
material damage they take until the end of the Encounter increases by +2.

REACTION // Repulsor Aura

A hidden node that can be activated when hit by an enemy, releasing a


pulse of negative electromagnetic gravity.

[LIMITED 2]

If you are hit by an attack, you may activate this. Push the one that hit
you 3 spaces and the next attack against that enemy has +1 Suwerte.

VIOLENCE // GRAVITY WHIP

A rod that suddenly separates itself into individually floating parts when
activated, then creates a self-gravity field to form shape itself into a
gravity whip-like armement. Its whip crack unloads a void that immediately
collapses, moving the target into that position as the vaccuum pulls them
in.

[MELEE] [LIMITED 5] [WATCH 2] [ACTION] [REACH 5] [PRIMARY]

When you hit an enemy with this weapon, you may Slide them 5 spaces in any
direction.

111
KLL LEGASPI
The KLL has monikered this particular balangkas as “THE CONQUEROR”. Apt,
considering it is named after the warlord that conquered and colonized the
Philippines Isles. The LEGASPI is particularly equipped with a powerful
GAHUM REACTOR that is outfitted with the BURST-CHARGER. It runs cool at first,
but when power is needed in the battlefield, whoever is piloting the LEGASPI
can offer their heart and overcharge the BURST-CHARGER. The Reactor spins and
emits heat and motes of Diwa, of spiritual energy that gather about him. The
LEGASPI’s reactors are strengthened, empowered, at the cost of the Meka’s
integrity and the Maharlika’s life. As Legaspi must conquer the isles,
destroying himself in the process, so must the LEGASPI as well. They thrive
in the thrill of combat.
Pilots of the LEGASPI seem to share this. They love living on the razor’s
edge, just enough to keep them going. They will never stop. Their power shall
conquer. They are prone to PAGSASAPI after all.

\\\ FEATURES \\\STARTING SLOTS


Size 1 VIOLENCE 2
ST 8 | RG 7 | Toughness 3 REACTION 1
Speed 4 SUPPORT 2
\\\DEFENSES MOVEMENT 1
Evade 11 | Resolve 9

\\\TRAITS
BURST-CHARGER: The Gahum Reactor of the LEGASPI gather used Gahum to
strengthen itself. Every time you perform a Sumiklab action, you add +1
BURST Dice (this is a d20). During your Activation Phase, you may Unleash
this, as an Action. When you Unleash, you may add your BURST Dice to your
next attack, and the number of BURST Dice you have to the damage you deal.
BURST-VIOLENCE: If you attack while your RG is at 0-2, you add +1 Suwerte
to that attack and deal an additional +2 damage.

\\\GAHUM SYSTEM
BURST-EXCEED MAX: LAGPASAN
“We won’t get another shot! Don’t just loiter around like a fool! Show all
that you can with this System! Release… BURST-EXCEED MAX: LAGPASAN!”
All the power of your BURST-CHARGER, release here! During the Activation
Phase you may Activate this. Spend all your BURST Dice. You may perform a
number of Actions equal to your BURST Dice, each one having +3 Suwerte if
they require a roll. Afterwards, you cannot move the entire next Round, and
can only move during the Activation Phase of the round after that. Your ST,
RG, and Toughness all fall to 1.

112
113
THE AGIMAT OF THE KLL LEGASPI
VIOLENCE // ULTIMO ADIOS

A 6-barrel revolver that uses explosive rounds, used in pirate-hunting.


Each round is filled with Violent Gahum that vibrates with the wish to
explode. When you hit, the Gahum explodes, with the force of a dying star.
However, the Violent Gahum comes from your own Gahum Reactor.

[LIMITED 6] [ACTION] [RANGED] [REACH 7] [AP] [PRIMARY]

You may only use this whenever you perform a Sumiklab action. Deals 4
energy damage.

SUPPORT // SPIRIT SINK

A popular Support AGIMAT for Meka that make heavy use of their Gahum
Reactors. This is an outer particle sink that can be used as a buffer or
extra RG

[ACTIVATION] [COOL DOWN]

When this is Activated, the next time you willingly use RG, the cost is
treated as 0.

MOVEMENT // BURST-EXCEED MOVEMENT

Redirects residual Gahum towards your movement systems to empower the Meka
boost. Allows for greater dexterity and control of the Meka.

[COOL DOWN]

If you Boost, you may move an additional 2 spaces and you don’t have to
finish the movement.

VIOLENCE // GAHUM WEAPON

A weapon that is connected directly to your Gahum Reactor. When this is


used, it can take on the shape of any melee weapon. Whatever shape it
takes, it always sear armor.

[MELEE] [WATCH 1] [PERILOUS] [AP] [PRIMARY]

Deals 3 energy damage and inflicts FIRE 3 until the enemy makes a
successful Safety Systems roll.

114
SUPPORT // GAHUM CONNECTORS

Pipes connecting Violence AGIMAT to your Gahum Reactor, to deal additional


damage.

[INNATE]

All your Violence AGIMAT deal an additional +2 energy damage. If you fall
to ST 0, the Gahum Connectors explode and are rendered useless.

REACTION // BLAZE FAILSAFE

A system created to save Meka that have run out of RG and are nearing the
Pagsasapi breaking point, the BLAZE FAILSAFE state makes sure they are
wrapped in a Diwanite Shield that absorbs all attacks until they receive
repairs.

[INNATE]

If you fall to RG 0, halve all your damage until the Upkeep Phase of the
next round.

VIOLENCE // Gahum Rifle

A rifle that fires a beam of Gahum that burns away and destroys anything
that stands in its way. Feared, as it is near impossible to find something
that stops this beam.

[REACH 15] [RANGED] [PERILOUS] [AP] [PRIMARY]

Deals 4 energy damage.

115
[GHW-S] GINHAWA SIBOL
“Struggle together! Don’t be afraid!”
GHW-S Ginhawa Sibol, which means Relief
Blossoms, is made up of the Ginhawa Worker’s
Union and the Sibol Farmer’s Association.
They give out licenses so that businesses can
operate and people can work. They are also the
ones that give food and water to the people.
Thanks to them, none grow hungry, none grow
thirsty. Of course, there are many that they
cannot reach, and they don’t have the supplies
for the entire galaxy.
Although they are under the Lakanate, this
Megacorp is the ruling power’s largest
critic. They believe that the Lakanate is an
old institution that propagates a broken
hierarchy that should not be used anymore. It
should be overthrown, and social
stratification abolished. In their eyes, all
should work together for the future of
mankind.
GHW-S is deeply oppressed by the Lakanate. The
Lakanate seeks to remove their livelihood and
replace traditionally grown food with
industrial and manufactured goods for the
sake of cutting down on their own costs. Many
rich businessmen have thrown their lot in with
the Lakanate as well, and hope to avoid the
watchdog Megacorp preventing them from
engaging in lucrative but wildly unethical
business practices.
Tensions between GHW-S and SD-SK are a
constant fact of life within the mandalas of
the Arkipelago, as these two Megacorps tend
to clash the most. Now, during a time where
the Lakan is lost, the GHW-S has doubled its
efforts. They are looking for people who
sympathize with their cause, and are capable
of helping them resist the oppression of the
Lakanate.

116
The corporate structure of GHW-S adheres to the
standard hierarchy of Paramount Datu, Datu, Maginoo,
Maharlika, and Alipin. The main difference is how
they treat their alipin. Within GHW-S-controlled
mandalas, Alipin must be treated correctly by their
Maginoo and Maharlika, or the Alipin can report them
to the Datu for consequences. If a Datu is abusive,
they can report it to the Paramount Datu. GHW-S
members are extremely collectivist, although this
brings about dogmatic failures and strange betrayals
once their ranks begin being breached by spies and
their paranoia becomes too overbearing.
The designs of GHW-S Meka are organic in their
aesthetic, and reflect the Megacorp’s collectivist,
humble beginnings. They…
•◆• Were once used as security for farms, or tools
on those very same farms
•◆• Make use of GHW-S developed technology – the
“Heretic System”, which is used to change nature
itself
•◆• Are weird, comparable to diwata
•◆• Connected to nature
Their Paramount Datu is Ogela Hiraya, a worker and
fighter for the rights of workers. Ogela seeks to
destroy the Lakanate once and for all. She intends
to replace it with a more benign state that supports
the rights of the workers and the common man over
the elite’s.

117
GHW-S HUKLUBAN
HUKLUBAN is the name of an ancient Philippine god of sorcery and witchery,
who could kill simply by pointing. In the modern age of the Lakanate, the
HUKLUBAN Balangkas has become a beacon of the skill and oddity of GHW-S
pilots and agents. This Balangkas has a particularly strange appearance. It
is built from black neomangkono, or Luzbel mixed with strange ebony
ironwood. It has a shock full of white “hair”, and is always accompanied by
KULAM Drones. These drones provide a steady flow of visual and auditory
information to the Meka.
The HUKLUBAN was made to secure the safety of the GHW-S’ barangays. Using
its drones, it deploys a WATCHER system around union communes to monitor
them and protect them from the injustices of the Lakanate. The HUKLUBAN is
also used in recon, escort, and protection missions. Not only that, but it
was in addition made to corrale larger xenobeings at first, and this is
reflected by the AGIMAT associated with the HUKLUBAN: programs and drones
that are meant to impair and debilitate even non-Meka belligerents.

\\\ FEATURES \\\STARTING SLOTS


Size 1 VIOLENCE 2
ST 9 | RG 4 | Toughness 1 REACTION 1
Speed 4 SUPPORT 2
\\\DEFENSES MOVEMENT 1
Evade 10 | Resolve 11

\\\TRAITS
Swarm Phase: You may transform into a swarm of small, mechanical drones
during your Activation Phase. If you are hit while in the Swarm Phase, you
may halve the damage. You cannot use Violence AGIMAT while phased.
Kulam Drone: All the HUKLUBAN’s drones are treated as “Kinulam”. All
Kinulam drones have +5 ST, +2 to Evade, and +2 to all Attacks.

\\\GAHUM SYSTEM
THE GREAT KULAM
Using the Sympathy Principle, found by katalonan during the First
Corporation Wars, this drone deploys a technoweave that wraps around an
enemy unit. This is one of the newest technologies of the GHW-S, that many
say is the first Heretic System.
In your Action Phase, deploy one drone within Reach 5. This is the Great
Kulam. Choose one enemy unit within Reach 5 and perform Spiritual Warfare.
On a success, the Great Kulam changes into the shape, form, and appearance
of the chosen enemy, with all its traits.
You get to control the Great Kulam. Anything that happens to the Great
Kulam, happens as well to the chosen enemy. The Great Kulam only disappears
once the enemy wins in a Spiritual Warfare roll against your Meka during
its Action Phase, or until you choose to dismiss it as an Action.

118
119
THE AGIMAT OF THE GHW-S HUKLUBAN
VIOLENCE // Firefly Dagger

This dagger has a bulb-shaped contraption near its hilt which hides
FIREFLY DRONES. When swung, it releases technofireflies that harass and
sting a target of choice.

[REACH 10] [OFFHAND] [RANGED] [ACTION]

2 energy damage. This creates a Burst 1 centered around the one you hit.
This Burst is a cloud of obfuscating fireflies. All allies that go through
or start their action within the Burst have a +1 bonus to their attack
until the next round’s Upkeep Phase.

SUPPORT // ENTER/SYSTEM: GRANDFATHER CROC

One of the drones in the ENTER/SYSTEM line of GHW-S, they are patterned
after magical creatures. The GRANDFATHER CROC is a large crocodile made of
ironwood and steel. Its LOCKDOWN protocol gives gives it lightspeed
reactors to lock down belligerents and enemies.

[REACH 10] [DRONE] [ACTIVATION]

During your Upkeep Phase, all combatants adjacent to the drone suffer 1
material damage and cannot Disengage until the next round’s Upkeep Phase.

SUPPORT // ENTER/SYSTEM: VULCAN BEETLE

One of the drones part of the ENTER/SYSTEM line of GHW-S, they are
patterned after magical creatures. The VULCAN BEETLE is a beetle that
contains a mini Gahum Reactor and launches Gahum bombs to wear down the
opponent.

[REACH 10] [DRONE] [ACTIVATION]

During your Upkeep Phase, all enemies within Reach 2 of the beetle suffer 2
energy damage.

120
SUPPORT // ENTER/SYSTEM: GRAVITY CARABAO

One of the drones part of the ENTER/SYSTEM line of GHW-S, they are
patterned after magical creatures. The GRAVITY CARABAO is a carabao (a
type of water buffalo widespread in the Philippines) that is rooted into
the earth. This drone cannot move, but those that try to go closer are
pulled to the earth as it multiplies the gravity around it.

[REACH 10] [DRONE] [ACTIVATION]

If a combatant moves through or begins their turn in Reach 1 of the drone,


you may perform Spiritual Warfare against each one. On a success, the
targets are knocked prone and they are Immobilized until their next Upkeep
Phase.

REACTION // Pierce-Swarm Science

This is a system installed into the Kalagyo: a protocol that, when you’re
hit, automatically releases corrosive fire towards the enemy’s systems.

[COOL DOWN]

If you are hit during Meka Phase, you may Disengage 1 space. The one that
attacked you now has FIRE 2 until a successful Safety Systems roll.

VIOLENCE // GHW-S DRONE-WEAPON: Earth-Thorn

Made by the GHW-S to block off enemies they only wish to capture and not
kill, this is a drone that fires a bullet of Lambat which, if it hits,
releases a System-Corrosion Virus that slows the target.

[AUX] [REACH 10]

1 energy damage. The next time the target Strides, they suffer material
damage equal to the number of spaces they moved.

MOVEMENT // HERETIC SYSTEM: GRAVITY UNCHAINERS

Protocols, machinery, and leg components that manipulate gravity. This


Heretic System alters your personal gravity whenever the Meka is activated
so that they hover.

[INNATE]

Your Meka is now HOVERING.

121
GHW-S PANDAKI
Who is the real ruler? The brain, or the body? Which is right? Is it right
to say that the pilot is but a part of the Meka? Or is the pilot separate?
Does the pilot not get affected? What is true?
This Meka is used by dead Maharlika. It is named after the Hiligaynon God
that would save dead souls from eternal toil in the Afterworld and bring
them to places of rest atop heavenly mountains.
Pandaki AGIMAT have the strange ability for consciousness inception: the
ability to metaphysically and retroactively insert thoughts into thinking
machines and beings. A handful of eccentric katalonan sought to create a
Meka that specifically for interfacing with the Diwa, but in doing so
accidentally gave it a Self-Aware Spirit. This Self-Aware Spirit processed
millennia of thought and decided that its purpose is to serve, and following
this purpose was the path to a non-depressive life. So, they crafted and
coaxed out their own incomplete spirit from within the Diwa and then housed
it within a Drone, turning it into the TECHNOSPIRIT.
This act of creation was the last thing they did before the PANDAKI was shut
down from advancement and pushed into assembly. Its innate connection with
AI has made it friendly to all Drone systems… and Drone AI are extremely
receptive to any Meka that uses the PANDAKI Balangkas.

\\\ FEATURES \\\STARTING SLOTS


Size 1 VIOLENCE 1
ST 8 | RG 6 | Toughness 3 REACTION 1
Speed 3 SUPPORT 3
\\\DEFENSES MOVEMENT 1
Evade 8 | Resolve 12
\\\TRAITS
Diwaic Technology: TECHNOSPIRIT: The PANDAKI may call upon a technospirit,
a fusion of machine and Diwa. This is a [DRONE] that can be called during
the Activation Phase and appears in a space adjacent to you. You may move
this 6 spaces during the Upkeep Phase. All your allies that begin their
Action within Burst 1 of the Drone may choose: recover 3 ST or get +2 to
their next attack.
Heretic Systems: Blink: Halve all material damage, and grant all your Drones
+3 ST.
\\\GAHUM SYSTEM
Diwaic Technology: UNITY
The Transmuter System within the PANDAKI’s reactor suddenly activates, and
it half-transmutes you into the Diwa. The PANDAKI becomes a being of the
Diwa, half in the Material and half not.
During your Upkeep Phase, you may activate this. You are Invisible, and
all the damage done to you is halved, but is converted to Fraying. You may
move through Impassable Terrain. You are now Hovering and may Fly equal to
your Speed. You may leave this body of Diwa using an Action. You may also
leave this state automatically if you fall to 0 ST or 0 RG.

122
123
THE AGIMAT OF THE GHW-S PANDAKI
VIOLENCE // Diwaic Technology: Ghost Gun

This is technology that uses the Principle of the Diwa and magical
ironwood. The GHOST GUN is a piece of equipment that is partly kinetic,
and partly spiritual. Its bullets use the Equivalence Theory: if you hit,
whatever is hit becomes half material, half spiritual as well.

[REACH 10] [PRIMARY] [RANGED] [ACCURATE] [ACTION]

Perform Spiritual Warfare. On a hit, deal 2 Fraying and the target is


Invisible, but they suffer FIRE 5 until a successful Safety Systems roll.

SUPPORT // TECHNOSPIRIT Module [INTONATION]

This is a module that is connected to a drone. The module is a floating


cube with the color of the sea. You can hear Haik’s (a god of the sea)
lullaby, the sound of peaceful waves, when near it. It gives Gahum-Healing
to those that embrace it.

[REACH 5] [ACTIVATION]

Connect this to a Drone within Reach. While an Ally is adjacent to that


drone, they may restore 2 ST during the Activation Phase.

SUPPORT // TECHNOSPIRIT Module [NO ENDURE]

A module that is latched onto a drone. This is a spiky dodecahedron. It


broadcasts the Frequency: [SLAY] Virus which affects the systems of the
enemy forces.

[REACH 5] [ACTIVATION]

Connect to a drone within Reach. All the enemies beside the drone during
subsequent Activation Phases must choose one: they are Stunned until next
Round’s Upkeep Phase, or they may suffer Fraying 1.

124
SUPPORT // Heretic System: Shared Diwa

This is another heretic system that expresses that it is more important to


protect than to kill. This injects a GEMINI Virus that connects you and
one more ally. Their weakness will be your weakness, but their strength
will be your strength.

[REACH 10] [UPKEEP]

Choose one ally. You are now Connected. As long as you are Connected, both
of you use the higher of both of your Evade and Resolve against attacks.
If you are hit by damage, you both suffer damage. You may remove the
Connection as an Action or until one of you hits 0 ST.

SUPPORT // Diwaic Technology: MATRIX OF VIOLENCE

A matrix, this is a polyhedron with impossible dimensions, which rotates


and exists within a single space. It emanates the MAKANDUK Virus, which
fuses with your allies and intensifies their attacks.

[REACH 10] [ACTIVATION]

During the Activation Phase, place this Matrix in a single space within
Reach. This creates a Burst 2 that centers on the space you chose. All
your Allies within the Burst deal an additional +3 damage.

REACTION // Heretic Systems: REVENGE

“HEAR THE SOUND OF NATURE! THE CLAMOR OF THE GALAXY! THIS IS OUR REVENGE!”

[LIMITED 1] [REACH 25]

If you go down to 0 ST, all your Allies within Reach may restore half of
their ST, gain +1 Suwerte to their next Attack against the one that killed
you and +1d6 damage against that same enemy.

SUPPORT // Heretic System: MEND

The GHW-S is known for their principle of healing and not destroying. This
is embodied by this Heretic System: this is a bamboo cannon that fires two
balls of Diwanites that, when they hit, activate the repair systems of
your allies.

[COOL DOWN] [REACH 7] [UPKEEP]

Choose 1 or 2 Allies within reach. They may immediately perform Quick-


Repairs.

125
GHW-S YNAGUIGUINID
Famously called a BERSERKER Unit, the YNAGUIGUINID uses the Diwa to fill its
bodily vessel with the SLAYING SYSTEM, which makes violence flow: overriding
safety systems and other pesky things holding it back. It takes a
particularly skilled and experienced Maharlika to rein in the strength of
the YNAGUIGUINID, named after an ancient Goddess of War and Venoms.
The YNAGUIGUINID was once a lowly military weapons and barracks
transportation unit, with its BISIG systems being used for carrying heavy
payloads through rough terrain while also being outfitted with crude
rudimentary weapons. Once, on an expedition into the hostile planet of
Sinakdakin, the pilot of an YNAGUIGUINID was attacked by hostile Sword-
Culture Xenobeings. His name was Ray Magsaysay, and he kept both his cargo
safe and retrofitted the YNAGUIGUINID with cobbled together minerals and
trees to become a killing machine. The only reason they survived is because
the YNAGUIGUINID’s core was invaded and possessed by a diwata of unbridled
fury. And thus, YNAGUIGUINID was born.

\\\ FEATURES \\\STARTING SLOTS


Size 1 VIOLENCE 2
ST 12 | RG 3 | Toughness 5 REACTION 2
Speed 4 SUPPORT 1
\\\DEFENSES MOVEMENT 1
Evade 12 | Resolve 8
\\\TRAITS
WRATH OF GOD: You may dive into the WRATH if you hit or are hit by an
enemy. While diving into the WRATH, you cannot activate Support AGIMAT, and
you must attack every Round. If you do not, you are kicked out of the WRATH.
While in the WRATH, all your attacks have a +1 Suwerte and deal +3 damage,
but you cannot use Toughness against attacks. You may rise from your WRATH
during an Upkeep Phase.
ARMS OF THE MOUNTAIN: You may grab enemies of larger Size than you. You
can grab up to 2 enemies.
\\\GAHUM SYSTEM
GREAT WRATH OF THE GREAT GOD
An anomaly within the Gahum Reactor of every YNAGUIGUINID Balangkas. Even
when the GHW-S tried to change the Master Copy of the Balangkas in the
Lambat to remove the virus, it still wormed its way back into it. This is
a virus that is filled with WRATH, RAGE, SMILING WANT OF VIOLENCE, TO SPLIT REALITY ASUNDER,
TO BANISH EVERYTHING TO OBLIVION, ALL WILL BREAK UNDERNEATH MY BLADEEEEEEEEE------
During your Activation Phase, you may activate this while you are diving
into the WRATH. You may place all your rage into a single attack. A single
Violence AGIMAT of your choice will be covered in Diwata of Rage and
Violence. Your next attack has +3 Suwerte and deals +7 damage. If it hits,
your WRATH vanishes and you cannot dive into your WRATH until your next
Repair. If it doesn’t hit, you return to your WRATH but you cannot use this
Gahum System again during this Encounter.

126
127
THE AGIMAT OF THE GHW-S YNAGUIGUINID
VIOLENCE // GRAPPLER HOOK

A hook that can be thrown, which latches onto enemies so that they cannot
escape.

[ACTION] [MELEE] [REACH 5] [WATCH 1] [OFFHAND]

On a hit, you may pull the enemy to a space adjacent to you; and they
suffer 2 material damage and are Grabbed.

VIOLENCE // CLAWS OF THE CIVET

Knuckle-dusters that, when attacking, extend retractable claws to deal


additional damage.

[MELEE] [WATCH 1] [ACTION] [AP] [OFFHAND]

Deal 2 material damage and the target is Grabbed.

VIOLENCE // WAR HAMMER

One giant hammer made of Luzbel. It can smash anything. That’s a


guarantee.

[MELEE] [WATCH 1] [ACTION] [PUSH 2] [PRIMARY]

Deals 4 material damage.

VIOLENCE // SPREAD-MISSILE LANTAKA

A lantaka that fires a missile that explodes and sends shrapnel flying at
nearby enemies on a successful hit.

[ACTION] [RANGED] [MISSILE] [REACH 10] [RELOAD] [PRIMARY]

Deal 7 material damage. On a hit, all enemies within Reach 2 are attacked
vs. Evade. Deal 3 material damage to all those hit.

128
REACTION // AFTERSHOCK HYDRAULICS

A system that automatically moves your next weapon on a Confirmed hit.

[COOL DOWN]

If you hit using a Violence AGIMAT and have a Violence AGIMAT with the
OFFHAND tag Readied, you may attack using the OFFHAND weapon.

MOVEMENT // RETREAT DENIAL MECHANICS

A system that automates the movement of mechanics so that your Meka is


always up close and personal with the enemy.

[COOL DOWN]

If you disengage, you may choose to not Move, but the next time one enemy
Disengages from a space adjacent to you, you may follow that enemy’s
movement and attack them after their movement.

SUPPORT // BRAWLER LOCK

Uses arm-mechanics to strengthen your hold on an enemy unit.

[INNATE]

For an enemy to break free from your grab, they must attack and damage
you. While you are grabbing them, all your attacks have +1 Suwerte against
the grabbed enemy and deal +3 damage.

129
GHW-S HALIYA
A Balangkas that has a very recognizable silhouette due to its long hair and
tall crown. The HALIYA is well versed in protection. It can travel through
both material realms and the untouchable, invisible realm. The HALIYA was
made to fight against humongous Maligno, and now it is used as a recon unit
due to its ability to walk in the Diwa, using the most esoteric of the GHW-
S’s Heretic Systems.
HALIYA is not only well made for dealing with gargantuan-class Maligno and
cretures of metaphysical origin, but is also well known as a Folk Heroine
for GHW-S planets and cities. GHW-S HALIYA has been the prime Meka used to
protect GHW-S settlements from imperialist attacks by the Lakanate, who wish
to exploit and capitalize on the GHW-S’s innate natural resources as power.

\\\ FEATURES \\\STARTING SLOTS


Size 1 VIOLENCE 2
ST 10 | RG 4 | Toughness 4 REACTION 2
Speed 4 SUPPORT 1
\\\DEFENSES MOVEMENT 1
Evade 10 | Resolve 10

\\\TRAITS
Into Two Worlds: The HALIYA can walk through both the Diwa and the Material.
Whenever you Stride, you may choose Material Walk or Diwa Walk. If Diwa
Walk, you are now Invisible, but you cannot attack while you are in Diwa.
The Call of the Moon: While you’re in the Diwa Walk, you may perform a Quick-
Repair during your Upkeep Phase, once per Encounter. If you performed a
Stride action on your last Round and chose Diwa Walk, if you Stride and
choose Material Walk, you have +3 Toughness.

\\\GAHUM SYSTEM
FUSION: Revolution Against Bakunawa
A weird system. This overloads your Gahum Reactor, and then inserts your
Meka into both the Diwa and the Material. The first use of this system
actually caused an entire solar system to be pulled into the Diwa, just so
that the first user of this system could escape.
You may activate this during the Activation Phase. When you Stride, you
may Stride through both Diwa and Material, and you get all the benefits of
your Traits, except you can also make attacks. While in FUSION, all attacks
against you have a +1 Malas, and all damage you deal has an additional +1
damage. FUSION lasts until the end of this Encounter.

130
131
THE AGIMAT OF THE GHW-S HALIYA
VIOLENCE // GINUNTING OF SPIRIT

A ginunting (a slightly forward-curving Philippine sword) with two


configurations: one material and one spiritual which can cause Fraying.
This is a powerful sword, and almost every YNAGUIGUINID comes with this
equipped.

[MELEE] [WATCH 1] [ACTION] [PRIMARY]

Before attacking, choose if the ginunting is material or spiritual. If


material, deal 3 material damage when it hits. If spiritual, deal 2
Fraying.

REACTION // THE CALL OF THE SPIRITUAL

A system that dissolves the materials of the Meka into the Lambat so that
it isn’t destroyed.

[COOL DOWN]

If you are hit by an attack that causes material damage, you may reduce
that damage to 0, but you cannot use one Violence AGIMAT (you choose)
during the Action Phase of the next Round.

MOVEMENT // HERETIC SYSTEM: TOWARD HEAVEN

Diwa beings arise from your footfalls, emanated from the Spiritek
mechanics underneath your feet.

[COOL DOWN] [ACTIVATION]

After activating during the Activation Phase, the next time you Stride,
you will not be affected by Difficult Terrain and you may Fly.

VIOLENCE // GUN OF 50%

A… weird gun, the bullet fired by this gun is 50% material and 50%
spiritual when fired. Either way, this deals damage.

[RANGED] [REACH 10] [ACTION] [PRIMARY]

If you attack using this, roll 1d6 before attacking. On a 1-3, deal 3
material damage. If 4-6, deal 1 Fraying.

132
SUPPORT // BULLET OF SPIRIT

Bullets used when spiritual matters need to be taken care of. This is not
affected by Line-of-Sight, uses the Lambat to move through the Diwa, and is
immaterial until it hits.

[LIMITED 3]

If you make a Ranged attack, you can load this as the bullet. When loaded,
your attack doesn’t need Line of Sight, and has +1 Suwerte.

REACTION // KALASAG SPIRITEK

A new piece of Spiritek, when it detects Spiritual Warfare, it immediately


raises a spiritual fortress to protect the Gahum Reactor and its systems.

[COOL DOWN]

If you suffer Fraying, you may halve it as a Reaction. (Round down, minimum
1).

SUPPORT // THE EYES OF THE MOON

A module that chooses one ally to protect at all costs.

[ACTIVATION] [COOL DOWN]

Choose one ally. If that ally is attacked, you may attack the attacker of
that ally. This effect lasts until the Activation Phase of the next round.

133
GHW-S BALIW
The GHW-S BALIW is a witch-platform that takes the ancient concept of BALIW--
once a spell in Bisaya that caused people to shapeshift, then turned into a
word in Tagalog that means "Crazy"--and applies it unto themself. Crafted
by GHW-S astrologists and earth witches, this has become a hacking platform
The GHW-S BALIW is not a physical platform. Instead, it is a single core,
with the pilot's cockpit being directly bhind the core. The core itself is
a fulminating ever-spell: cast by far-world witches given a new lease in
life by working in the Lakanate Government. These ever-spells are Baliw
spells, causing constant dynamism and chaos. The GHW-S BALIW then uses *the
minerals and items around them* to form a body. This body can then be
manipulated into any form or shape that they need. The GHW-S BALIW thus can
shapeshift on the fly, and even their Violence AGIMAT are carried upon
magickally-empowered invisible hands.

\\\ FEATURES \\\STARTING SLOTS


Size X VIOLENCE 2
ST 12 | RG 4 | Toughness 0 REACTION 1
Speed 5 SUPPORT 2
\\\DEFENSES MOVEMENT 1
Evade 10 | Resolve 10
\\\TRAITS
Mercuriality: During the Activation Phase, choose a form that you've taken:
- Lightning Form: You embody speed. Double your Speed when Striding, and gain +2 to your
Evasion. Your Size becomes 1, but you cannot gain nor use Toughness while in Lightning Form.
When you begin an Activation Phase in Lightning Form, you can move 1 space without provoking
reactions.
- Titan Form: You embody strength. Your Size becomes 2, and you deal +1 material damage.
Your Speed becomes 3, and you gain 3 Toughness. When you begin an Activation Phase in Titan
Form, remove Stunned if you have it
- Witch Form: You embody power. Your Size becomes 1/2, and any attack you do that has
the Reach X tag gains +3 Reach. Whenever you deal damage, you also inflict Fraying. When you
begin an Activation Phase in Witch Form, all enemies adjacent to you suffer FIRE 1.
Witchcraft: You are considered hovering. Any time the BALIW is brought to 0 ST and cannot spend
the RG or fail the Safety Systems check, the mech dissipates, and you fall to a space adjacent.
The BALIW Balangkas only goes back when you spend the requisite RG to revive it or repair it.
\\\GAHUM SYSTEM
ASWANG PROTOCOL
No you don't understand. We have to get out of here. The ever-spell core is going wild.
It's honestly--no no shut up. Listen to me. Fuck, you can't hear it can you? It's speaking
to me. It's going to consume me too. What? What? Hello?
Whenever you choose a form, you take a demon ogre form of that form instead.
- Lightning Form becomes SIGBEN PHASE: You double your Speed when you Stride, and you can
Stride in both the Activation and Upkeep Phase, you can teleport when you move, and gain
+2 to your Evasion. All foes you begin an Action Phase adjacent to suffer 1 AP material
damage.
- Titan Form becomes BUSAW PHASE: Your size becomes 3, and your Speed becomes 4. Your melee
reach increases by 1, and you deal +2 material damage. All your material damage become AP.
- Witch Form becomes BARANGAN PHASE: You become INVISIBLE until you leave BARANGAN PHASE,
and you RESIST MATERIAL. When you attack, you may choose to forego the attack to
automatically inflict Fraying 5 instead.

134
135
THE AGIMAT OF THE GHW-S BALIW
MOVEMENT // Reactive Dance

Like the tinikling, you jump in between danger.

[INNATE]

When you move through difficult terrain, you can choose to suffer 2 AP damage
per space of difficult terrain you move through to ignore it completely. If
you do, moving through that difficult terrain space does not spend any of
your Speed.

SUPPORT // GHW-S Witchcraft Mandala Autoloader

A runic mandala that can be carved onto any Violence AGIMAT: this changes
the metaphysical makeup of that weapon, making it so that it can never
miss.

[LIMITED 3] [ACTIVATION]

During the Activation Phase, use this to apply the Witchcraft Mandala upon
one of your own or an adjacent ally’s Violence AGIMAT. Their next attack
becomes SEEKING and gains +1 Suwerte.

VIOLENCE // GHW-S Metaphysical Shifting Tool

Shaped like a wand to invoke the witchy tones of the BALIW, used to strike
fear into enemy frames and Meka. Once this has locked on, none can escape
the matter phasing reality-virus it implants.

[AUX] [LIMITED 2] [REACH 20] [PERILOUS] [ACTION]

Deals 1 material damage. Even on a miss, this inflicts FIRE 4.

SUPPORT // GHW-S TERRAIN METAPHASER [MATAMATA]

Reveal none of your own secrets, but rip them from the hands of your
enemies.

[LIMITED 5] [ACTION]

Choose a piece of obscuring or difficult terrain in range 5. Remove that


terrain for the rest of the scene.

136
REACTION // STICKY CORPUS [PULOT]

Destroy yourself.

[LIMITED 3]

When you are damaged by a melee attack, use this to deal 1 AP damage, move
2 spaces away without provoking reactions, as you leave behind a gray
matter witch copy of yourself. The attacker becomes immobilized to their
space as their weapon is stuck into your copy until the end of the next
round.

SUPPORT // WITCH THORN

A strange bio-metaphysical system that force-summons a thorny vine out of


the spiritual space. This leaves behind a strange trail of atrocity that
can fester into horrible demons if not treated by katalonan immediately.

[ACTION] [REACH 6]

Shift the target up to 2 spaces.

SUPPORT // SELF MORPH

A strange system that can only be replicated in cyberspiritual rituals


wherein a diwata is flash-unchained for a moment to let them remember where
this ancient power came from. Self Morph is a very rare AGIMAT, and the
GHW-S is very meticulous when choosing which Meka can take it. It damages
and frays the very core of the Meka.

[LIMITED 2] [ACTION] [PERILOUS]

Choose up to 2 modifications to your Meka. You become Slowed while you have
these Mods and you cannot remove this Slowed. You can remove these Mods as
another Action, choosing just one or either.

Branch Arms. Gain +1 range on all Melee attacks.


Juggernaut Protocol. Gain +1 Size.
Swarm. All spaces adjacent to your meka become difficult terrain.
Manifold Vectors. Gain SECURE on your next attack.
Intensified Magick Atom. Your next attack, if it deals damage, also inflicts
FIRE 1.

137
[KOMSA] KOMUNIKASYON reality, and other forms of technology
that assist humanity. They are the ones
SYNDICATE-AGENCY that give color and joy to the masses
through their shows in the Lambat, but
“Hear the silent cry of the No Name God.” they are also the ones that control the
media. Their hold on Salapi has given them
The single Megacorp who is not formally
a lot of power, and their ability to
under Lakanate Rule, but often errs to the
manipulate the market has made many fear
side of caution due to the control that
them.
the Lakanate has over the Arkipelago. They
pray to a different god: One With No Name. Theoretically, KOMSA could wage war
Because of their expertise in the Lambat, against the Lakanate. However, at present
they use much of the technology that a war between them and other the other
capitalizes on it. Because of the Megacorps would not be feasible. The
“Chaotic-Science Theory” that they apply Lakanate is also important to KOMSA’s
to their tech, they can change reality, economy.
manipulate space-time, and other weird
Operatives of KOMSA are usually hidden
effects.
within their “Spirit-Dwells”. These
KOMSA controls Salapi, the “currency” in digital realms allow them to have fun and
Arkipelago. They are also the ones that play around by themselves without
expand the reach of the Lambat – judgement. They worship the God With No
MAHARLIKA’s intergalactic internet and Name, a God that is “always felt, never
telecommunications network. This Megacorp seen”. It is said that this God is the
raises Baletes – not true balete trees – Lambat itself, while others say it resides
but comms towers that connect an area to in the furthest reaches of the universe.
the Lambat network. Even others say they can find it in the void
between the Diwa and Material (whatever
Another significant area that KOMSA
that means). All members of KOMSA seek to
specializes in is the creation of
expand their Megacorp’s mandala in the
Artificial Intelligences, augmented
name for their No Name God.

138
Of course, since KOMSA controls the trade. KOMSA members are encouraged to
flow of Salapi, it’s hard to avoid follow this line of thinking: that
temptation. In fact, KOMSA is an through hard work and
overwhelmingly corrupt Corporation, entrepreneurship, they will get the
so much so that the corruption of the life that they deserve.
system is how the Corporation actually
KOMSA Meka are strange even among
works. If you want to be paid, you
other Meka. They…
have to steal it. If you want a
reward, you have to infiltrate a •◆• Often use parts that are attuned
Maginoo’s vaults, and KOMSA is in to the Lambat.
charge of creating defenses. If you •◆• Ethereal, ghostly and demonic
pass the obstacles, you are worthy of
the riches. Since they have monopoly •◆• Never organic, which sets them
over Salapi and some of the Lambat solidly against the look and
many go to them for work and money, construction of GHW-S Meka
and they profit off of the Lambat. •◆• Corporate, punk, or magitech in
That said, their corporate structure their design
is looser and lateral in nature Their Datu is Sidyuko Yrneh, a
compared to the other Corporations. businessman that can make a profit off
They have Datus, Maginoos, and of anything. He was once a poor
Maharlikas, but those monikers mean Aliping Sagigilid that rose to power
almost nothing to the person with the by profiting off of two wars. He has a
most money and influence in the Lambat. burning desire to topple the Lakanate
Due to this, the current Paramount and create a government that supports
Datu isn’t actually a blue-blooded freedom for all beings, eradicating
descendant of royalty, but actually a the feudal order of Alipin and Elite.
Maygintawo that earned the spot due to The social order he envisions, puts
taking advantage of Salapi and Lambat the richest ones in power.

139
KOMSA
KAPNAYANERO
One of the first Balangkas of this model suddenly vanished during a Journey
through the Secret Roads and just as suddenly came back. Savant-Engineers
of KOMSA reproduced the phenomenon that happened to the KAPNAYANERO and they
found that the Kalagyo of the Maharlika that piloted the first KAPNAYANERO
returned with the knowledge of the Chaos Science, an occult science that
concerns itself with possibilities and potential.
The Drones of the KAPNAYANERO can change the reality of the battlefield
through metaphysical processes auto-galvanized by the multiple diwata that
dance and cheer and laugh about the KAPNAYANERO.
This new power of the KAPNAYANERO is highly volatile and hard to control.
Sometimes, if one pilots a copy of the Balangkas, the words “CELIS. CELIS. MARIA.
MARIA.” appear in their mind.

\\\ FEATURES \\\STARTING SLOTS


Size 1 VIOLENCE 1
ST 10 | RG 5 | Toughness 2 REACTION 1
Speed 3 SUPPORT 2
\\\DEFENSES MOVEMENT 2
Evade 9 | Resolve 11
\\\TRAITS
Chaotic Heart: Unstable Reactor: If you roll a Critical on an attack, slide
the enemy you hit 5 spaces and they are now Prone. If you rolled a Natural
1, push every combatant within Reach 5 of you 1 space.
ALIPIN SYSTEM: You have one DRONE (with the tag [DRONE]) that is your ALIPIN
system, that you always have with you. It is automatically activated during
the beginning of combat. Every maintenance, choose one:
•◆• All enemies adjacent to your ALIPIN have -2 to their Evade.
•◆• All allies adjacent to your ALIPIN have +2 to their Evade.
•◆• All enemies adjacent to your ALIPIN take 2 material damage every time
they attack.

\\\GAHUM SYSTEM
KING OF THE HOMUNCULUS
“King of the drones, you are the king of the galaxy. I condemn you, King, for you have no right to
control and command us. We are Gods and Goddesses of the Universe.”
During your Action Phase, as an Action, you can deploy three ALIPIN, and
you may choose each of their configurations from above.
OVERDRIVE TOWARD MAX: If you attack, you may choose to repeat your attack
X times, with X being how many ALIPIN are left on the battlefield. After
these attacks, all your ALIPIN explode, dealing 3 material damage to all
combatants within Reach 1 of them.

140
141
THE AGIMAT OF THE KOMSA KAPNAYANERO
VIOLENCE // Chaos-Science Gun

A gun using the Chaos-Science that is being studied by KOMSA. This uses
the truth of the Diwa: all things are from Diwa, and all things about the
Diwa are in constant flux. This fires a bullet of shivering possibility,
changing reality. If it hits, no one knows what will happen.

[REACH 25] [ACTION] [PRIMARY]

Perform Spiritual Warfare against an enemy within Reach. On a hit, roll


1d6: if 1-3, you recover 3 ST. On a 4-6, deal 3 Fraying.

SUPPORT // Protocol CHAOS: Journey

A protocol that flows through the Lambat and connects all Drones. When
activated, all the drones move.

[REACH 10] [UPKEEP]

You may slide all your Drones within Reach equal to their Speed.

SUPPORT // Protocol CHAOS: LABYRINTH

A weird protocol. It’s a single exhaustive Virus that creates a mystical


labyrinth made of solidified starlight. If one comes near it, they are
instantly sucked into its pocket-space.

[LIMITED 2] [REACH 7] [UPKEEP]

Perform Spiritual Warfare against all adjacent to one Drone of yours


within Reach. All hit by it are Immobilized and have a +1 Malas to all
their attacks until the next Round’s Upkeep Phase.

SUPPORT // Protocol CHAOS: CHOKING LAND

A drone of yours acts upon a Chaos Science protocol virus that bypasses
its security systems, making it embed itself into the ground and begin
changing it into a churning bed of chaos.

[COOL DOWN] [REACH 20] [UPKEEP]

Choose one Drone within Reach. This drone creates a Burst 2 zone of
churning earth centered on your Drone. This Burst is difficult terrain for
your enemies and can be used as simple cover for your allies.

142
SUPPORT // Chaos-Science Technology: COMMAND///HOLD

COMMAND: Give… STOPPING VIRUS. Use only… if needed. “Save your treasures.”

[PERILOUS] [REACH 10] [ACTION]

Choose one enemy within Reach 10 of a Drone within Reach. Perform


Spiritual Warfare against that enemy. On a hit, the enemy is Stunned until
the next Activation Phase.

SUPPORT // Chaos-Science Technology: COMMAND///COME CLOSER

COMMAND: Give… COME HERE VIRUS. Use only… if needed. You will be hit. Only you. “As long as they
are safe.”

[PERILOUS] [REACH 5] [ACTION]

Choose one space within Reach. You may perform Spiritual Warfare against
all combatants within Reach 7 of that space. Pull all of the ones that you
hit 2 spaces toward the space you chose.

REACTION // Protocol CHAOS: Live

PROTOCOL: Chaoticchaoticchaotic--- CHAINED DIWATA… RISE AGAIN.

[COOL DOWN] [REACH 7]

If one drone within Reach is destroyed, you may return them to 1 ST as a


Reaction.

143
KOMSA
SALAMANGKERO
QUOTH THE WISE: DO NOT FORGET WHERE YOU CAME FROM. THERE,
WATCH THE COMING FUTURE. THE INFINITE ANGUISH! THE TRUTH IS THE
DIWA, THE MATERIAL IS SIMPLY A MIRROR. A FRAGILE MIRROR.
LISTEN! HEAR THE SONG OF CHAOS, THE VOICE OF ORDER, THE
SHOUT AND CRY AND LAUGHTER OF NATURE! HEAR! HEAR THEIR
DYING CRIES.

\\\ FEATURES \\\STARTING SLOTS


Size 1 VIOLENCE 3
ST 8 | RG 3 | Toughness 0 REACTION 1
Speed 5 SUPPORT 1
\\\DEFENSES MOVEMENT 1
Evade 11 | Resolve 9

\\\TRAITS
Lord of Possibility: Every Maintenance, roll a 1d20 and keep the result. You
may choose to replace one result of one 1d20 roll (can be yours or another
ally’s) with the result that you kept.
Floating Rifle: A rifle that floats beside you and automatically attacks when
you do. You may activate this during the Activation Phase. While this is
activated, add +1 to damage you inflict.

\\\GAHUM SYSTEM
Mode >>> GO PAST YOUR LIMIT
Go past the limit of this fragile reality! Destroy, destroy!
All your platings open, revealing the energy being within. Roll 3 attacks
against 3 different units with with +3 Suwerte. You may teleport every enemy
you hit with this attack up to 7 spaces from their original space.

144
145
THE AGIMAT OF THE KOMSA SALAMANGKERO
VIOLENCE // Gun That Changes Space-Time

A gun that does not look like a gun. In truth, the shape of this gun only
appears if the warrior wielding it wishes it, for the truth of the gun is
this: it exists and it does not. This gun’s bullets are the same.

[REACH 10] [ACCURATE] [SECURE] [PERILOUS] [ACTION] [RANGED] [PRIMARY]

Perform Spiritual Warfare. On a hit, deal 2 Fraying and teleport the one
you hit 1 space.

VIOLENCE // Probability Katana

A katana embed. Virulates a PROBABILITY PROGRAM that shows all possible


cuts and attacks that you can perform and all its effects… even the strikes
that would cut the wielder.

[WATCH 2] [AP] [BRUTAL] [ACTION] [MELEE] [PRIMARY]

4 material damage. On a Critical hit, deal +4 material damage, but you


will also suffer this additional damage.

MOVEMENT // HYDRAULICS: Blink

ACCEPT THIS GIFT OF THE NO NAME GOD. PUT IT INTO YOUR HEART. YOU ARE NO LONGER WHOLE.

[COOL DOWN] [ACTION]

You may teleport equal to half your Speed. If you Teleport, you cannot be
blocked by Difficult Terrain.

VIOLENCE // Lightning Staff

Fires lightning bullets made of Gahum to strike the foe’s systems.

[REACH 10] [PERILOUS] [ACTION] [PRIMARY]

Perform Spiritual Warfare. If you hit, the target is Slowed until the next
round’s Upkeep Phase, and deal 1 Fraying.

146
SUPPORT // it is better if you died.

HEAR THE VOICE OF GOD. HEAR THE VOICE, ABA, ABA, IMPINITO. KILL THE ONE ALONE!

[INNATE]

As long as an enemy doesn’t have anyone other than yourself adjacent to


them, you deal an additional +3 damage.

SUPPORT // what? do you want to be free?

TREASURE THE SHINING LIGHTNING. THE GREAT LIGHTNING OF MAYKAPTAN. USE THIS TO be free.

[REACH 10] [PERILOUS] [ACTION]

Perform Spiritual Warfare. On a hit, teleport your target 3 spaces.

SUPPORT // hey. Do you hear me? it's time to go.

SHATTER, SPLIT, DESTROY, SLAM, CUT REALITY IN TWAIN.

[REACH 10] [PERILOUS] [ACTION]

Choose a space within Reach that contains no combatants. Then choose


another space within Reach 15 of the first space. Those two spaces are now
portals to each other. Whoever steps into a portal is teleported to a
space adjacent to the other portal. If you create a new pair of portals,
the first pair is removed.

147
KOMSA ALBULARYO
The bizarre thing about the ALBULARYO is that no one knows when it was first
manufactured, or when the master copy was uploaded to the Lambat. Even the
engineers, savants, and katalonan cannot remember. Despite this, it was
named after the ancient word for herbalist, to reflect its transmutory
engines and systems. It is said that when they found the schematics imprinted
upon the akashic records of the Lambat, they found that it had a different
name, but that name is gone now.
All they know is that its schematics were suddenly found within the Lambat,
and they decided to create the blueprint [a happy little accident . The GHOST-
BALUTI module is used to perform Internal Alchemy, which creates a
catalyzing transmogrification engine within each ALBULARYO balangkas to let
them apply transmutations upon reality. Munitions, obstacles, and terrain
are all within the wheelhouse. Katalonan have all tried to peer into the
inner machinations of the Internal Alchemy Engine, but have only become
blinded from the attempt.

\\\ FEATURES \\\STARTING SLOTS


Size 1 VIOLENCE 1
ST 10 | RG 4 | Toughness 4 REACTION 2
Speed 3 SUPPORT 2
\\\DEFENSES MOVEMENT 1
Evade 10 | Resolve 10

\\\TRAITS
TRANSMUTE-ACT: SHAPE: If you use an attack that has an Area-of-Effect
(like Burst, Blast, or Line), you may expand its effect by one or you may
choose one space that will not be affected.
TRANSMUTE-ACT: CREATION AND DESTRUCTION: Once per Round, whenever
you deal damage, you may add +2 to the damage you deal, or if you recover
ST, you may recover an additional +2 ST.

\\\GAHUM SYSTEM
TRANSMUTE-ACT: NATURAL CHOST
Through overloading the Reactor of the ALBULARYO, this creates a ghost
environment that surrounds your Meka. This is a system that was found in
part of the original schematics. On the first use of it, all those turned
invisible never returned, still stuck within eternal void.
Activate during your Upkeep Phase. This creates an Aura 2 centered on you.
Everything within the area, including yourself and terrain, are invisible.
The terrain cannot be used as cover and does not count as obfuscating. Every
Upkeep Phase, you may choose one combatant within the Aura. You may deal 2
energy damage or return 2 ST to that unit. That combatant is now no longer
invisible.

148
149
THE AGIMAT OF THE KOMSA ALBULARYO
VIOLENCE // GRANADA TALA

The signature rifle of the grenadiers of KOMSA. This fires a globe filled
with the exploding hearts of stars, shaped by a magnetic field mere seconds
after it was captured, which then explodes within an area and deals damage
to all within its reach.

[ACTION] [RANGED] [REACH 10] [LIMITED 5] [TWO-HANDED]

This creates a Burst 1 centered on the point of impact and you attack all
those within the Burst. Deal 4 energy damage on a hit.

SUPPORT // MAGIC-MEDICINE: HEALING

A grenade that is shaped by a magnetic field. Upon explosion, it releases


Diwanites that repair the structural integrity of those within its reach.

[RANGED] [REACH 10] [COOL DOWN] [ACTION]

This creates a Burst 1 centered on the space chosen within Reach. All
within the Burst restore 2 ST.

SUPPORT // WEAKENING ALCHEMY

Attached to the back of your Meka, this looks like a gigantic monolith
that blazes with the color white. When activated, this alchemy catalyzes
an impairment field about you.

[LIMITED 3][ACTION]

When used, perform Spiritual Warfare against all enemies within Burst 3
from you. All those that are hit are Impaired.

SUPPORT // RIP-GRENADE

Once a payload used to punch holes into mountains, turned into a debuff
mount for Meka. It releases Diwanites that weakens and degrades a Meka’s
defenses for easier destruction.

[LIMITED 3] [ACTION] [REACH 10]

Choose a space or a target. This creates a Burst 2 centered on the space


or target chosen, attacking all those within. All that are hit are Exposed
until the Upkeep Phase of the next Round.

150
MOVEMENT // OIL ROAD

These are oil-dispensers on the feet of your Meka. When you move, you
leave behind slippery oil. All those that step upon it will slip.

[LIMITED 3]

Can be activated while in Stride. All spaces you step on during that
Stride, save for the one you stop on, are covered in oil until the end of
this Encounter. You may Slide any combatant that steps upon the oiled
spaces in a straight line in any direction. They stop on the first non-oil-
covered space they come to.

REACTION // PROTOCOL: POTION ARMS

A protocol that fires a shaped toughener to an ally. On a hit, the ally is


wrapped with a Spirit-Bubble that absorbs all sorts of damage and
weaponry.

[COOL DOWN] [REACH 7]

If an ally is attacked, you may give +4 Toughness to that ally as a


Reaction. Use this before the attack is resolved.

VIOLENCE // Grenade Class “GRAVITY WELL”

A grenade launcher which launches mini-black holes that suck in all within
the vicinity.

[ACTION] [LIMITED 3] [REACH 10] [TWO-HANDED]

Choose one space within Reach. This creates a Burst 2 centered on that
space. All within the Burst must make a Safety Systems roll. Those that
fail are pulled towards an adjacent space of the space you chose, and
suffer 1 energy damage.

151
KOMSA MANANANGGAL
Built by esotericists in the depths of the The MANANANGGAL is named after the self-
KOMSA cyber dens, working in tandem with bisecting demon of FIlipino Folklore. Thus
Church defectors, the KOMSA MANANANGGAL named because the MANANANGGAL has two
is, in the words of the cyberpunks that modes: a landlocked and slow “Maiden” mode
created this thing, a work of art. It is, whereupon it can access all its loadouts,
in essence, two frames in one, and with and an extreme speed type beat “Demon”
both frames emphasizing speed and velocity Mode wherein it can zoom across the entire
over all else. This experimental design battlefield in seconds, although it cannot
was not something the cybers deep int he use its proper AGIMAT. Proper training is
hovels and undercities of the capitalist required when accessing the MANANANGGAL,
metropoles did not think would be efficient as the frame itself has caused various
at all in a battlefield environment. deaths within the cockpit due to the high
However, when outfitted with the proper amounts of velocity that can turn the
AGIMAT, the MANANANGGAL soared through the pilot within into mush. The MANANANGGAL is
skies and rained destruction like an angry thusly a favorite of adrenaline junkies
god. and daredevils, as well as those Ace
Pilots that know they’re good, like the
Red Comet.

\\\ FEATURES \\\STARTING SLOTS


Size 1 VIOLENCE 1
ST 10 | RG 4 | Toughness 5 REACTION 1
Speed X SUPPORT 1
\\\DEFENSES MOVEMENT 3
Evade 12 | Resolve 10

\\\TRAITS
Self Bisection: The KOMSA MANANANGGAL can take on two forms, one wherein it detaches itself from
its land-platform, and then the other wherein it fuses back with its land platform so that it
can properly access its AGIMAT. During an Activation Phase, they may choose which Mode they will
use for the round.
- Maiden Mode. While in Maiden Mode, the MANANANGGAL is landlocked and their Speed becomes 3.
The MANANAGGAL doubles the range on all their ranged AGIMAT, and they can access their Violence
and Support AGIMAT.
- Demon Mode. While in Demon Mode, the MANANANGGAL transforms into a hyper-fast winged frame.
They cannot use Violence AGIMAT, but they can still use Movement and Reaction AGIMAT. They gain
+2 Speed, do not halve their movement when they Boost, and they ignore terrain when moving.
Limited Variable Hardpoints: The KOMSA MANANANGGAL only has 1 Violence AGIMAT slot which cannot
be raised above 2. However, you are considered having all your Violence AGIMAT readied.

\\\GAHUM SYSTEM
MANANANGGAL DEMON SPEED
KOMSA hackers and software engineers have somehow devised a way to reach deep enough into
the frame’s velocity matrix and imprint upon it a metaphysical virus that lets it ignore
the constraints of gravity and the laws of motion. All it took was a strange paradox meme
to enforce the truth that reality was a lie, a strange memetic payload to remind the diwata
shackled within the MANANANGGAL’S control nexus that it is the foundation of all reality,
and that the world as the pilots and the Maharlika know it is but a shadow of their flame.
The MANANANGGAL’S velocity matrix, which was carved out from a slain god of speed, awakens.
When you activate this Gahum System, the slain god is blasphemously resurrected, and you
transcend speed. You go fast.
During the Activation Phase, you can use this. For the rest of the scene, you can teleport
to any space within your Speed, ignoring terrain and line of sight. Your Speed becomes 8 in
Demon Mode and 5 in Maiden Mode.

152
153
THE AGIMAT OF THE KOMSA MANANANGGAL
VIOLENCE // Karayom-Dila

Translating into “Needle Tongue”, this auxiliary Violence AGIMAT is made


for quick hit and run tactics, leaving behind a dirk that grows and affects
the working systems of a particular Meka.

[AUX] [REACH 4] [RANGED] [LIMITED 5]

Deals 2 AP material damage and inflicts FIRE 1. Whenever the foe with this
FIRE rolls to remove it, if they fail, they gain another stack of FIRE.

VIOLENCE // Entrails

This AGIMAT is shaped like the entrails dangling from the lower body of a
manananggal demon. These entrails bind and entrap.

[AUX] [RANGED] [REACH 5] [LIMITED 3]

Deals 1 AP material damage and inflicts Slowed on a hit.

REACTION // Bisect

A system that calculates trajectory of incoming damage and immediately


pulls a meka into safety.

[LIMITED 2]

If you are the target of a melee attack, spend this as a Reaction to


immediately move 2 spaces away without provoking reactions. If this brings
you out of the range of the attack, the attack misses.

REACTION // Extra Burst

Secondary thrusters. These rather simple wing shaped thrusters are the
most iconic part of the manananggal. It is the symbol for speed.

[LIMITED 3]

When you end your movement, as a Reaction, use this to move 3 spaces
without provoking reactions.

154
REACTION // Witchcraft Redirect

A mandala appears before you, as manananggal are known witches as well.


You catch missiles and payloads and make them target another victim.

[COOL DOWN]

When you are the target of a ranged attack, spend this to make the target
instead another combatant, using your space the new origin space. You
cannot target the original attacker.

MOVEMENT // Displacer Thrusters

Flying funnels that spin around and assemble to form wings. These burst
out, forcing you out of metareality.

[COOL DOWN] [ACTIVATION]

During the Activation Phase, you may teleport to any point in the
battlefield. You become Stunned until the end of the round.

MOVEMENT // Building Momentum

Haptic receptors that transfer kinetic energy into potential energy, which
is then metaspiritually alchemized into energy for your Meka to use.

[COOL DOWN] [ACTIVATION]

During the Activation Phase, use this to activate Kinetic Absorption until
the end of the round. While you have Kinetic Absorption, whenever you
suffer damage, gain 1 Kinetic Point. When you next Stride or Boost, you can
spend any number of Kinetic Points to gain that much extra Speed for that
Stride or Boost.

155
KOMSA RELOHERO
YOUR KNOWLEDGE OF CAUSE AND EFFECT IS JUVENILE. YOU SPEAK OF IT WITH AN UGLY AND SIMPLE NAME:
TIME. YOU HERETIC. THERE IS NO TIME IN THE TRUTH OF THE STARSEA. HEAR, HEAR THE SILENT SHOUT OF THE NO
NAME GOD, THAT CAN BE HEARD FROM THE EXPLOSION OF REALITY UNTIL IT FREEZES OVER: “TIME AND SEASON
ARE NOT TRUE THINGS.” THEY ARE SIMPLY WORDS THAT CHAIN HUMANITY TO ITS SUBNORMAL STATE. WATCH MY
PLATING, WHICH MOVES LIKE THE LIVE SCALES OF A DRAGON. SEE MY BLADES, MY SPINES, MY MANIPULATORS,
WHICH ARE SPINDLY LIKE A SPIDER’S, FOR I WEAVE CAUSATION.

\\\ FEATURES \\\STARTING SLOTS


Size 1 VIOLENCE 1
ST 10 | RG 4 | Toughness 5 REACTION 1
Speed 4 SUPPORT 3
\\\DEFENSES MOVEMENT 1
Evade 8 | Resolve 11

\\\TRAITS
CHAOS-SCIENCE: Time With No Meaning: Once per Encounter, in your Action
Phase, you may undo any sort of effect caused by an action you did or any
action done against you (meaning even those from Support AGIMAT as well as
damage against you) during the last Action Phase. This means that all
movements, actions, and AGIMAT use that took place within the effected time
period did not happen. This also includes damage from FIRE, as well as
recovering from any Status Effects.
CHAOS-SCIENCE: Perfection of No-Time: Once per round, as a reaction, if
an enemy attacks an ally within Reach 7, you may perform Spiritual Warfare
against the attacker. If you succeed, the attacker is Immobilized, and the
damage they deal if they hit is halved.

\\\GAHUM SYSTEM
CHAOS-SCIENCE PRINCIPLE: BLACK CORE SHEATH
The Chaos-Effect Principle is simple: if you are covered in a realm in which
no causation exists, then any cause applied to you has no effect. A bullet
bumping into you would cause no pain, no damage. This sheath of pure,
unnerving blackness chills to the very bone as the RELOHERO embraces its
innate entropic destiny. This comes with the RELOHERO’s BLACK CORE, which
has a strange internal alchemy of Gahum when examined closely, but can be
perfectly replicated by schematics installed into the Lambat.
In your Action Phase, you may use an action to cover your Meka in the Diwa,
the world without causation. All of the damage dealt to you is 0. You cannot
be forcefully moved. But you cannot use any Violence AGIMAT, only
improvised attacks. You are still affected by Spiritual Warfare and can
still perform Spiritual Warfare. This lasts until the end of the scene or
until you cancel the effect.

156
157
THE AGIMAT OF THE KOMSA RELOHERO
SUPPORT // STASIS STANDS

Pillars connected to the back of the Meka, which release diwatites,


creating an aura of protection to deflect damage.

[INNATE]

At every Maintenance Phase, choose: material or energy damage. All allies


adjacent to you are Resistant to that form of damage.

SUPPORT // HASTE

There were Three that wished to baptize the Paramount God-Lord. He ran away. None could chase
Him. MEORMAMMEORMAMMEORMAM.

[LIMITED 2] [REACH 5] [UPKEEP]

Activated during the Upkeep Phase. This mount shoots a virus that
overclocks the systems of allied Meka, quickening them to action. You may
not perform any kind of action until your next Upkeep Phase. On your next
Upkeep Phase, you deploy spiritbots toward one chose ally within range.
That Ally may perform 2 Actions during their Action Phase.

SUPPORT // SLOW

The AGIMAT of the Relohero Balangkas… it is like sorcery, is it not? Like


magic? I would be lying if I said it did not scare me. It scares me that
technology can achieve this.

[LIMITED 2] [REACH 5] [ACTIVATION]

This mount shoots a RIME virus into an enemy to slacken and slow their
movements and systems. Choose one enemy and perform Spiritual Warfare. If
you succeed, that enemy can perform no Actions during its next Action
Phase.

SUPPORT // BLEED

All things corrode and are subject to decay. This is the truth of Entropy.
Using the BLEED Virus, this shoots the Principle of Entropy toward an
enemy, destroying and breaking its systems.

[LIMITED 3]

Perform Spiritual Warfare against one enemy. If you succeed, you may
inflict FIRE 1, but with the damage of the FIRE applying to the RG of the
target instead of the ST.

158
VIOLENCE // METEOR GUN

Manufactured by katalonan after Chaining a diwata of meteors. It was from


them that the katalonan were able to find the calculations to summon a
meteor to destroy an enemy.

[LIMITED 3] [PRIMARY] [MISSILE] [REACH 10] [ACTION]

A gun that is shaped like a staff. When fired, it performs spiritual


calculations and warps Spacetime, so that a meteor is summoned exactly
above an enemy. This is a Missile that cannot be attacked. If it hits,
deal 7 material damage and 3 material damage to all enemies within Reach 1
of the target.

REACTION // CRITICAL MAX: ACT

HEAR THE VOICE OF GOD. THE KEY TO ENLIGHTENMENT IS IN SHADOW. The Meka
uses an unstable Spacetime Reactor hidden within pocket spatial Vector
Folds to apply BURST-HASTE to itself when its condition is critical.

[LIMITED 1]

If your Meka is Broken, you may activate this as a Reaction. You may
quickly perform an Action as if it were your Action Phase.

SUPPORT // STOP

This mount fires a virus towards a being. The bullet is made out of CHAOS-
SCIENCE, using the principle of non-causation of the Diwa to stop and put
one combatant into stasis.

When MEORMAM picked up a boulder to throw at Impinito, they were simply pointed at by Impinito
and told: stop. They stopped. MEORMAMMEORMAMMEORMAM.

[LIMITED 3]

Perform Spiritual Warfare on one combatant. If you succeed, they are


Immobilized and they cannot be dealt any kind of damage. This lasts until
they succeed on a Safety Systems roll or you choose to cancel the effect,
removing the sheath of Diwa. This automatically succeeds on a willing
target.

159
[BA] BAKUNAWA
ARMASAN
Translates to “Bakunawa Armory”
“To Bring the Horizon.”
The Bakunawa Armasan is a relatively
new Megacorp. A conglomerate of a
dozen salvaging companies that were
investigated and shut down for illegal
mining and resource collection in the
Horizon, they have since signed a
contract with the Lakanate to become
the primary Horizon resource collector
due to the need for resources in the
aftermath of the Corporation Wars.
Thanks to them, the Third Lakanate is
kept afloat with resources from all
across the galaxy of Arkipelago and
continues to retain influence over the
other four Megacorps. With the loss of
the Lakan, however, this may change.
The Armasan named themselves after the
giant leviathans that drift through
space, eating stars and moons to
satiate their insane appetite. These
leviathans are a kind of celestial
diwata: celestial diwata being spirits
that do not inhabit planets but
instead stars, moons, and such. The
Bakunawa
form without a celestial body, and
thus travel across the Universe,
eating stars, moons and planets to fill
the unending paradox of their
existence.
Bakunawa Armasan has since adopted a
feudalistic structure similar to all
the other Megacorps, with a Paramount
Datu on top, other Datus following
that Datu, and Maginoo throughout. In
contrast to the Alipins of other
Megacorps, the Alipins of Bakunawa
Armasan tend to be paid handsomely and
given good living conditions. Their
main job is the vital work of mining
for Luzbel and collecting Xenobeing
parts. These operations are the core
upon which the entire Corpo-State is
built around.

160
The Parawali (Scholars and Teachers) of the
Bakunawa Armasan have become experts on the
various Xenobeings that exist alongside them
in the Horizon (and sometimes even further
Upstream), such as the giant shadow-
creatures, the Maligno; the empire-building
trickster horse-demons, the Tikbalang; the
subterranean earth spirits, the Duwende; and
many more. They talk with them, learn their
languages, their culture, and their society,
and report it back to the Lakanate. They also
learn more about the Diwa through their
connections with other Xenobeings, and find
new ways to craft Meka using a mix of Luzbel
and bio-organic materials.
Bakunawa Armasan are currently seen as an
oddity, and tend to be on the receiving end
of much hostility from the more powerful
Megacorps. They have the smallest mandala in
the Galaxy, although one might say that the
entire Horizon is theirs. Since they mostly
operate in the Shore Rim and the Horizon,
their main connection to the rest of
Arkipelago is the Lakanate. Bakunawa Armasan
people are usually eccentric, especially due
to their place in the Arkipelago, being so
far from the rest, and rarely having Lambat
connection.
Bakunawa Armasan are set apart due to their
bio-mechanical nature. They…
•◆• Almost always mix Luzbel and organic
materials such as insectoid carapaces,
bones, muscular tissue, fur, webbing, and
many more organic materials that come from
Xenobeing knowledge.
•◆• Excrete natural elements, such as
radioactive waste, fire, and water to
change the battlefield.
•◆• Have visages that look almost demonic.
•◆• Have strange frame designs that
hearken to ancient monsters.
•◆• Sometimes chillingly human.
Their current Paramount Datu is Hamar Kasun,
Master Scholar of the Academy of Wisdom. He
was an old teacher at the Academy that worked
as an archaeologist and xenologist for the
defunct Mawanan Mining Company. Kasun was
chosen to become the leader of the Armasan
due to his experience, connections,
knowledge of Horizon Planets, and ability in
building and piloting Meka.

161
BA SAWA
The BA SAWA was one of the first Baluti manufactured by the Armasan. They
attempted to make a Meka that could be used to maneuver through dangerous
environments and the alien terrain of the Horizon worlds. They created a
slender frame made of Luzbel and Neomangkono, and outfitted it with AGIMAT
that could be used to enhance horizontal, vertical, and diagonal movement,
without sacrificing combat utility if needed. The outer carapace of it was
equipped with the bones and giant feathers of the Minokawa, a flying Dambuhala
that is common on many planets, which have very durable bones able to survive
extreme heat.
The SAWA rose to the challenge as a Meka made for alien traversal and fighting
against hostilities.
\\\ FEATURES \\\STARTING SLOTS
Size 1 VIOLENCE 1
ST 13 | RG 4 | Toughness 3 REACTION 2
Speed 6 SUPPORT 2
\\\DEFENSES MOVEMENT 1
Evade 11 | Resolve 9

\\\TRAITS
Xenoterrain Adaptations: This Baluti can function as normal and not suffer
any adverse effects within extremely cold, extremely hot, or deep-sea
environments.
ECLIPSE Type Maneuverability: When Striding or Boosting, the SAWA ignores
all Difficult Terrain.

\\\GAHUM SYSTEM
ALL VECTOR STRIDE
The Gahum System removes all overrides and limiters, and the Meka’s
Neomangkono platings open and release Gahum particles that calculate every
possibility of the Meka’s movements. Every step now takes the Meka towards
wherever it needs to be, without fail, through the usage of a probability
calculus.
Activate this during the Activation Phase. Until the end of the current
encounter, double your Speed, ignore all Watchstrikes, and ignore all
Difficult and Impassable Terrain but you cannot end your movement in Difficult
or Impassable Terrain.

162
163
THE AGIMAT OF THE BA SAWA
VIOLENCE // Long Shot Grapnel

Used for moving large platforms across huge chasms, this grapnel can be
used to move Meka around without difficulty.

[REACH 10] [OFFHAND] [ACTION] [RANGED] [ACCURATE]

This weapon deals no damage. Instead, fire at one target (this may be a
combatant or a free space) and then fire at another target within Reach 10
of the first. Make one roll for both of them. On a hit, they are connected.
Using an Action, you may retract the Grapnel’s cord to snap the two
entities together. This may cause damage to both entities if they’re
combatants (always 3 material damage, or if a combatant is slammed against
a hard surface.) If used upon willing targets, you can use this to pull a
target to another target without dealing damage. The movement also ends if
one of the targets hits impassable terrain.

MOVEMENT // EXTREME ADAPTABILITY

Diwanites are released from leg compartments that disassemble the Meka’s
being into the Diwa before reassembling it elsewhere. Used for high-stakes
reconnaissance missions.

[COOL DOWN]

Activate this while Striding or Boosting. You may move through impassable
terrain, but you cannot end your movement within impassable terrain.

REACTION // Xeno-Evasion Protocols

Protocols that make sure that your Meka is always moving. It never stays
in one place, and is never in danger of being destroyed by fast moving
Xenobeings, first developed by the SD-SK for their BAGANI baluti, but since
refined and perfected by the Armasan.

[LIMITED 3] [REACTION]

When Disengaging, you may activate this as a Reaction to move three spaces
instead of one.

164
VIOLENCE // Harpoon Mount

Used for hunting down smaller fauna in Horizon worlds, a grizzled


survivalist Armasan agent outfitted this with Meka holding modifications and
made it a certified AGIMAT.

[AUX] [LIMITED 3] [RANGED] [REACH 7] [SEEKING]

On a hit, this deals 2 material damage and the target is pulled 2 spaces
towards you.

MOVEMENT // SEVEN STAR Lower Chassis

Additional joints and hydraulics connected to your legs to help your Meka
move quicker and respond with more acuity.

[INNATE]

Add +1 to your Speed.

SUPPORT // DIWAFOLD PLATFORM

A strange AGIMAT: this releases Diwanites that creates an invisible


platform for something to step upon. First used during the Corporation War
by a Lakanate Katalonan and then adopted and turned into a Meka AGIMAT by
the enterprising minds of the Armasan.

[COOL DOWN] [REACH 5] [ACTION]

Choose one space that is one space vertically up from any space within
reach. That space can now be stepped upon by Striding towards it and a
combatant can stay there. This platform is invisible and doesn’t count as
any sort of cover or terrain. It disappears on the next round’s Upkeep
Phase.

MOVEMENT // Minokawa Wing

Wings from the feathers of a Minokawa, alchemically fused with carbon and
durable webbing to make sure that it can lift the Meka. This AGIMAT is
very popular among Horizon travelers.

[INNATE]

When you Boost, you Fly until the end of the movement.

165
BA GAWIGAWEN
This is the beast of paradise. The flower of hell. The spear that splits the
earth. The axe that rends the sky. Its giant steps flattens mountain ranges.
Its breath kills entire settlements. Its eyes spill with lightning. Watch
with wonder, watch with awe, watch with amazing fear. Hear its screams, the
exhausts of open calves, the creaking rusted tendons, the whirring,
unbeating heart, the unbreakable alien metal bones. Its hundred arms reach
out for violence, and is greeted with destruction.
Is this not enough information? Am I not the false prophet that brings forth
violence? Oh, accursed Not-Humanity, the Land of Promise is near. But ye are
cursed to wander for 40 eternities. Blessed to never find it.
Here, a small gift, a small token, from the other. From another to another.
There are some things we cannot convey through human speech, it is
immeasurably broken and unfinished. So here, in the Skyworld, we only speak
in violence and want and ignorance. In passion and selfishness. Hear what we
try to convey.
Hear our language: GAWIGAWEN. Limitless violence.

\\\ FEATURES \\\STARTING SLOTS


Size 2 VIOLENCE 3
ST 20 | RG 5 | Toughness 0 REACTION 1
Speed 3 SUPPORT 1
\\\DEFENSES MOVEMENT 1
Evade 9 | Resolve 9

\\\TRAITS
The Book of Bathala, Chapter 3, Verse 1: Whenever the GAWIGAWEN is brought
to 0 ST, as long as it still has RG, it can still perform actions as if it
isn’t Dead, but if it is damaged by anything, it immediately explodes,
dealing 5 Energy Damage to everything within BURST 5 of it. This destroys
the GAWIGAWEN.
The Teachings of Saint Makanduk: When you Attack, you may move 1 space
toward your target before making the attack. You always deal +2 energy or
material damage whenever you make a melee attack. Finally, you ignore
Difficult Terrain when you Boost.
\\\GAHUM SYSTEM
Shatter the Boundary: PALAKOL
This is the beast of paradise. The flower of hell. The axe that rends the
earth, from heaven, from hell, from the forest, from the unknown, from the
church, from the known. Summon the render of skies.
The GAWIGAWEN turns its Gahum Reactor into a Meka-sized Diwa-Splitter Axe
that is good only for one hit. This is an Action. Make an Attack Action
against one combatant adjacent to you. On a hit, deal 10 + 1d20 Energy
damage. On a miss, deal 10 energy damage only, and then deal 1d20 energy
damage to yourself.

166
167
THE AGIMAT OF THE BA GAWIGAWEN
VIOLENCE // Earth Splitter

This spear… I grant it with my accursed tongue. Be not afraid to use it


for its function. You will need it soon. Aim down. Aim toward your feet.
Salvation.

[RANGED] [REACH 10] [TWO HANDED] [ACTION] [RELOAD] [DIFFICULT]

On a hit, this deals 7 material damage.

VIOLENCE // Sky Render

This axe… I grant it with my accursed tongue. Use it for its purpose. Grip
it in biomechanical paradox grips and hear it sing for its need. Its need
for the sky.

[MELEE] [WATCH 1] [PRIMARY] [ACTION] [BRUTAL]

On a hit, this deals 5 material damage.

VIOLENCE // Skull Collector

This shield… is pierced with the skulls of its victims. Remember this: the
skulls sing their dirges, but ignore them, lest you fall into the oblivion
of the Horizon. They mean nothing, nothing.

[MELEE] [SHIELD] [OFFHAND] [ACTION]

On a hit, deals 3 material damage. While this is Readied, you have -1 to


your Speed.

VIOLENCE // Lightning Breaker

This bow… commands the very heavens, and brings lightning even in the
void. Do not look into the light it causes, son of man. Do not look.

[RANGED] [TWO HANDED] [REACH 25] [ACTION] [RELOAD] [DIFFICULT] [SEEKING]

On a hit, deals 7 energy damage and the target is Impaired until the next
Activation Phase.

168
VIOLENCE // Hero Cutter

This knife… cuts even the greatest of heroes. Bring them down, and make
sure they do not come home. They do not deserve home.

[AUX] [RANGED] [REACH 5] [LIMITED 3]

On a hit, deal 1 material damage and FIRE 4 until a successful Safety


Systems roll.

SUPPORT // Spirit House

The house is where we slept, this Spirit House, where the people of
villages offered sacrifices. This is where we slept, and where we got food,
and we were satisfied, and we were angered, and we were pleaded to. Now we
live within broken idols, stone churches, and unshaven mountains.

[COOL DOWN] [ACTION] [PERILOUS]

As an Action, make a Burst 1 zone centered around you. This zone lasts
until the next round’s Upkeep Phase (unless you use an action to sustain
it). All allies that begin their turn within the zone or move into the
zone take 3 ST.

REACTION // Violent Mythos

The final word… is to bring violence upon all those that bring violence
upon you. Yes, even peace.

[REACTION] [COOL DOWN]

If you are hit by a Melee attack, you may use this. The one that attacked
you now has FIRE 2 and is Exposed until a successful Safety Systems roll.

169
BA ORYOL
Feed from the bittersweet venom. Hear what your heart desires. Serpent
chassis, perfect frame. Destruction incarnate.
There was once a serpent maiden, who lived in the forest of splendor. Her
upper half was of perfect steel and beauty, of ivory and pure gold, and her
lower half a thick, writhing and sensual serpent tail that shimmers emerald
and jade and dirt. Surrounded by love and monsters… until the hero came.
Damn the heroes. There is no more need for heroes. But he was so brave, so damningly
striking. The serpent maiden and the hero fought until they broke each other,
tore each other’s flesh from their bones, ripped tendons. And then, they would
get up, revitalized, immortal. They made love. Love and violence, two sides
of the same coin.
ORYOL, bittersweet serpent maiden, she finished her duty. She became the
hero’s rival, and helped the hero cleanse the land of monsters. Bittersweet
maiden, she helped the birth of Not-Humanity. And then, she betrayed him,
she left him, his heart ripped twain, sundered, and cleaved.
She took half of his heart for her own, and lived forever.
Feed from the bittersweet venom. Hear what your heart desires. Serpent
chassis, perfect frame. Destruction incarnate.

\\\ FEATURES \\\STARTING SLOTS


Size 1 VIOLENCE 1
ST 12 | RG 3 | Toughness 5 REACTION 2
Speed 4 SUPPORT 2
\\\DEFENSES MOVEMENT 1
Evade 10 | Resolve 11
\\\TRAITS
The Bittersweet Venom: If you hit an enemy with an Attack, roll 1d6. On a
4+, they suffer FIRE 2 until a successful Safety Systems roll.
Hark, Eater of Monsters, Mother of Bones: Once per round, when attacking
with an [OFFHAND] Melee weapon, you may move up to 3 spaces toward the
target, ignoring Watchstrikes and other reactions.

\\\GAHUM SYSTEM
Bask: Destruction Incarnate, Eater of Hearts, Sunderer of Souls: this is
the Bittersweet Venom
Feed from the bittersweet venom. Share with the hero your heart, your love,
and then break him. Break him until he cannot live without you. And then,
leave him. Leave him. Feed him this, this bittersweet venom.
Activate this as an Action during the Action Phase. Make an attack against
any enemy within range. On a hit, alongside dealing damage, the target also
suffers 3 AP energy damage every round it starts its Activation Phase
adjacent to the ORYOL.
On a miss, Disengage 2 spaces, and the target suffers 3 AP energy damage
every round it starts its Activation Phase not adjacent to the ORYOL

170
171
THE AGIMAT OF THE BA ORYOL
VIOLENCE // Venom Sibat Configuration

Feed them the bittersweet venom. This weapon is a bone and wood lance that
is reinforced by chained Diwata. On its tip dance Diwata of Poison and
Venom to inflict metavenomous damage onto the target.

[AP] [TWO HANDED] [WATCH 2] [REACH 2] [MELEE] [ACTION]

Deals 2 material damage. On a hit, once per round, inflict FIRE 3.

VIOLENCE // Heart Kris Configuration

Hear what your heart desires. This weapon is ironwood and steel,
reinforced with Diwata of heart-rending and hunting. On its hilt dance the
Diwata of Pain and Recklessness to send the wielder through interspace.

[OFFHAND] [WATCH 1] [MELEE] [ACTION]

Before or after attacking, you may teleport 1 space. Deals 2 material


damage

SUPPORT // Hunter Spirit Installation

Serpent chassis, perfect frame. This addles the brain of the Kalagyo, and
gives it the Hunter Logic Virus. When it sees an enemy, it will hunt it
down, and it will finish what you started.

[INNATE]

When attacking an enemy with a Melee Violence AGIMAT, once per round, you
may inflict the Exposed status upon the target, regardless whether the
attack hits or misses.

REACTION // Hush System Protocols

Destruction Incarnate. Install annihilation into your Kalagyo, and


override their Logic with the soul of violence. No escape.

[REACTION]

On a successful hit, as a reaction, choose one:


- You may move 3 spaces without provoking Watchstrikes or Reactions toward
another enemy.
- The target is Slowed until the next Round’s Activation Phase.

172
SUPPORT // VENOM CALCULUS

Live forever by stealing from another. This instills your weapons and arms
with Diwata of Grief and Betrayal, stealing from them what is theirs and
adding it to your own. I lied. They are Diwata of Lies and Theft.
howcanyoubelieveme

[INNATE]

Once per round, on a successful hit with a [MELEE] Violence AGIMAT, you
may inflict FIRE 3 and recover 2 ST.

SUPPORT // LOVE AND VIOLENCE

...took half of his heart for her own… Old adage, old proverb, this is the
serpent’s words. Hurt yourself to hurt others. It is the only way.

[ACTION] [COOL DOWN]

Spend 3 RG and inflict the Exposed and Stunned status on an adjacent target
until a successful Safety Systems roll.

SUPPORT // CURSE OF THE SERPENT MOTHER

...she finished her duty. This converts the power of your Kalagyo into pure
spite. Use it wisely, lest you destroy yourself.

[LIMITED 1]

When you are prompted to perform Spiritual Warfare, you may instead gain 1
Pagsasapi Point to immediately succeed on that Spiritual Warfare roll and
additionally inflict Stunned on the enemy until the next round’s Upkeep
Phase.

173
BA MAMBABARANG
/// HEAR OUR HONEY, IT DRIPS SO SWEET
>>> These are the accursed skies. We were promised the heavens, not the
underworld! But here we stand, our chitinous chassis singing cackling
cacophonies to the false insectoid devil-gods. Our million eyes reflect the
million-multiverse that plague our conscience. Our six wings and six arms
poised ready to fail at anything we try.
But here we toil, we toil in this [paradise] until we are ready. We are
ready. We will be ready. Breed with me and ready our spawn, this destructive
spirit, this lord of flies that fills my being, we shall take them and bring
them to bear against broken heaven. The false god, let us cast it/them/him/
her out. Out of heaven and into paradise. Soon, soon all will be one in the
infected swarm. All are one in the infected swarm. All are the swarm of
infections. Let us cleanse and be purged only to rise again and be toiled.
The destiny of Not-Humanity, let us be one, let us be great, let us topple
the very broken pillars of heaven, and let us rend the chains of the
oblivion, until are all one in the infected swarm.<<<
/// HEAR OUR HONEY, IT DRIPS SO SWEET
\\\ FEATURES \\\STARTING SLOTS
Size 1 VIOLENCE 1
ST 14 | RG 4 | Toughness 1 REACTION 2
Speed 3 SUPPORT 2
\\\DEFENSES MOVEMENT 1
Evade 12 | Resolve 9

\\\TRAITS \\\GAHUM SYSTEM


PARADOX OF MULTIPLICITY: SPAWN AND ONENESS: UNTIL ALL ARE ONE IN THE
When deploying this Meka, choose up to 4 spaces INFECTED SWARM: ///
within Reach 6 of each other. These are all the NAMUMUGAD
MABABARANG, and are called its Spawns, and are
Let this be our proverb,
usually mini-Diwanite drones that coalesce into
as we embrace the
larger techno-insectoid swarms. However, they
battlefield, and the very
can all be attacked and inflicted damage
skies turn lead with our
normally, and are treated as normal combatants
insectoid carapace, and
or allies. When a Spawn suffers damage, the
the air is transmogrified
damage goes to the MAMBABARANGs ST normally.
into hex buzzes as we
When performing an action, you only choose one
infest reality.
Spawn to do the Action. When Striding, only one
Strides. When Boosting, only one Boosts. All of the MAMBABARANG’s
Spawns expand, infusing
As an Action, you may choose to combine all of
themselves into the very
the MAMBABARANG’s Spawns into a single form,
air. Each of the Spawns
coalescing and combining into a single Baluti.
creates an AURA 2 around
This state is called Oneness. While in Oneness,
them until the end of the
switch the MAMBABARANG’s EVADE and RESOLVE. You
Encounter. All combatants
may start Meka Violence in Oneness.
within the AURA are
THE HONEY DRIPS.: If an ally starts their Action Impaired. If in the state
Phase adjacent to a MAMBABARANG’s Spawn, they of Oneness, the AURA
gain +1 Suwerte to their next attack. becomes 3.

174
175
THE AGIMAT OF THE BA MAMBABARANG
SUPPORT // Chitinous Appendage

Here, a gift from us, let it coagulate like honey and materialize into something you can use. This is
an extra hand, ignore the whispers and the buzzes, and the weird twitching and the strange crimson
sap.

[INNATE]

Your Meka now has an extra hand which can hold an extra [OFFHAND] Violence
AGIMAT.

SUPPORT // Air Spirit-Infester

Here, a gift from us, from the honey of the sap of the Narra of the Universe. Let it coagulate into the
hive that sends out drones of spirits, to help you in your endeavors.

[LIMITED 2] [RELOAD] [REACH 5] [RANGED] [ACTION]

Choose a space within reach. Create a Burst 1 Zone centered around the
space chosen. All those that go through must make a Safety Systems roll.
On a failed roll, that target is Impaired.

SUPPORT // Air Spirit-Purifier

Here, a gift from the demon Balete of Hell. Let it coagulate into a bamboo cannon that sends out
spirit bees that exorcise ailments.

[LIMITED 2] [RELOAD] [REACH 5] [RANGED] [ACTION]

Choose a space within reach. Create a Burst 1 Zone centered around the
space chosen. All those that go through it can make a Safety Systems roll
with +1 Suwerte.

VIOLENCE // Demon-Insect Claws

Here, a gift from the Black River that leads into the demon chasms. Let it envelop your arm, this
gigantic claw gauntlet, which grips and pincers and shears and rips and defabricates the universe.

[PRIMARY] [MELEE] [WATCH 1] [ACTION] [DIFFICULT]

On a hit, deals 5 material damage. If there are adjacent enemies to your


target, you may choose to attack one of them. On a hit, deal 2 material
damage to the secondary target.

176
SUPPORT // Precious Centipede

Here, a gift from us. Careful, its honey-logic houses a complex intelligence. A Diwata of scurrying
Impairment. Use it if you don’t want your enemies to get away.

[DRONE] [LIMITED 3] [ACTION] [REACH 5]

As an Action, deploy this Drone within Reach. Every Upkeep Phase, you may
activate this. Activating lets you move the Centipede 5 spaces toward an
enemy and attack it. On a hit, that enemy is Immobilized until the
Centipede is destroyed or they spend an Action to remove it.

SUPPORT // Filth Flies

Here, a gift from us. This one is dumb, but its honey-logic says only one thing: destroy enemies from
the inside.

[DRONE] [LIMITED 3] [ACTION] [REACH 10]

As an Action, deploy this Drone within an enemy’s space within Reach. That
Enemy must pass on a Safety Systems roll or become Exposed. All creatures
that begin their Activation Phase next to this Drone suffers FIRE 1 and
become Vulnerable Material until a successful Safety Systems check.

REACTION // DIWAFOLD MULTIPLICITY

Here, a gift from us. Don’t mention it. All things are many, and many are one. To us, in the hive, there
is no difference.

[REACTION] [COOL DOWN]

Use this when deploying an AGIMAT with the [DRONE] tag. As a Reaction,
deploy that Drone twice.

177
BA NAGA
The BA NAGA is named after the ancient serpent dragons of Southeast Asian
and Hindu Myths. It is so called due to its draconic appearance, but also
the absolute terror and grandeur it brings to the battlefield. Wreathed in
gold and scales, with AGIMAT that hearken to mind the ancient dragons of
old, the BA NAGA was made to both encapsulate BA’s design philosophy and
combat meka aesthetic, but also to be a formidable wrecking force in the
battlefield. It is completely focused on bringing death and destruction
without remorse, with rending claws and destructive plating that help it
ignore the most powerful of attacks.
Made from an abandoned BAGANI blueprint, old BA Maharlika Carolina jury-
rigged what was eventually going to be the BA NAGA from abandoned parts in
an ancient orbital space colony that had been abandoned. Hunted down by KOMSA
Loan Sharks, she managed to fight back with nothing but claw and plating and
tail weapons that she had fitted together from old SD-SK parts lying around
on the space colony. She died on that orbital colony, but not before calling
for backup. Her meka, a hodgepodge of blasphemous parts on a dying old BAGANI
frame with a diwata beneath that answered her desparate call, was anointed
and made into an actual BA meka for use by other Maharlika. Her fury and
strength fills Maharlika in their time of need. Carolina has since become a
sort of folk hero, especially for those that choose the BA NAGA as their
personal frames.
\\\ FEATURES \\\STARTING SLOTS
Size 2 VIOLENCE 3
ST 15 | RG 4 | Toughness 4 REACTION 1
Speed 4 SUPPORT 1
\\\DEFENSES MOVEMENT 1
Evade 11 | Resolve 9
\\\TRAITS
Unyielding: The NAGA ignores Difficult Terrain when Boosting.
Revelation: The NAGA deals +2 extra damage on all melee attacks.
Fang, Tail, and Claw: The NAGA increases the range of all melee attacks by
1.
\\\GAHUM SYSTEM Activate this during the Action
Phase. You enter the MAX ANNIHILATE
WAR DRAGON MODE [\\MAX-
mode. While in this Mode, you
ANNIHILATE//]
continuously lose 2 ST every
A highly revered Gahum System and Activation Phase and you cannot be
one that no BA NAGA Maharlika would healed. However, you gain the
dare use lightly. By activating following benefits:
this, this awakens the ancestral •◆• You cannot be moved forcibly.
spirit of Carolina, whose fury,
•◆• You ignore difficult terrain.
pain, and determination fill the
entire Meka. The NAGA bursts •◆• All your melee attacks gain AP.
through, platings and claws •◆• You double your Speed.
extending, opening, revealing
•◆• You deal +2 extra damage on all melee
breathing volatile gahum attacks.
underneath, ready to destroy.
•◆• You can Attack twice per Action Phase.

178
179
THE AGIMAT OF THE BA NAGA
SUPPORT // Dragon Scale Plating

Plating made from actual scales of ancient dead dragons floating through
the void of space. These are mined and usually used as reinforced plating
for warships and voidbarges, but the BA has been finding a concertingly
increased number of Bakunawa corpses floating about the extremities of the
Arkipelago, and thus has begun using extra plating as a NAGA AGIMAT.

[INNATE]

Half all damage from burst, blast, and line attacks.

REACTION // Brave Shield

A giant shield made from a single giant Bakunawa soulplate, carved from
the deepest recesses. A single Bakunawa soulplate can make up to 10 of
these Brave Shields. The Brave Shield deploys automatically, blocking
damage from energy.

[REACTION]

Use this as a Reaction when you suffer energy damage. You can choose to
either halve the damage or suffer +2 extra damage. If you suffer the damage,
you also “store” that damage into your shield. When you next use the Brave
Shield, you can choose to spend all the stored damage to deal that damage
back at the attacker.

VIOLENCE // Dragon Killer

A massive weapon attached onto the back of the Meka and requires powerful
hydraulic force and strength to even use. When attached, two giant claws
made from fangs of Bakunawa corpses forged with gold and Luzbel attach
onto the hands of your Meka. These claws can be charged with energy to
deal damage that frays at spirit.

[TWO HANDED] [MELEE] [ACTION]

Deals 1d4 + 1 material damage. You can choose to spend 1 RG to make this
damage AP and energy.

180
VIOLENCE // Naga Fire

An AGIMAT equipped into the headpiece of a Balangkas. When used, it opens


the headpiece and fires a ball of burning flame, like a Naga breathing
flames.

[ACTION] [OFFHAND] [RANGED] [REACH 5]

Deals 2 energy damage. If it hits, it also deals 2 energy damage to all


combatants adjacent to it.

VIOLENCE // Wolf Cannon

A strange offhand piece of AGIMAT that replaces a hand with a cannon in the
shape of a wolf, carved from ancient Luzbel stone and reinforced with
pulsating lines of diwa. When fired, it pulls directly from the Meka’s
Gahum, weakening it.

[ACTION] [OFFHAND] [PERILOUS] [COOLDOWN] [REACH 6]

Deals 2d6 AP energy damage. If it hits, it also deals 4 AP energy damage


to all foes in burst 2 of the target.

REACTION // Viral Antibody

A dragon virus made from the millions of tiny cleansing spirits that lie
atop Bakunawa corpses. These spirits are digitized and turned into zipped
payloads that unload when systems are Frayed by hostile viruses.

[COOL DOWN] [REACTION]

When you are inflicted Fraying, use this to immediately cleanse that Fray.

MOVEMENT \\ Dragon Lair

Bakunawa claws flip out from under hidden compartments and chain you to the
ground. More Bakunawa claws rip out to extend the reach of your AGIMAT.

[COOL DOWN] [ACTIVATION]

Use this when you Stride. You instead Immobilize yourself. While
Immobilized by this, you gain +2 Reach to all Melee attacks, including
your Watchstrikes. You can spend another Stride to leave this.

181
182
THE
ARBITER
The Arbiter is in charge of
playing Non-Player Characters and
depicting a dangerous
technomystic galaxy.

As an Arbiter, you have the following responsibilities:


Depict a dangerous galaxy which your players will travel through
and fight for. Appeal to the five senses when describing this
galaxy: show the gritty remnants of an abandoned cyberpunk city,
the ruins of old Meka, the casualties of a NEO firefight in a
capital planet, the consequences of fighting, the politics of the
various megacorporations.
Structure your sessions so that it takes advantage of the mission.
MAHARLIKA is build around the Mission > Downtime > Mission
gameplay loop Missions will be the dangerous, boots on ground
experience. Prep for the foundation of a session, a mission, an
objective: you don’t need to ready an entire narrative.
Play to find out what happens. Missions are not stories, they are
the dangerous jobs of the Maharlika. Let the story arise from
actions taken by your players, the consequences they suffer, and
the effects they have on the world around them.
Run the game according to the mechanics, but stick to your
principles. Don’t be afraid to improvise your own rulings. The
system laid out here is general and made to showcase the lives of
Maharlika. It is inevitable that there will parts of the galaxy
there won’t be rules for. Stick to common sense or Mecha Sci-Fi
tropes when making rulings.

183
PRIME DIRECTIVES GIVE THEM A FAIR
As an Arbiter, you have five prime
CHALLENGE
directiveswhen it comes to running a Show them your players powerful
game of Maharlika. enemies so that they can feel the
tension of heavy metal mecha combat.
PREPARE Think Gundam or VOTOMS: once the Meka
are launched, something WILL be
According to the first Responsibility,
destroyed. Show them, as well, that
ready yourself for a single session.
teamwork is extremely useful, and
Create an outline. You don’t need to that it is the primary principle when
prepare for the entire game. Pay fighting as a NEO-gen Maharlika.
close attention to these pointers:
- Get Their Attention: If the next
ACTIONS SHOULD HAVE
session doesn’t begin in the middle A PROPER REACTION
of a mission, you need to get their
attention. You can create a short The Maharlika’s job is not something
scene that can challenge their normal people can do. A Maharlika is
expertise, or even a short combat a powerful spirit-warrior, and their
sequence. Whatever attention- very name commands respect. As the
grabbing event that will bring the Arbiter, make sure that every action
Maharlika to their mission. they do has an equal reaction within
the world, be it a good one (helping
- Give the Mission: Once you have a settlement gives you more
their attention, give them their resources) or a bad one (killing that
Mission. Always remember that the sacred beast turned the entire city
Mission is the primary activity and against you). This will invest your
job of the Maharlika. This can come players more into the galaxy you are
from anyone, even if they’re not a making for them.
Maginoo of a Megacorp.
- Ready a Twist: This is an entirely SHOWCASE AWESOME
optional part of the pointers. MEKA FIGHTING
Basically, a twist is strange thing
that changes the perspective of the To be frank: you probably bought this
mission, or complicates it. Usually RPG for the Meka. I’m here to say
you can get away with one, but don’t that you NEED to show awesome meka
overuse it. You can usually get away fighting. It’s not enough for the
with pulling this to retain interest, fighting to be tactical. Let your
but don’t overdo it. players describe their actions, how
- Ready a Reward: Rewards usually their weapons activate, rebound off of
come during the Fiesta Phase, but metal chassis, destroy tanks, and how
this isn’t a requirement. You can missiles burst into spirit shrapnels.
give it to them right after a
mission, or as a conclusion of
KEEP THE GAME SAFE
whatever story happened in the As an Ariber, you are the last judge.
Mission. However, it is not solely your job:
speak with your players before
starting your game and establish
whatever safety tools you are
comfortable with. I recommend the X-
Card, Script Change, and Lines and
Veils. Here’s a link to the usual
safety tools. Use them: https://
i.4pcdn.org/tg/1583202183294.pdf

184
NON-PLAYER Remember that this enemy builder is
made for refluffing: change the
CHARACTERS aesthetics and characters of these
frames. The frames are purely
Otherwise known as NPCs. This section mechanical, and you can hang any
particularly focuses on units and Fiction upon them. A Sundalo frame
NPCs that the player Maharlika would doesn’t have to be a heavily-armored
be fighting. Meka, but instead can be a tank of
some sort.
TRAITS OF AN NPC
LEVELS OF POWER
All NPCs use the same Actions as the
Players. Note that unless they are Each NPC has a Level when it comes to
ELITE or ACE-grade enemies, they their skills. Most enemies are Level
cannot perform Sumiklab. No NPCs can 1, but more powerful or more skilled
use Quick-Repair. enemies may have higher Levels, up to
3. This can be a good way to showcase
- Their Weapons are considered as how a non-NEO Meka (meaning they
Violence AGIMAT. Other AGIMAT are can’t perform Sumiklab) can be a
considered Support. Attack will notable threat against the Player’s
usually be written as “+X vs EVADE/ Maharlika NEO Meka.
RESOLVE” to notify that you roll a
d20 and add X and compare it against If the enemy is Level 2: add +3 to
the target’s Evade or Resolve. their ST, RG, Damage, all of their
Attacks, and Toughness. Add +2 to
They are considered destroyed once their EVADE and RESOLVE. They have 1
they reach 0 ST. They still have RG. extra AGIMAT.
If they fall to 0 RG, additional
Fraying deals Energy Damage. If the enemy is Level 3: add +6 to
their ST, RG, Damage, all of their
The Drones of the NPCs still use the Attacks, and Toughness. Add +4 to
same stats as the [DRONE] tag. their EVADE and RESOLVE. They have 2
Their AGIMAT don’t have Tags, they extra AGIMAT.
simply have weapons and utility. The
effects of their equipment is written SQUADS
alongside the equipment.
Squads are NPCs that are entire
- Some of their AGIMAT have Cool groups. The Squads deployed during
Down (X). This means if that AGIMAT MAHARLIKA Meka Combat are usually
is used, they may roll a 1d6 during squads of infantry, which can be
the Upkeep Phase. If the result of threats against Meka.
the roll is X or above, they may use
- They always only take up one space,
it again. If not, then they can no
but have an Aura 1. All that are
longer use that AGIMAT.
within or adjacent to this Aura are
BUILDING AN NPC OR attacked by the Squad when they
attack.
ENEMY
- They cannot be Forced to Move from
This game doesn’t exactly have a Ranged and Melee attacks. But Area-
Monster Manual. Instead, you create of-Effect attacks can affect them with
your own type of enemy, usually a Forced Movement.
Meka or a Giant Being, or some sort - A combatant can enter the space
of military armament. Building an where the Squad is. But their space
Enemy is as easy as combining a Frame is considered Difficult Terrain and it
and a Grade together. triggers their Watchstrike.

185
The 12 Frames detailed here are as
QUICK CREATE follows:
If you need to quickly create an
enemy, follow these protocols. 1 PAKIL
2 BARILERO
NPC Quick Create 3 KUMANDANTE
Standard Heavy 4 ARTILERYA
Speed 4 3 5 GRANADIERO
STRUCTURE 6 SUNDALO
12 15 7 MANUNUMPA
(ST)
RESERVE 8 MANGGAGAMOT
GAHUM 4 4 9 GAPANG
(RG) 10 ESGRIMA
EVADE/ 11 HUMUHULMA
10 9 12 ISIP-DIGMA
RESOLVE

TOUGHNESS 3 5
FRAME ROLE
+2, they have one Melee
attack with Watch 1 and We have divided the Frames up
one Ranged attack with according to the Roles they play in
ATTACKS Combat. This may give Arbiters better
Reach 10. Both of these
attacks deal 3 material guidance when they are attempting to
damage. build encounters.
Attach 1-2 AGIMAT per Level If you want to represent an encounter
AGIMAT from any of the Frames. that is straightforward, you might
fill it with simple Striker Role
FRAME enemies. If you want a longer, more
interesting encounter, you might want
The Frame defines the skills and other to create a whole competent team from
statistics of an NPC. This also each of the five roles.
defines what their role is in combat.
The current roles are the following:
When creating an NPC enemy, follow Striker, Blaster, Protectors,
the following steps: Controller, and Buffer.
1. Choose a Frame from below. FRONTLINERS
2. After choosing a Frame, you may
These frames are meant to be on the
choose 2 AGIMAT: one from the Frame
frontlines, holding back waves of
itself, and then another coming from
hostile units.
anywhere else. Higher Levels give you
more access to more AGIMAT. Strikers are adept at moving in and
attacking from close quarters. They
3. For more variance, you may swap
are usually equipped with powerful
1 weapon from the Frame chosen with
close melee combat weapons and with
another Frame’s weapon.
adequate ranged combat weapons.
While each of the Frames here defines
Protectors are units that are
and showcases various Meka Frames
designed to take hits and deal a
used by most corporations. Usually,
good amount of damage back to their
they are considered Mass-Pro (Mass-
enemies. They’re all about blocking
Production) units . However, the game
enemy movement and keeping the heat
is yours: feel free to refluff them as
off of their own allies
much as possible, even to create new
NEO baluti, using the Grade system.

186
MID-LINERS BACKLINERS

These Frames thrive when they’re These Frames are all about control.
right in the thick of things. They’re They stay off the battlefield, using
designed to reach allies in need or their abilities to level the playing
to get into firing range at the tip of field and picking enemies off from a
a hat. safe distance. They may not be able
to take hits, but if they’re fielded
Buffers are adept at strengthening
well, they don’t usually have to
their allies supporting their
worry about that.
teammates. They strengthen their
team by and making them stronger by Blasters are the opposite of
giving them Suwerte, raising their strikers. They are designed to
defenses, or giving them extra maintain long distances between
actions. themselves and their targets, and
deal damage from controlled
positions. They usually have low
defenses, but make up for it with
high damage.
Controllers are adept at leveling
the playing field. They do this
either with hard control through
moving enemies or literally changing
the terrain, or soft control through
weakening units with statuses.

187
PAKIL
Striker
The PAKIL frame is a swift chassis designed for rapid deployment. Usually
equipped with raptor-type legs and hydraulics that exponentially increase
the damage dealt.
Size: 1
Speed: 5
ST/RG: 13/3
Toughness: 3
Spiritual Warfare: +1
EVADE/RESOLVE: 11/9
ATTACKS

ArmaKarga SMG: +2 vs. EVADE. Reach 7. Ranged. Deals 4 material damage.

Mekanized CQC-Type Kutsilyo: +2 vs. EVADE w/ +1 Suwerte. Melee. Watch 1.


Deals 3 material damage.
FRAME TRAIT

Violence Mechanics: The first attack of the PAKIL in an Encounter has +1


Suwerte.
AGIMAT

Protocol: Stray Kid: If the target of the Meka has no other units adjacent
to it other than the Meka itself, deal +3 damage on a hit.

Mechanics: DON’T MESS UP MY TEMPO: If this Meka has Evaded an attack, it


may Disengage 3 spaces as a Reaction.

TWICE Systems: Cool Down 6. This Meka may attack twice.

188
BARILERO
Blaster
The BARILERO is an artillery unit. It is best deployed at extreme
distances.
Size: 1
Speed: 3
ST/RG: 11/3
Spiritual Warfare: +1
EVADE/RESOLVE: 9/9
Toughness: 2
ATTACKS

KOMSA [LAYO] /// Assassin Rifle: +2 w/ +1 Suwerte vs. EVADE. Reach 25.
Ranged. Deals 4 material damage. If this Meka did not move during the past
round, deal an additional +2 damage.

Mekanized CQC-Type Kutsilyo: +2 vs. EVADE. Melee. Watch 1. Deals 2


material damage.
FRAME TRAIT

Crossroads Protocol: You may reroll one attack that missed, once every
Round. Once per Round, you may reroll one attack.
AGIMAT

SYSTEM: Coldpoint Apex: Activate this during the Activation Phase. This
Meka’s next attack has +1 Suwerte.

METASPIRITUAL INTONATION SHRINE DRONE: Cool Down 6. Activate during Action


Phase. Deploy this drone within Reach 5 as an Action. All within Reach 2
of the Drone suffers +1 Malas to all their attacks.

SYSTEM: Touch Me Not: Cool Down 6. Attempts to attack this unit through a
Ranged Watchstrike suffers +1 Malas.

189
GRANADIERO
Controller
The GRANADIERO was a frame made for mining and destroying asteroids.
During the Corporation War, it was turned against the then dominant Sais-
Anim Corpo to destabilize the mining industry. This gave the SD-SK an
upper hand. It also led to the merger of Ginhawa and Sibol.
Size: 1
Speed: 4
ST/RG: 14/4
Spiritual Warfare: +1
EVADE/RESOLVE: 10/10
Toughness: 3
ATTACKS

SD-SK Granada Lantaka Unit: +2 vs. EVADE. Attacks all within Burst 1 of
Reach 10. Deals 3 energy damage.

Wrist-Mounted KARAMBIT CQC-Armas: +2 vs. EVADE. Melee. Watch 1. Deals 2


material damage.
FRAME TRAIT

LOVE BOMB PROCEDURE: Activate during the Action Phase. Once per round,
during the Action Phase, as an Action, deploy two drones within Reach 7.
These two drones can be detonated by you during your Activation Phase,
creating a Burst 1 explosion around each, dealing 2/3/4 AP energy damage
to all foes caught in the target area.
AGIMAT

SPIRITECH: THE EVE: Cool Down 6. When this Meka attacks using a RANGED
weapon, they may replace the damage they deal with Fraying 2.

SPIRITECH: SECRET CODE: During the Upkeep Phase, this Meka may deploy a
Mine on an empty space within Reach 10. Any combatant that steps on the
Mine or on an adjacent space to the Mine, triggers a Burst 2 explosion,
dealing 3 material damage to all those within the Burst.

SPIRITECH: GOD’S MENU: During the Action Phase, as an Action, deploy a


turret within Reach 5. All enemies are within or move into Reach 3 of the
turret are attacked every Activation Round, dealing 2/3/4 material damage.

190
SUNDALO
Protector
The SUNDALO-class Frame is one of the most robust chassis, made for the
frontlines during the First Corporation Wars. Currently, it is most
commonly used as a Guardsman’s chassis for the Guardsmeka of Maginoo.
Size: 1
SPEED 3
ST/RG: 16/3
SPIRITUAL WARFARE: +1
EVADE/RESOLVE: 9/8
TOUGHNESS: 6
ATTACKS

SD-SK Machine Rifle: +2 vs. EVADE. Reach 10. Ranged. Deals 3 material
damage. Hit or miss, the target is Marked.

ArmaKarga CQC Weapons: Sandata-Line TALIM-TAKTIKA: +2 vs. EVADE. Melee.


Watch 2. Deals 4 material damage.
FRAME TRAIT

SHINE Platings: Halve all material damage dealt to the SUNDALO (before
Toughness is applied).
AGIMAT

SPIRITECH: PLATING MESH [THUNDEROUS]: All damage dealt to this Meka is


reduced by 1.

Zan Covenant: If the Meka attacks, they may also attack an enemy adjacent
to the original target.

SPIRITECH: BELLOWING SYSTEMS [PARUKA]: Cool Down 6. During the Activation


Phase, this Meka may Stride towards one of the closest enemies, without
triggering any Watchstrikes. If the movement ends with the Meka adjacent
to its target, it may attack.

191
MANUNUMPA
Controller
Made by KOMSA, the MANUNUMPA class Frame was originally made to be a
traverse-suit for physical Lambat insertions. It has a LAMBAT-Weave that
allows it to enter into the Lambat and manipulate things within it.
They’ve been refitted for combat.
Size: 1
Speed: 4
ST/RG: 12/6
SPIRITUAL WARFARE: +2 w/ +1 Suwerte
EVADE/RESOLVE: 8/12
TOUGHNESS: 1
ATTACKS

GHW-S DIGMADIWA-Sandata: Barilspiritu: Perform Spiritual Warfare vs.


Resolve. Reach 10. Deals Fraying 2. If it does not hit, choose material or
energy damage: the next time they receive damage of that kind, they suffer
an additional +2 damage.

CQC Pistol: +2 vs. EVADE. Melee. Reach 5. Watch 3. Deals 2 material


damage.
FRAME TRAIT

SIGNAL DISRUPTION [JJIRI]: This Meka is Invisible during the Activation


and Action Phases. It only becomes visible when attacking or during the
Upkeep Phase.
AGIMAT

SPIRITECH [GHOST FLOWER]: Cool Down 6. On a confirmed hit with a physical


attack, this Meka may convert the damage it was dealt into Fraying.

DRONE [MINI-BARANGAN]: Deployable during the Activation Phase, within


Reach 10. All units that are adjacent to it are Slowed, and all that are
within Reach 2 of it suffer 1 energy damage every time they perform hostile
actions, such attacking or performing Spiritual Warfare.

METAMYTHICAL INTONATION [FAKE LOVE]: Cool Down 6. On a Confirmed Hit with a


physical attack, this Meka may perform Spiritual Warfare against the one
it hit. On a success, the target can only see spaces adjacent to it until
the next round’s Upkeep Phase.

192
MANGGAGAMOT
Buffer
One of the more important and valuable chassis, the MANGGAGAMOT-class
Frame was made to support those in the frontlines. This Frame boasts an
ARMAS-GAHUM from KLL which it uses to give energy to its allies. Crafted
by skilled Mechanic-Doctor Randisa who patented it and sold it to the
Lakanate.
Size: 1
Speed 4
ST/RG: 12/4
SPIRITUAL WARFARE: +2 w/ +1 Suwerte
EVADE/RESOLVE: 9/11
TOUGHNESS: 1
ATTACKS

KOMSA Virus Tirador-Class Gun: Perform Spiritual Warfare against an enemy


within Reach 15. Ranged. Deal Fraying 2 on a hit.

KLL ARMAS-GAHUM Double-Action Gun: +2 vs. EVADE. Ranged. Deals either 2


energy damage or heals 2 ST.
FRAME TRAIT

[GOOD TO ME] AURA DIWA EXPULSION: All allies adjacent to this Meka may
roll Safety System rolls twice, choosing the better result.
AGIMAT

PROTOCOL [ALKIMISTA]: During the Action Phase, as an Action, activate this


Protocol. Give one ally within Reach 15 +2 to their EVADE until the Action
Phase of the next Round.

HAPPY VIRUS: Choose one ally. Add Toughness +3 to their Toughness and
choose 1: material or energy damage. They halve that damage type until the
next round’s Upkeep Phase.

TADHANA SYSTEM: During the Upkeep Phase, choose one ally within Range 10.
This Meka is now Connected with that Ally. While they are Connected, they
both have +2 to their damage and ST, but if one suffers damage, both suffer
that damage.

193
ESGRIMA
Protector
The ESGRIMA Frame is one of the largest chassis built by the now defunct
Bangisan Industries. This huge Meka was created to patrol city walls and
fight back against giant beings. First used and most effective during the
Siege of the Walled City of Oromantra, where it devastated the walls in a
span of seconds.
Size: 2
Speed 4
ST/RG: 14/3
SPIRITUAL WARFARE: +1
EVADE/RESOLVE: 8
TOUGHNESS 10
ATTACKS

ArmaKarga MISSILE LAUNCHER: Missile. Reach 15. +1 vs. EVADE. Deals 7


material damage.
KS CQB UNIT: TAKTIKAWIT Tactical Hook: +2 vs. EVADE. Melee. Reach 3. Watch
2. Deals 4 material damage. On a hit, the target is Grabbed until the next
Activation Phase.
FRAME TRAIT

4 WALLS: This Meka gives superior cover to all adjacent allies.


AGIMAT

[starry night] System: During an Action Phase, activate this as an Action.


Activate during Action Phase. Choose one space within Reach 10. Create a
Line 2 area of effect from that space in any direction, as long as it is a
Line. This is considered as Obscuring and Impassable Terrain, and can be
used as superior cover.

PROTOCOL: THE GREAT AND LONELY GOD: As a Reaction, this Meka may Stride to
the side of one ally that has been hit within Reach 5, and this Meka may
choose to suffer the damage instead of the original target.

SYSTEMS: TUNNEL VISION: Cool Down 6. During an Activation Phase, choose an


enemy within Reach 10 and perform Spiritual Warfare. On a spiritual
breach, the target has +2 Malas on all attacks that don’t include this
Meka until the Upkeep Phase of the next Round.

194
KUMANDANTE
Buffer
The KUMANDANTE-class Frame is focused on giving out commands and field
surveillance. This kind of Frame is most powerful when with other Meka, so
that it can provide support and maximize the strengths of its team.
Originally made as a battlemind for interfacing tactics in the battlefield,
the Meka’s systems was given a chassis to make it a moving tactical
platform.
Size: 1
Speed 4
ST/RG: 15/4
SPIRITUAL WARFARE: +1
EVADE/RESOLVE: 11/10
TOUGHNESS 4
ATTACKS
ArmaKarga Rifle: +2 vs. EVADE. Ranged. Reach 10. Deals 3 material damage.

ISPADA-Class Giant Sword: +2 vs. EVADE. Melee. Watch 1. Deals 3 material


damage.
FRAME TRAIT

[ONE THOUSAND FORCE] Aura Expulsion: All allies adjacent to the KUMANDANTE
have +1 Suwerte to their attacks and +2 to their damage.
AGIMAT

System: DODGE: Reaction. If an ally within Range 10 of the Meka is hit,


the Meka may pull the target to another space 3 spaces away from the
original space.
S
PIRITECH: STRENGTHENING: Reaction. This creates a glowing symbol upon a
hit. If this Meka hits an enemy using any attack, they may activate this.
The next attack against the marked enemy has +1 Suwerte.

System: CHARGE: Choose one target during the Action Phase. The Meka then
chooses one ally within Reach 15. That ally may attack the target the Meka
chose, as a free action.

195
ARTILERYA
Blaster

The ARTILERYA-class Frame is a frontline-shattering bomber-type artillery


created to destroy enemy-lines. Usually deployed by the SD-SK, it also has
use as a mountain flattener or demolitions vehicle.
Size: 2
Speed: 5
ST/RG: 15/4
Spiritual Warfare: +1
EVADE/RESOLVE: 10/10
TOUGHNESS: 5
ATTACKS

RemSau LANTAKA GU-01: +2 vs EVADE. Ranged. Reach 10. Attacks all within
Burst 1 of the target space. Deals 4 energy damage.

KAMAO Fist Mount: +2 vs. EVADE. Melee. Watch 1. Deals 3 material damage.
FRAME TRAIT
DIVERGENCE MODIFICATION: When the ARTILERYA misses an attack, it still
deals half the damage, rounded down.
AGIMAT

SPIRITECH [SHAPE///EXPLOSION]: If this Meka launches an attack that has an


Area-of-Effect (like Burst, Line, or Blast), it may choose one space to not
include in the effect.
PROTOCOL [BLESSED BULLET]: If this Meka attacks, it may choose what damage
the attack will deal: material, energy, or healing. Healing bullets heals
ST instead of dealing damage.
SPIRITECH [AIRPLANE MODE]: If this Meka attacks, it may choose to hold and
delay the effect of its attack. Choose Activation, Action, or Upkeep. The
effect of the attack happens during the Chosen Phase of the next round.

196
GAPANG
Striker

The GAPANG Frame is built with a focus on maneuverability. Its metal platings can be flipped
to create refract-plates that can bend light around it, rendering it invisible. It sports
six arachnid legs made for maximum movement. It was created as a rescue unit during the
Maligno Wars by the GHW-S, but found valuable utility in recon and traversal missions
during the Corporation War. First seen use in the Battle of Si Kulan Bagwis where it
managed to survive in the acid bog beneath the walled city.
Size: 1
Speed: 7
ST/RG: 12/3
Spiritual Warfare: +1
EVADE/RESOLVE: 11/9
TOUGHNESS: 2
ATTACKS

Makiling Builders GAGAMBASPADA: +2 vs. EVADE. Melee. Watch 2. Deals 3 material damage. On a
hit, the target must make an SGW Check vs. 10 or become Immobilized until the next Upkeep
Phase.

RemSau CQC Refract-Rifle: +2 vs. EVADE. Ranged. Reach 12. If attacking from Invisibility,
add +1 Suwerte.
FRAME TRAIT

REFRACT-PLATE PROTOCOL: If the GAPANG moves after an attack, it becomes Invisible until it
attacks again.
AGIMAT

SPINNERET FUNNELS: Deploy these during the Activation Phase and choose a target. These
Spinneret Funnels launch attacks that are +2 vs. EVADE and deals 3 material damage on a
hit, and also Immobilizes the enemy. The enemy attacked can break free from the
Immobilization on a successful SGW Check.

GHW-S Seventy Joint Folds: Activate these when you move. Once per round, this Meka ignores
all Difficult Terrain.

PATTERN FRAY: A shoulder cannon mounted on the Meka. This is an attack, +2 vs. EVADE.
Ranged. Reach 4. On a hit, deal 3 energy damage or 2 Fraying. If the target is Immobilized,
double the damage.

197
HUMUHULMA
Controller

The HUMUHULMA Frame was made as a terraformer by the technokatalonans of


KLL, to create better living conditions for settlements. The HUMUHULMA-03
is a Combat Unit made for combat encounters, equipped with a miniaturized
Altar Dambana to offer prayers of forgiveness as it changes the land and
universe around it. The Combat Unit was first used against the now defunct
Bangsabangis Military Order who fought under the SD-SK. The climactic
battle of Hari Asin led to the doom of the Order.
Size: 1
Speed: 3
ST/RG: 7/10
Spiritual Warfare: +1
EVADE/RESOLVE: 8/13
TOUGHNESS: 1
ATTACKS

KLL TERRAFORMER Funnels: +1 vs. EVADE. Ranged. Reach 12. On a hit, the
target suffers 2 energy damage and is pushed back 1 space. On a miss,
choose one free space adjacent to the target. That area is now impassable
Terrain and grants superior cover until the next Upkeep Phase. If anything
attacks it, the terrain immediately vanishes.
FRAME TRAIT

Natural Dambana Carapace: When attacking with a Ranged weapon, they may
choose to teleport 1 space anywhere before or after the attack, once per
round. Activate once per round.
AGIMAT

BERBEROKA DRONE: Deploy this Drone during the Activation Phase of a Round
within Reach 5. This Drone creates an Aura 1 that is Difficult Terrain and
gives Simple Cover to all allies adjacent to it.

Transmute Protocol [KILLING PART]: Cool Down 6. Choose one piece of


Impassable Terrain that is no larger than one space. That terrain no
longer exists.

Transmute Rain Mount [THROUGH THE NIGHT]: Cool Down 6. Choose three
squares within Reach 15. Those squares become Impassable Terrain.

198
ISIP-DIGMA
Buffer/Striker

The ISIP-DIGMA was built as another battlemind Kalagyo mount where weapons
are attached. The ISIP-DIGMA was built specifically for the Corporation War
by the SD-SK. It was a surveillaince unit, deployed to the frontlines and
then learning to study the enemy movements before sending the quicksilver
processed information to the rest of the team.The ISIP-DIGMA is one of the
more expensive Mass-Pro units to create.
Size: 1
Speed: 3
ST/RG: 10/10
Spiritual Warfare: +1
EVADE/RESOLVE: 8/8
TOUGHNESS: 15
ATTACKS

RemSau DIGMAAN PALAKOL: +1 vs. EVADE. Melee. Watch 1. Deals 6 damage and
pushes the target back 1 space.

ArmaKarga Shield: +1 vs. EVADE. Melee. If attacked, this can be used as a


Reaction to reduce the damage to 1.
FRAME TRAIT

INFINITE RECALCITRATION: If the ISIP-DIGMA is hit by an attack, it may


choose on Ally. That Ally has +1 Suwerte toward the enemy that attacked
the ISIP-DIGMA until the next round’s Upkeep Phase. This can be triggered
as many times as possible in a single round.
AGIMAT

DATA-PLATE WEAPONRY: Once per round, this Meka’s attack may Mark, whether
it hits or not.

Offensive Barrier: When this Meka is hit, once per Round, one ally in Reach
10 of it may make an attack against the attacker of the Meka.

Proper Positioning Protocol [SVT]: As long as there are allies within


Reach 2, all of the allies (including this Meka) has +1 Suwerte when
attacking and inflict a +1 Malas Penalty against all attacks dealt against
them.

199
UNIQUE FRAMES
These are the more unique frames that aren’t inherently Meka, artillery, or
other categories that were covered in previous sections: humans and Giant
Beings.

HUMANS
Speed 4
ST/RG: 3 (10 if a squad)/0
Spiritual Warfare: +1
EVADE/RESOLVE: 8/8
Toughness 0
ATTACKS
Machine Rifle: +1 vs. EVADE. Reach 10. Ranged. Deals 2 material damage.

Blade: +1 vs. EVADE. Melee. Watch 1. Deals 1 material damage.

GIANT BEINGS
“Giant Being” or GB is a catch-all term for humongous threats. These include
the giant Maligno MANDIRIGMA beasts, or the planetary spirit-guardians, the
DAMBUHALA.
Size: 2 - 3
Speed: 3-5
ST/RG: 28/0
EVADE/RESOLVE: 12/5
TOUGHNESS: 10
ATTACKS
CLAWS AND BITES: +2 vs. EVADE. Melee. Watch 2. Deals 5 material damage.
BEING TRAITS (CHOOSE 3 [+1 per Level after the 1st])
Quick: Once per Encounter, this being may perform 4 Actions in an Action
Phase.
Regen: During every Activation Phase, the GB heals 6 ST.
Chameleon-Skin: If the GB is beside difficult terrain, this is also
considered as simple cover for it.
Destructive: Once per Round, if the GB attacks and hits, the target hit
suffers FIRE 5.
Burrows: This GB digs into the land. If it Strides, the GB does not
trigger Watchstrikes, but must appear in an empty space.
Resistant: Choose material or energy. All damage from that source is
halved.
Flying: This GB can fly.
Grabbing Claws: +2 Suwerte to all grab attempts by the GB.
Piercing Fire: If the GB attacks, it may affect all those within Reach 2.
Fire/Acid Breather: This GB may make the following Ranged Attack: Blast 3.
+1 vs. EVADE, with +1 Suwerte. Deals 5 energy damage.

200
- +1 Reaction per round.
GRADES
- +1 Action during the Action Phase.
GRADE describes the strength of a
- May perform Sumiklab any number of
single enemy unit. Grades are the
times (but must pay the RG)
second part of creating an NPC, and
you must attach one to any enemy you - +3 to all Safety System Rolls
create.
- Cannot suffer one Status Effect
The following are the NPC Grades: (choose which when creating them).
GRUNT - When the ACE is BROKEN, they
emanate an Aura 1 that Slows all
The GRUNTs are those that are easy to within the Aura.
destroy and are mostly a nuisance in - When Attacking, it may choose to
battle. All Grunt Grade enemies have attack one more enemy with the same
only 1 ST, but they will never suffer attack, once per round.
damage on a missed attack against
them, even with AGIMAT that have ENCOUNTER BUILDING
[SECURE].
To build an Encounter, one must keep
SOLDIER in mind the Encounter Points. You
have a number of Encounter Points
Soldiers are the normal type of
equal to the number of Players you
enemy. It uses the normal traits
have fighting. (i.e. if there are 4
above.
players, you have a Budget of 4.) Now
ELITES to find out if you have an easy,
average, or hard encounter, follow
The Elite are those enemies that are these guidelines: (n is the number of
hard to beat and can provide a decent players/your Encounter Points).
challenge. Elite Grade enemies are Easy Encounter: n - 2
powerful, and some are even as strong
as NEOs, and others are actual NEOs. Average Encounter: n - 1/n + 1
All ELITE enemies have the following: Hard Encounter: n + 2+
- 2x ST A GRUNT GRADE enemy counts as ½.
- +1 AGIMAT A COMMONER GRADE enemy counts as 1.
- +1 to Attacks and Damage An ELITE GRADE enemy counts as 2.
- May Sumiklab once. An ACE GRADE enemy counts as 4.
ACE TIPS FOR RUNNING NPCS
Aces are the most powerful types of - Don’t ut too many units in a fight,
enemies, they are those that and can as they will overwhelm the Maharlika
most certainly match up to four NEO with the sheer force of Action
type enemies in battle, easily. They Economy.
usually come with iconic epithets,
such as Crimson Comet or Azure King. - Don’t be afraid to make mistakes
when running foes. If you do, keep
ACE have the following traits: the combat running and just correct
- 3x ST it next time.
- +3 AGIMAT - Remember to use other Victory
Conditons instead of just defeating
- +2 RG the foe units.
- +2 to all Attacks and Damage

201
202
203
THE GALAXY
OF
ARKIPELAGO

204
Arkipelago is a sacred place. It is the abode of
Humanity, New and Old alike. Watch that Diwata, in the
form of a flying serpent, circle and slither about a
quaint settlement, of bamboo huts and brick houses, of
stone paved roads with chickens chained to posts. The
children waking up at eight in the morning, to the sight
of their blue and orange binary star. They get ready,
eating fresh pandesal with cheese filling, and enjoying
a warm chocolate drink. Their mother tells them to have
a good day while setting up her PaDa, Panuos Dala, a
portable computer with which she uses to communicate
with five other representatives of five other companies.
The Megacorp they live under, SD-SK, wishes to know
their budget plans, so that they may plan for the coming
year. Then, her head out, walking to the school beside
the local chapel and Katalonan house.
The children at school are all unique, so much so that
“different” is the new normal. The sight of pink or white
or neon blue hair is not unusual anymore, as genetic
modification, body modification, and diwata parentage can
influence these traits. Among them, the boy is best
friends with their teacher, a teaching Automata, wrapped
in an organic shell, so that the children may be
friendly with them. A Diwata of Knowledge is Chained to
the Automata’s processing systems, giving the AI a true
consciousness. Today they talk of the latest news which
is scouring the Lambat: the first reported phenomenon of
true consciousness rising from an AI.
Their class is interrupted by an earth shaking
explosion. Outside, two humanoid constructions, with
joints and inner workings made of an ironwood-like
alloy, fight against a group of pirates. They fight
valiantly, steel against lasers, bullets against
magnetic shields. In the end, a heap of stolen mass-
produced PAKIL-frame Meka lie on the ground, destroyed.
The space pirates flee. The chests of the victorious Meka
open to reveal two pilots, one with striking green hair
that flows to their chest, and another with no hair at
all, and instead having a corona of bright light around
her to represent her Kalagyo.
205
Maharlika. The name resounds.
THE LAND OF GOD wish to push past the Horizon.
The Horizon is usually a small
First, the Land of God, in the center sector, the thinnest that surrounds
of the galaxy of Archipelago, is a the Shore. Currently, alien beings
sacred place. Katalonan say it have trading posts there with goods
emanates a life-giving energy that from beyond the Horizon. The
gives the Galaxy of Archipelago the Megacorps also have many
ability to sustain life, but this is headquarters here for missions and
simply rumors and cryptic religious operations past the Horizon.
ramblings. This is also where God
The following planets are known
lives, they say. If you try to seek
throughout the entire galaxy:
out the Land, you will simply become
lost. SINAPUPUNAN, the Lakan’s Planet.
This is the capital of the entire
THE ARKIPELAGO planet, and the richest paradise. The
Holy Palace of the Lakan is found
The ARKIPELAGO is the galaxy wherein here.
all live in. It is wide, violent, and
NILAAN, the Planet Sinking into
home to millions of star systems and
Steel. This is the planet close to
planets. The Archipelago is usually
the Land of God. Many Maginoo live
split into three (sometimes 4)
here, yet it’s most widely known for
concentric sectors: Upstream,
having the Congregation Building of
Downstream, and Shore. The Horizon is
the Datu. Many say that Nilaan has
occasionally included in star maps
become an entire planetary Cathedral
since there are some systems within
for God and the Diwata. This is not
the Horizon are occupied by Humanity.
too far from the truth. Nilaan is
The Upstream is the sector that also the home of the Leader of
surrounds the Land of God. It is the Banwaism.
closest sector to the center of the
Galaxy. Here you will find the rich,
palace planets of the Maginoo and
Datu, as well as the Capital Planet
of the whole Lakanate.
The Downstream surrounds the
Upstream. Most of the work is done
here, as is intergalactic trade due
to the fact that this is the sector
that is the nexus of the Shore, the
Horizon Rims, and the Upstream. This
sector houses most of the planets and
the population of Humanity.
The Shore is the furthest from the
Land of God, and the closest to the
Horizon. This is where most of the
vagrants and untouchables of the
setting live, and most of the planets
here are uncharted territory. This
sector is rich with natural
resources, making it a hotspot for
exploitation. The planets on its edge
are now rich because of their status
as trading outposts for travelers who

206
HIRAYA, the Planet in the Center of still the only safe usage of the new
the Corporation War. This is in the diwa technology. Many of the diwa
Upstream Sector, and is known for tech from Meka is highly
being a huge trading outpost. It has experimental. Even now, Diwa is still
seven moons and seven space station a mystery and a secret.
satellites. This planet is known to
The only really confirmed traits and
have been the site of the final battle
qualities of the Diwa are following:
of the First Corporation War. It is
it is the smallest substance, and is
filled with many relics and artifacts,
both a wave and a particle, but
which the Hirayans sell for profit.
sometimes it is also a realm,
Many workers and Alipin live within
although that phenomenon is still a
Hiraya, since it is also a planet
mystery to Arkipelago scientists.
where all four of the Megacorps’
Diwa also releases energy: the Gahum,
mandala intersect. The Aliping
the energy of possibility.
Namamahay mostly live here, and
Maharlika will usually find themselves Diwa energy is also cold. Whenever
traveling here. there are Diwa phenomena, the
surrounding environment becomes cold
RANAO, the Planet Peopled by Magic.
as well, dropping the temperature. At
Ranao is the furthest from the Land
times, observers have reported
of God. Its inhabitants are usually
hearing ice being crushed. This is
poor, unemployed, throwaways from
also the reason why when one Immerses
other settlements, or vagrants. The
into the Lambat, one hears ice
main reason why people go to Ranao is
breaking apart as though they were
they seek inner peace. They attempt
diving into a sea that has been
to do this by entering religious
frozen over.
institutions, like convents,
brotherhoods, and temples. Ranao is The Diwa connects all things to the
also the home of the Academy of Lambat, allowing instant
Wisdom, which is located beside a communications between planets. This
mountain and a lake. bridges the incredibly large gaps
between people in the Starsea. The
THE DIWA AND LAMBAT Lambat is currently in its fifth
edition, known as 5S. It takes
Diwa is the force that penetrates all advantage of the presence of Diwa
things within the Galaxy. One may say within all things in order to
that Diwa is the foundation of manipulate objects through devices.
reality. It is still being studied. Panuos, for example, are computers
The origins of Diwa are unknown, and that serve as nodes that transmit
there is little insight on how it electronic commands through the
works. Most of the new technology Lambat. The most advanced Panuos are
that uses Diwa was developed through Meka Systems.
sheer luck. Until now, Diwa is still
feared, and currently the Lambat is

207
The Lambat is vast, and it uses Secret Roads dangerous is that time
Frequencies to transfer information. continues to flow normally beyond the
Currently there are five primary rips. If you sail in a Secret Road,
frequencies used, each with various you may travel for the equivalent of
websites: the Lakanate’s, which is 10 days to reach a place that would
free to use for all, and the four normally take 50 years to reach. 50
Megacorporations’, which only those years will pass within those 10 days,
under a Megacorp can use. thanks to relativity.
Messaging another Panuos requires a A new technology that is still being
Frequency Code to initiate contact. perfected are the Blink-Gates, which
In addition to this, there are are usually found in the Upstream
various channels. The following are sector. They are man-made gates that
the most popular: go through the Void In-Between the
Material and Diwa to instantly
•◆• NABIgador, or simply NABI: The
transport people between two different
most vast and comprehensive search
gates.
engine, contributed to and made
more powerful
Megacorps, as
by
per
all the
Lakanate
DIWATA
Mandate.
From the Diwa also come the spiritual
•◆• Onsika: From the phrase “Sino beings known as Diwata. The Diwata
Ka?” which means “Who are you?”. are hyper-intelligences that come
This is the primary and most from the Diwa. These are the only
popular form of social media in things we know about them:
the Lambat, with almost 100
● They suddenly spring into
billion people using it across the
existence.
galaxy.
● They gain power from nature.
•◆• Panuod: One of the most famous
video platforms. Most of the more ● They can manipulate the Diwa
independent creators use this to and nature.
build an audience, since the other ● They represent aspects of
popular site has been choked out nature.
by Lambat celebrities.
The Diwata are worshipped. They are
•◆• Daluyong: Once supposedly for not normal beings. They are closer to
independent creators, now used by god-spirits.
Lambat Celebrities and Idols for
status updates and promotions. When a new colony or settlement is
This is the most popular site in sought to be made in a previously
all of Arkipelago, since New unsettled planet, a Katalonan must
Humanity loves its celebrities and perform a ritual of appeasement and
idols. gratitude to its Planetary Diwata
beforehand. A successful ritual
SECRET ROADS AND grants allowance of building human
settlements, as long as they do not
BLINK GATES encroach upon the Diwata’s wishes or
destroy the planet’s beauty or
The Secret Roads are rips in the natural resources.
fabric of the Starsea. They penetrate
through the Diwa. Salimbal, or
starships, can go through these roads
to reach planets quicker. Only
Katalonan can locate these natural
rips in space-time. What makes the

208
With this agreement, each human
settlement is given a Guardian Diwata
NEW HUMANITY
when first created, hence the
This is not the galaxy we know. More
necessity of a Katalonan for each
importantly, this is not the Humanity
place. Guardian Diwata guide the
that we know. When the Conquerors
people of a settlement by speaking
came during the reign of the Second
through the Katalonan, protecting
Lakanate, we fused with their blood,
them and giving them blessings. An
their ancestry, their bodies. Now,
angered Guardian Diwata may leave a
humanity is tougher, people have
settlement to fend for itself against
longer lives, stranger hair, eye
violent creatures, or even bring
colors, and all sorts of transhuman
about the downfall of a settlement
changes. This diversity is a
itself.
strength, and it binds New Humanity
Diwata tend to require some sort of together.
hollow to inhabit. These usually are
The culture and society of Humanity
natural altars: large boulders,
is not homogenous. Because of the
strangler figs, rushing rivers,
vastness of Arkipelago, there is no
impressive cliffs. This is why humans
singular common culture.
must craft statues in the vague shape
of humans called larawan from stone, Due to the greatness of Humanity’s
wood, or gold with holes behind them tech, they have been able to create
so that the diwata can live within equipment to better the quality of
these idols, and therefore stay life. There are two kinds of tech:
within settlements. This is also why technology and spiritech. Technology
a Meka must be humanoid shaped: a uses regular principles and
Kalagyo of a Maharlika can only live materials. Spiritech (which the Meka
within a human shape. A Maharlika is can be considered examples of)
a human shape. For the Kalagyo to utilizes what knowledge the
control the Meka, it must also be a Arkipelago has of the Diwa and
human shape. adheres to its principles. Thanks to
the greatness of Savantry and
Diwata are capricious and fickle
Science, Humanity has created Maydiwa
creatures. Due to the nature of the
beings. These are artificial
soul of New Humanity (which they call
intelligences that can be used for
the Kaluluwa, their second half),
manual labor. One of their primary
when a human sleeps, their kaluluwa
functions is to operate the Panuos.
might wander. A kaluluwa is usually
reflected by the deeds of a person: a
beautiful kaluluwa means a person is
good, which usually affects their
physical presence as well. A
beautiful wandering kaluluwa might be
snatched up by a diwata, and some
might even create children through
this should the kaluluwa also fall in
love with the diwata. This is how
diwata-blooded are born. They are not
physically or spiritually different
from new humanity, save for a
prevalence of abnormal hair or eye
coloring. It should be noted, though,
that seeing these traits is rather
prevalent. Cheap body modifications
are available to the general public.

209
THE LAKANATE AND from. Anyone can become a Maharlika,
as long as a Datu makes them so,
SOCIETY freeing them from the Natural Order.
The Maharlika are trained to be
The Lakanate’s sovereign is the experts in piloting a Mekanized
Paramount Lakan: Lakan Korona. Many Weapon, or Meka.
say that Lakan Korona is not an
Beneath the Maharlika are the
actual Human. Some say that he’s a
workforce or the commoners: the
Xenobeing, an alien, or a being that
Aliping Namamahay, or simply the
embodies God. Others say that he is
Namamahay. They are the workers that
an angel, or a Diwata. All of these
live in the Downstream and in the
are wrong: in truth, Lakan Korona is
Shore, and are always working to pay
a woman that is now gone. Why, or
their tribute to their Datu or to the
where she has gone, none know. Their
Maginoo that owns the planet that
Atubang (secretaries, attendants,
they live in. The Aliping Sagigilid,
and helpers) and Kawal (guards and
or simply the Sagigilid, are
usually peacekeepers) are all looking
servants, always with the upper
for someone to replace them, as a
classes, working for them, living
Lakanate without a Lakan is almost
near them, and doing chores and tasks
useless. A Lakanate without a Lakan
for them. The Aliping Horohan or
is easy pickings, especially for the
simply the Horohan is a kind of
many new empires that are revealing
servant or worker that is forced into
themselves from past the Horizon.
war, sometimes even given the license
The Megacorps know about this, and to pilot simple first-gen Meka.
thus the entire Arkipelago seems to
be facing a new Corporation War: one DIWANITE
for the throne of the Lakan.
Resources are usually more than
Within the Lakanate of the Arkipelago abundant, especially with the arrival
the Natural Order, a social class of Diwanites. Through the usage of
system, is mandated by law and it Gahum’s infinite power, Lakanate
separates the people into different Systems and KOMSA have created a
portions of society. powerful piece of programmable
In the highest rungs of the order are material known as Diwanite, little
the Maginoo, the rich property owning pieces of Gahum that can be
nobles (which the Datu are part of), transmuted into different kinds of
the Katalonan, the spirit mediums of matter. Usually a single piece of
the Diwata, and the Maygintawo, those Diwanite is equal to a small mass of
not born with the Blue Blood of matter, so larger pieces of matter
Royalty but gained their social usually need more lumps of Diwanite.
status by accumulating money viaby For ease of reference, always assume
trade (and graft and corruption, a piece a lump of Diwanite (the
usually). Maygintawo are usually smallest amount) can be transformed
loathed by the common people. Their into something the size of a sedan
names are usually known across all of car, or a studio type apartment. Most
the Archipelago. can live entire lives off of twelve
lumps of Diwanite.
Beneath them are the freed men: the
Maharlika. They have the freedom to
choose which Datu to serve, and can
even change loyalties if needed. They
are the ones that take missions from
all kinds of Datu, and this is where
the congregations of Maharlika come

210
When Diwanite is digitized it becomes It is also taught that the IMPINITO
Salapi, a currency governed and DIYOS is the highest aspect of God,
controlled by KOMSA. Salapi is the true God. The second one that
digitized Diwanite that travels They emanated is MARIA, the Gumamela
across the Lambat. Once one needs it, of Heaven. Beneath them are the
it is undigitized - programmed back Sacred Triumvirate: Father God, Ghost
into lumps of matter, which can then God, and Son God. It is said that the
be transmuted. Transmutation can be Sacred Triumvirate wished to baptize
done by various katalonan (usually the Impinito Diyos when they forgot
technokatalonan, katalonan who focus their place, which resulted in the
on working with technology) by all Spiritual Combat that caused them to
kinds of Panday, and other kinds of never show themselves to Humanity.
Programmers who have specific program
It is taught that there are
keys to turn Diwanite into material.
Xenobeings from the Land of God that
Usually, though, it is just used as
are called “Angels”.
a currency for trading at a local
level. Reality Hackers are Below the Five Petal Gumamela are
programmers who specialize in apparently the Diwata, the Gods and
programming Diwanites. Goddesses below Impinito Diyos, and
the Umalagad, ancestor spirits that
THE TRUE FAITH bestow grace and blessing upon the
people. Religious folk still perform
The True Faith, or the Truth, is the numerous rituals and offerings to the
worshipping of the Land of God in the Umalagad, as the diwata are usually
center of the galaxy, since it gives beings that cannot be spoken to or
life to the galaxy itself. The Diwata bargained with by normal people, only
treat God as their Leader, although by a katalonan. Only Katalonan can
none know who this God is. They are parley with them.
called many names: Bathala, Kanlaon,
Maykapal, Abuyan, Makaptan, Abba, and
more...
The Truth teaches that God is, in
truth, five beings, which is why the
symbol of their religion is the Five-
Petal Gumamela. This is also shown
whenever they initiate prayers and
evocations: using two fingers, they
tap their forehead, then their left
chest over their heart, then their
right shoulder, then the left
shoulder, and then finally their right
chest.

211
Katalonan are the spirit mediums of The Esotericists are an order made up
the Faith. They live alongside the of savants, mages, and scientists,
priests who preach and hold masses who theorize and create new
about the True Faith, but those who technologies and spiritech. Their
perform the rituals, seances, and newest theory, the Chaos-Science
speak with the invisible spirits of Theory, is the science of – well –
nature are the Katalonan. Due to chaos. This is the study of the
this, there is quite a bit of a feud chaotic nature of Diwa.
between the katalonan and the
The Agila have the motto: Long Live
priesthood.
Everyone. They are a group of friars,
Each cathedral within a settlement monks, priests, katalonan, and
usually houses one or two priests. warriors that are trained within
And then, living in a more natural monasteries to teach them history,
abode, usually a house made of bamboo art, and warfare. Their primary goal
or wood, one can find a katalonan. and principle is to give help to
These two structures usually sit those in need of it, and to love
alongside each other, flanking the without selfishness.
larawan of the guardian diwata of a
settlement.
Those that believe in the True Faith
are called “Truthians.” Their
spiritual leaders are the priests and
the Katalonan. They believe that the
Diwa is the Emanation of God.
The most famous cult or sect within
the Faith is Banwaism, perpetuated
and followed by the KLL. They too
believe in the God in the Land, and
that it has power, but their belief
is more esoteric. Most of what is
written above is part of Banwaism.
What sets them apart is that they
believe that there is a physical
being that lives within the Banwa,
and that it is about to emerge. They
also do not believe that the diwata
should be worshipped or receive
mortal supplication through rituals
or sacrifice.

212
213
INFINITE MECHANICS:
THE REALITYSMITH
“Hear the call of God, the IMPINITO DIOS that is now gone. From their
emanations come Diwa, and from the Diwa come materials upon which the
mechanics of the galaxy work upon, and begin the forging of worlds. Hear the
words of the Realitysmith, from which all things arise.”
- WISDOM OF GOD, Book 2, Beginnings
What is the Realitysmith?
Only one knows the answer. The Multiplicity of Ones, the Paradox of
Singularity. MEORMAM MEORMAM MEORMAM.

THE REALITYSMITH’S FIRST HAMMER: PLANET


FORMER
The planets are the travelers of the Starsea. Usually, planets revolve
around a single to three stars that give them heat and allow life to flourish.
A planet has the following parts in MAHARLIKA: Atmosphere, Biosphere,
Hydrosphere, and Spiritlands.
The Atmosphere is what covers the planet, the winds, and also the life within
it.
The Biosphere covers the continents and islands, as well as most of the
terrestrial life.
The Hydrosphere covers the seas and bodies of water, as well as the aquatic
life.
The Spiritlands are the invisible reality of the Diwa within the entire
planet. Usually this means This usually pertains to the diwata, which can
be found all over the world and are usually typically invisible to the naked
eye.
Each planet also has a Planetary Diwata. A Planetary Diwata is what gives
life and vigor to all beings upon the planet. The Planetary Diwata is the
lifestream of the planet. If the Planetary Diwata dies, so does the planet.
Each Planetary Diwata can be found within a Planetary Altar, where it lives.
This is usually a sacred site, or large formation, like the navel of the
world, the tallest mountain in the world, a sacred forest, or a flying island.

214
CREATE A PLANET
To create your planet, choose or roll the following. Afterwards, define who
the Planetary Diwata is and where the Planetary Dambana can be found.
Roll for the following aspects of a planet: Atmosphere, Temperature, Life,
Population, Technology, and Trait.
Firstly, choose or roll 1d6 to determine where the planet is.

1d6 Where the Planet Is


1-2 Upstream. The Planets found in the Upstream are usually flourishing
with life tend to be teeming with life. They are rich, and they
have the best technologies technologically advanced. There are
also many ruins which come from various civilizations that came
before. Thanks to technology, Upstream planets can last longer and
have the means to lengthen their lives.
3-4 Downstream. Planets here are middle class. Not too rich, but not
too poor. This has the greatest diversity of life and diverrsity.
Those rich travel here to perform services or live out their lives
outside of the choking politics of the Upstream, while those from
the Shore or Horizon travel here looking for work
5-6 Shore or Horizon. Where most of the lower rungs of society go to.
Planets here have large chances of being destroyed or succumbing
to the natural order as nature reclaims its hold.

ATMOSPHERE
The atmosphere of a planet, which can affect missions.

2d6 Atmosphere
Corrosive. No Diwata exist here anymore. The planet is toxic and
dangerous, and the air here is actively poisonous. While you’re here,
2
the atmosphere actively corrodes your integrity: -1 ST every hour that
you’re here.
Dead. You cannot breathe in this atmosphere, so you will need a Meka or
a Suit. Most standard suits have 24 hours’ worth of air until the tanks
3 are used up and need to be replaced or refilled. The Planetary Diwata
here does not exist anymore, or is dead. Nothing can live here, and no
Diwata live here either.
No Air. There are no Diwata of the wind, and the other Diwata inhabitants
4 tend to be hostile. These planets tend to have many artifacts and dead
AI from bygone eras.
Normal. Earth-like conditions, although perhaps with different, alien
5-10 topography and geography (coral mountains, underwater forests). The
Diwata are alive and well here.
Oppressive. The atmosphere here is heavy, and it is hard to breathe. The
11 Diwata thrive here, and are known to materialize and attack humans and
other living beings. Armor and Meka are needed to survive here.
Violent. The Diwata have overpopulated this planet, a roaring circus of
spirit society. Any living being is attacked, thus leading to a non-
12 existent ecosystem, although the trees and plants tend to grow so large
that they choke the entire planet. Meka units are absolutely required
for these planets.

215
TEMPERATURE
This is the temperature of the planet, which can affect missions.

2d6 Temperature
Frozen. Covered in ice. You need to wear armor or Meka to survive
2 for long in these temperatures. All Meka are Weakened while on the
planet
Cold. Predominantly glaciers, tundras, and flower fields of snow.
People can live here, albeit with excessive terraformed
settlements, the help of Diwata of Fire, or genetic modifications.
3
If a Maharlika has at least one Pagsasapi Point while on this
planet, their Meka becomes Weakened, as the chill of the Diwa only
deepens the harshness of the cold.
Average. Earth-like temperatures, with hemispheres, although the
4-10
hemispheres might be different.
Hot. Tropical temperatures all around, deserts, and humidity.
11
Terraforming, Diwata, or genetic modifications are needed.
Hellish. Covered in blazing hot temperatures. You need armor or
Meka to be able to survive in these temperatures. All Meka are
12 Weakened while in the planet. However, if a pilot has at least one
Pagsasapi Point, the chill of their Diwa helps counteract the
overwhelming heat.

LIFE
This is the kind of life that can be found on the planet. You can roll more
than once to diversify.

1d8 Kind of Life


1 Xenobeings that are indigenous to the planet thrive here.
2 A human colony.
3 An indigenous human people.
Artificial Life, usually human Cases (people made to become
4
organic vessels for richer people).
5 Only Diwata.
6 No life.
Mixed (Roll 1d6 twice). If you roll conflicting options, they
7-8
might apply to different parts of the planet.

POPULATION
If there is intelligent life, this is the number of people living on the
planet.

2d4 Where the Planet Is


2 A failed or small colony of up to about 1,000 to 10,000 people.
3-4 A bit less than half a million people.
5-7 Millions of people.
8 Billions of people.

216
TECHNOLOGY
This is the level of technology that particular planet has reached, either
through the help of the Lakanate or from their own ingenuity.

1d6 Technology
Minimal Tech. Houses made of galvanized steel, vehicles made of
salvaged parts, and tools made of wood. No Printers, no Altar-
1
Factory, and no Lambat access. It is unlikely that there is
Maginoo here.
Lower Tech. Houses made of galvanized steel, salvaged parts, and
2 wood are the most common. No Printers and no Altar-Factory, but
there is Lambat access. It is unlikely that there is Maginoo here.
Middle Tech. All the luxuries of modern technology are here,
including Panuos and usage of the Lambat, although without
3
Printers nor Altar-Factories. No spirit tech. Equipment Vendors
can be found here. Maginoo only come here when needed.
Upper Middle Tech. All the luxuries of modern technology are here,
including Panuos and usage of the Lambat, with Printers and a
4 single Altar-Factory. Equipment Vendors can be found here. No
Spirit tech. Low ranking Maginoo can be found here, scheming and
plotting to uplift their status and gain more resources and power.
High Tech. All kinds of modern technology and cutting edge
innovations can be found here, with nothing lacking. The most
5 advanced Panuos, access to Lambat servers, large Printers, and
Altar-Factories. Body modifiers can be found here, and mostly only
here, as well as Equipment Vendors. Most Maginoo convene here.
Bleeding Tech. Everything is available, along with bleeding edge
spirit tech, such as Blink-Gates, AGIMAT manufacturing, body
modifiers for Maharlika, and much more. The Lambat can be accessed
6
here to digitize consciousness and retrieve dead consciousnesses
drifting through the Diwa, as well as to interface with Diwata.
Usually located only in the Upstream Ring.

217
PARTICULAR CHARACTERISTICS
1d20 Characteristics
Ancient Colony. These planets were once colonies, but now lie in ruins after being
abandoned. No one knows for sure where the remnants of this colony have gone to.
1 Who knows? There might still be people living left there. They might’ve even
journeyed to the moon. There may be an archaeologist that seeks the truth
concerning this ancient colony.
Beastmen. This was once a normal planet, but it became covered by “Beastmen.” They
are a bipedal race of half-man half-beast, that have the appearance of an animal
2 and the wit of a man. They probably see the Mekas as something sacred. They might
even be close to their “Planetary Diwata.” The Beastmen have a tendency to see
themselves as the superior race.
Warring States. On this planet, there are said to be two or more factions in
constant war. It is not uncommon to see native tribes, who have no quarrel with
3
either side, getting involved in this continuing conflict. There is one commander
who seeks your employ to defend themselves.
Forsaken State. This planet was once known for its beauty and likened to a
paradise. However, for some reason, this once beautiful planet is now an
unrecognizable nightmare. Is it because of the wrath of the “Planetary Diwata”,
whose wrath caused such destruction and ruin? Or maybe it’s because of an
4
experimental Diwa that caused a Diwa calamity or upheaval? Whatever the reason,
the damage cannot be undone. The creatures here are morphed beyond recognition,
the land turned to oceans, the oceans filled with dirt, the trees turned into
gnarled glass, and volcanoes turned into plumes of frost.
Civil War. This planet is currently or is about to be, in a civil war, with the
factions and nations involved launching attacks against each other. Each side will
5
likely approach the Maharlika seeking their aid, all with their own reasons as to
why they shouldn’t lose the war.
Foreign Planet. This planet is inhabited by foreign, alien people. They probably
don’t even know how to converse in the language of the Arkipelagoan Humans. They
are split into two kinds of people: those who wish to remain in their planet and
6
be left in peace, and those who possess unrivaled ambition and will and seek to
conquer the rest of the galaxy. The second kind may only have emerged after the
intrusion of the Maharlika.
Desert Planet. Unlike normal planets, with varying biomes, this particular planet
has only a desert, although deep beneath the sand one can find a network of steel
7 and Luzbel labyrinths, which now have become home to the nidhogg, a race of techno-
organic worms possessed by Diwata. The scorched land above is a wasteland that
houses cutthroats, outlaws, and huge deposits of Gahum.
Old Power. In the past, this planet became the throne of great corporations and
cities, which are now all lost and gone. The shadows of past nobility are what the
8 Maharlika see here. The people here are still bitter towards outsiders. A great
sense of nationalism is etched into the hearts of the people here, which is most
likely the reason for their bitterness.
Drowned Planet. A planet that wasn’t part of the “flow of time” and influx of changes
brought about by the Lakanate. This is a planet that isn’t connected to the rest
9 of the Arkipelago. Because of this, their culture, society, and way of life is
distinct. They are so cut off from the Arkipelago that they might never have even
seen a Starsea Sailor like the Maharlika.
Ancient Construct. Before the Corporation War, technology from this planet was
able to reach a peak wherein it was possible to create new planets using advanced
10 and esoteric technologies. It was only recently that the ability to establish
infrastructure was rediscovered. There are also inhabitants dwelling here. There
is still a center, a heart, where a disassembled Planetary Diwata lives within.

218
Strange Land. The geography of this planet is strange, as if
terraformed or made in a freak accident of nature. Maybe the
11
continents are perfect circles, its seas are made of white water,
or its mountains are rings?
Weird Climate. The climate of this planet is weird and dangerous.
In the distance, there may be whispers from huddled priests of a
12 Wind Which Rusts, that not only affects steel but even people, with
the only thing able to withstand it being Luzbel. Maybe there are
hellclouds which rain fire and brimstone instead of water?
Many Moons. This planet has 2 to 7 moons, with each one affecting
the tides below. These moons are usually worshipped, but they
probably have palaces and houses on them, or have become vacation
13
homes for Maginoo? Maybe there is a war being fought between the
seven moons? Maybe a Bakunawa, a kind of space dragon leviathan,
seeks to swallow these moons?
Nevernight. This planet has no night. This is because it orbits a
14 trinary system with three stars. The people here are not used to
darkness.
Industrial Planet. This planet is focused on industry. One can find
factories, skyscrapers, and all sorts of people looking for work.
15 Meka manufacturing usually takes place here, and the quality of
life is higher… but something is usually off about them. Urban
centers always have something off about them.
Holy War. There is a war fought over religion and faith in this
16 planet, or with a neighboring planet. This might be real faith,
or just political maneuvering.
Dangerous Wildlife. The wildlife of this planet is intensely
hostile and violent. All predators fear nothing, and will not
17 hesitate to attack even Meka. The top of the food web here is
usually a Dambuhala, the giant beasts that serve as the Planetary
Diwata’s defense systems.
Violent Shores. The system where this planet can be found has a
18 dangerous enemy sailing through it. This might be Xenobeing
pirates, human pirates, Void Sharks, or even a Bakunawa.
Corporate Meddling. This planet is controlled by local
corporations, leading to a very Cyberpunk city. Their control is
19 harsh and powerful, and they have usually managed to completely
control the populace, making it so that they make enough money and
gain enough resources to fend off even the Megacorps.
Corregimiento. This is a military planet, where fighting occurs,
whether between Megacorps, against pirates, against rebels,
20 against corrupt AI, or against hostile Xenobeings. One can find
city ruins here, and people are usually not fond of this place,
although work is abundant.

219
THE REALITYSMITH’S SECOND HAMMER: MISSION
GENERATOR
Generating a mission has two parts, with an optional third part.:
The Event, which also dictates which Megacorp you took the mission from.
Each Megacorp has their own agendas and missions, which usually reflect their
principles and their priorities. Roll a 1d10 first, and then a 1d8.
The Objectives are the objectives or additional goals of a Mission. Arbiters
may make a mission more difficult by adding more than one objective. Events
usually have main objectives defined, but you can choose to add more, or
contextualize the Mission by adding more objectives.
Optionally, you can add The Twist. Only choose 1 or 2 if you can. A tip can
be to only use Twists every other mission or so, to keep the players on their
toes.
Take Note: Megacorps will usually not tolerate casualties, so keep non-
mission damage to a minimum. If, however, you deal too much damage or cause
too much casualties, your Sikat might not rise at the end of a Mission.

1d10 Megacorp
1-2 Sandatang Sangkatauan [SD-SK]
3-4 Korporasyon ng Libong Linti [KLL]
5-6 Ginhawa-Sibol [GHW-S]
7-8 Komunikasyon Syndicate-Agency [KOMSA]
9-10 Bakunawa Armasan [BA]

1d8 SD-SK Events


1 There are Maligno invading a city.
2 KOMSA is creating a facility within an SD-SK planet.
3 A planet is in danger, and GHW-S is requesting help reviving it.
4 Pirates are sailing across SD-SK space. This necessitates the Lakanate
Starsea Protocol of protecting Lakanate space from those that would
disrupt its peace.
5 A Maginoo of a powerful planet has been assassinated.
6 A planet past the Horizon is deemed ready-to-colonize by the Lakanate.
7 A planet’s Planetary Diwata is dead. Save as much as you can.
8 Hostile Xenobeings have invaded a Lakanate Planet.

1d8 KLL Events


1 Heretics are trying to destroy the Gahum Generator of a planet.
2 A KLL Cathedral is being attacked. Cathedrals are of utmost importance due to
them being the main KLL servers and nodes for Lambat, as well as nodes for
digitized consciousnesses.
3 A small company is openly decrying the True Faith.
4 A corrupt priest is illegally gaining money, goods, and enjoying hedonistic
acts.
5 A Bishop sails for a distant planet.
6 A Maligno infested planet must be purged to make way for a new KLL planet.
7 A Yawa-Meka, piloted by a Ghost (corrupt AIs, usually Diwata), is terrorizing
a nearby KLL town.
8 Tulisanes (Space Bandits) are terrorizing a star system.

220
1d8 GHW-S Events
1 A rich company is seeking to destroy a GHW-S protected squatters area,
with the Urban Rehabilitation project still not being finished.
2 A small company is not paying proper tribute to their planet’s Maginoo.
3 A small company protected by GHW-S is caught in the crossfire of a war
they are not part of.
4 Meka Violence has happened within a sacred area without a proper
invocation, which has angered the Diwata and is causing the land to
become strange and toxic to humans.
5 Protect a Katalonan from hostile Diwa demons as they perform a
Cleansing Ritual on a planet.
6 A GHW-S planet is in the way of a large asteroid.
7 Automata are rebelling against and attacking humans.
8 A Giant Being is attacking and seeking to destroy the Planetary Diwata
of a planet.

1d8 KOMSA Events


1 The KOMSA needs help installing a new Balete within hostile territory.
2 A Balete has been destroyed for unknown reasons.
3 A KOMSA City has had its energy shut down by KLL.
4 KOMSA needs to create a new space colony, but a planet (usually owned
by a Megacorp) is in the way.
5 A Balete has been put up without the permission of KOMSA.
6 Something is blocking the Lambat frequency on a certain planet, and
Salapi is being funneled to an unknown location.
7 Confidential information must be stolen from SD-SK.
8 A certain city within a Shore Planet has found out too much about
Xenobeings (specifically, the draconic Tsang-Kko) and their dealings
with KOMSA and must be silenced permanently.

1d8 Bakunawa Armasan


1 A Horizon Planet owned by the Armasan is being attacked by a Megacorp
(probably SD-SK or KLL) or faced with Xenobeing colonizers.
2 A Xenobeing Colony has erupted in a nearby Shore Planet, without the
Lakanate’s clearance.
3 A new planet filled with Luzbel resources has popped up near the
galactic sensors. It is kept defended by the Tsang-Kko, imperial
draconic xenobeings.
4 SD-SK is carrying out a mission in a nearby Shore Planet to “purge”
Bakunawa Armasan populations and to make BA’s Mandala smaller.
5 A diplomatic mission with a Xenobeing planet has gone awry.
6 A Horizon Planet owned by the Armasan is being used as an
experimentation ground by KLL and KOMSA, causing BA populations to be
affected.
7 A system is plagued by Xenobeing pirates.
8 A cargo salimbal carrying a large batch of Luzbel resources has been
seized by a Xenobeing fleet.

221
1d10 Objectives
1 Kill all hostiles or targets.
2 Protect a place, person or valuable item.
3 Escort something or someone.
4 Recon: one needs to collect information from something.
5 Secure and retrieve something from somewhere.
6 Destroy something valuable.
7 Stop invading forces.
8 Create a distraction and pin the blame on someone or something else.
9 You are the reinforcements, reinforce the primary objective.
10 Show that the Megacorp you’re doing the Mission for is present.

1d10 Twists
1 The Maharlika will be betrayed by their allies.
2 A Lambat Frequency will hack the Maharlikas’ Mekas while they’re not
piloting them.
3 An innocent has been caught up in the Mission, and no casualties must
be had.
4 A third enemy has arrived and wants something the Maharlikas have or
are trying to get.
5 The Maginoo wishes to kill the Maharlikas, or dispose of them.
6 The Planetary Diwata is angered, causing the very land to become
hostile against the Maharlikas.
7 The Lambat here does not work correctly. Something is blocking it.
Until that something is removed or neutralized, you cannot use
Spiritual Warfare or any other kind of action or equipment that uses
the Lambat or Diwa.
8 An incredibly important person suddenly needs your help, outside of
the mission area.
9 A celestial object falls upon the mission area, causing great damage.
Whatever planet or colony they are in is falling apart and they only
have a very limited time to accomplish the mission.
10 The Lakanate has issued a new directive. Change plans, change mission
objectives.

222
DENOUEMENT
This is the end of this book. A labor of love and passion for Filipino
Culture, mecha, and rebellion against fascism. Do what you will with this
game! Run badass heavy metal mech fights, or explore a strange magotechnical
galaxy that is unique to this.

You will never walk alone.

EXCEED THE
HORIZON, AND
LONG LIVE:
MAHARLIKA

223

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