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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 upon which the entire galaxy of
Arkipelago was born. It was from here that the corporations stood, 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 end of the First Lakanate, we were a different humanity. Truly, the Humanity
of the Second Lakanate was 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 baluti, 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.
We need warriors, protectors, healers, scientists, valiants, those bigger than life. We need you. We
need a Maharlika. Pilot of the majestic Meka.
It's not safe to go solo, my friend, but worry not: you won’t sail alone. Exceed the Horizon, and Long
Live the Lakanate.
WHAT IS MAHARLIKA? 2
HOW TO PLAY 6
THE TYPES OF ROLLS 7
THE PHASES OF PLAY 10
MEKA SYSTEM 22
ROLLING IN THE MEKA SYSTEM 22
MEKA VIOLENCE 23
OTHER COMBAT FACTORS 27
THE MAHARLIKA 32
CREATING A MAHARLIKA 32
YOUR KALAGYO 40
MEKA CREATION 42
MEKA SKILLS 42
SAINT/DEVIL WEAPONS: THE MEKA 43
AGIMAT 45
TAGS 46
LAKANATE SYSTEMS 49
THE BALUTI 54
THE FIVE-PETAL GUMAMELA: THE FIVE MEGACORPORATIONS, FORGER OF MEKA 55
[SD-SK] - SANDATANG SANGKATAUHAN 57
[KLL] KORPORASYON NG LIBONG-LINTI 67
[GHW-S] GINHAWA-SIBOL 77
[KOMSA] - KOMPANYA NG KOMUNIKASYONG SAPOTSPIRITU 87
[BA] BAKUNAWA ARMASAN 97
First, you should know how one plays a Tabletop RPG. In MAHARLIKA, when 3-6 of your friends gather around a
table to play, you are having a Session. A Session usually lasts for 3 - 6 hours.
One of the players will be an Arbiter. An Arbiter describes a violent galaxy wherein the Maharlika live
within. That’s it. You do not tell a story (or rather, you do not tell your own story): that should come
naturally from your playing. Your primary responsibility is to create fair obstacles (like enemies) to
your Maharlika’s wants, using the Maharlika’s relationships, and showcasing a violent galaxy. You are
an impartial Arbiter, not a storyteller.
The rest of you are the Players. The players play the role of the Maharlika, the titular warriors and
aces of the galaxy. The responsibility of the player is to not be a jerk at the table, and to act and
roleplay as your Maharlika.
MAHARLIKA is split into two systems: one that is narrative and one that is tactical. Usually the
tactical part is only used while riding a Meka and conducting combat. The narrative mechanics are
used almost everywhere else. Always remember that in the narrative systems, the player always
rolls. The Arbiter simply describes consequences and reactions to whatever action the
Maharlika takes.
An important rule of thumb to keep in mind is the “Specific beats General” rule. If there is a general
rule for something, and then there is a specific rule for something, the specific rule takes precedence
over the general one. (eg. If you only get 1 Reaction per round, but your Meka configuration gives you
2, then you have 2 Reactions).
Arbiter: The one running the game, controlling the Non-Playable Characters, and the one describing
the dangerous and fantastical galaxy.
Maharlika: The player characters. They are saviors, keepers of peace, and slayer of Humanity’s
enemies.
Fraying: The destruction and splitting of the Kalagyo of the Maharlika from the systems of the Meka.
The damage dealt by this is applied to your Reserve Gahum (RG). If a Meka is hit with Fraying while
they have no RG, the Fraying is converted to Pagsasapi points.
Diwa: The world beneath ours. Cannot be understood fully. Strange. Where the Diwata come from.
Penetrates all of the galaxy. Foundation of reality.
Lambat: The internet of things, as well as a digital-spiritual realm as it is a digital realm atop the
Diwa, using the Diwa’s essence of being within all things to connect all things. The Lambat is a mystic
place where instant communication is possible, as well as sharing of stories, updates, pictures, and
all other kinds of information.
Balete: Towers made of Luzbel that are needed for the Lambat to reach an area. Basically, they
become a “Node” that the Lambat latches onto to expand its range.
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.
Diwanite: Small programmable machines made of Luzbel which can extract Gahum from Diwa. They
can transmute the Gahum and turn it into any material. This is one of the most important new
technologies made by New Humanity. This is also used as a currency by the archipelago.
Gahum: The foundation of reality, the energy of possibility. They can be found within beginnings and
endings.
Salapi: Salapi is a Lambat-based currency. The Salapi are transmuted and digitized Diwanites that
can be transferred through the Lambat.
Transmutation: The changing of one substance, essence, or being into another.
Archipelago: The galaxy system where the Maharlika live.
Salimbal: A word that comes from the Ilianon Epic of Olaging and Ulahingan, from Mindanao, an
island in the Philippines. It was the hero Agyu’s mythical ship that could sail the sky and carry his
whole tribe to the kingdom of Nalandangan where he was destined to rule. This is now the word used
to describe most of the vessels and crafts used to sail the Starsea.
Mangkono: Philippine Ironwood, said to be so tough that cutting it takes three to four days. It is
threatened by habitat loss. Mangkono is usually used in conjunction with Luzbel for the chassis and
joints of the Meka, since they are natural and thus easily manipulable by the Diwata.
Balete: Strangler figs. So called since they “strangle” an already living tree instead of growing
normally, since it grows its roots from the top of trees downward. In the Philippines, it is believed that
spirits live here. In MAHARLIKA, the Balete are also the names used for the towers used to connect
to the Lambat, the Spiritweb of things.
Baluti: Armor in Bisaya. Baluti is the frame of every Meka, as well as the one that defines its primary
Gahum System.
Xenobeings: The general word used for aliens and non-human people. Currently the most well
known Xenobeings are the Maligno, huge shadowy creatures from past the Horizon, and the Tsang-
Kko, draconic, gravity-defying folk that are horribly good with resource management and conquest.
Panday: Smith in Filipino. A Panday usually focuses on one skill. Blacksmiths are called Panday ng
Bakal, Artists are called Panday ng Sining. Mekasmiths are called Panday ng Meka. “Panday ng
[what they craft]” is the proper term for them.
THE PHASES OF PLAY
To play Maharlika, one must know that it is cut into three phases: the Mission, Trade, and Fiesta
Phases.
MISSION PHASE
The primary work of the Maharlika is the Mission. Combat, reconnaissance, and talking with other
people to accomplish an objective. To accomplish a mission, you must complete its objectives.
Usually missions only have one objective, but more difficult ones might have 2 or 3. Usually the
Arbiter defines these.
Missions usually vary in length. Sometimes you can finish up to two missions within a single session,
other times you might finish a single mission in 5 sessions. It is up to the skill of the Maharlika and the
Arbiter to find out how long a mission actually takes. Don’t worry about finishing 1 Mission per
Session.
Do the following 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 (you cannot choose one that you already chose in
the Trade Phase): Buy a new AGIMAT, Buy new Equipment, Ask for a Benefit, Buy an Asset.
Briefing
This is when all the members of the Mission meet up. This can be an In-Character scene with the
Maharlika and the mission giver (usually a Maginoo) around a table, on the bridge of a salimbal, or
even through Lambat comms or an instant messaging chat group. This can also just be an Out of
Character briefing with the Arbiter giving the details of the mission and its objectives.
The Arbiter must clearly lay out the objective of the mission. If there is more than one, they
must say it. Any questions may be asked here as well, but those are not confined to the briefing
phase.
For ideas on mission objectives and more, head to Page (XX) (for the Beta, it is in the last portion) for
a Mission Generator.
Once everything is done, you may roll out.
Launch
A Maharlika that has Launched is on a mission and has some rights and responsibilities according to
the Lakanate’s Starsea protocol, namely:
• A Maharlika cannot harm innocents.
• A Maharlika’s mission must come first. While other problems may be solved, all must know that
a Maharlika that has Launched is beholden to completing their mission.
• A Maharlika attacked by friendlies (usually those under Megacorp mandalas or the Lakanate)
has permission to report the attack and defend themselves.
Of course, not all of this is followed. The Galaxy is vast, after all.
The Launch Phase lasts until all objectives are finished.
End of Mission
“Mission complete. Mission accomplishment recognized. Beginning return sequence.”
A Mission, whether its objectives be failed or succeeded, is a finished Mission.
After a Mission, if you achieved the Mission’s Objectives, your Sikat to the Megacorp you worked for
rises by 1, and your Utang to that Megacorp goes down by 1. If you achieve a mission’s objectives
but cause unnecessary casualties or act counter to the Megacorp’s wishes (and they find out), your
Sikat might not rise.
TRADE PHASE
Secondly, after the mission, you’ll surely need to stock up and replenish expended resources. The
Trade Phase is where you can buy new AGIMAT for your Meka, new equipment for yourself (in
exchange for Utang), as well as a number of other things to recover strength. You will need a printer
to print new equipment and AGIMAT, and an Altar-Factory to manufacture a new baluti.
You may choose to perform Maintenance if you are in a place that can give Maintenance (like a
Forge, if there’s a Printer, or Hangars.)
Maintenance
If you perform Maintenance, all your systems are repaired: restore all your ST and RG, and all the
AGIMAT that have [COOL DOWN] may be used again. You also recover the use of an expended
Gahum System and refill all AGIMAT that have [LIMITED X]. While in Maintenance, you may also
change your loadout, and even your Baluti if you are within an Altar-Factory.
After Maintenance, during the Trade Phase, choose any 2 from the following Trade Activities, but
note that you cannot do one Activity more than once. (if your rest is long, the Arbiter may give
you 3 or even 4 Trade or Fiesta Activities):
Expand Slots
After 3 Missions, you may add +1 to one AGIMAT slot of your choice.
If you and another player choose to forward your Brotherhood, play it out according to the context.
The two of you advance whatever context of your Brotherhood is. Usually this involves one of the
following: making up, showcasing insecurities, learning something about each other, or asking and
answering another question related to the Brotherhood’s context. Roll in the middle of the scene to
see how it goes, treated as if you Invoked your Brotherhood (so if you currently have a rating 2
Brotherhood, you have +2 Suwerte for that roll).
On a Partial Success, nothing really happens, but you do get +1 Suwerte to the next time you roll in a
Forward My Brotherhood activity. On a success, your Brotherhood rating rises by 1, and you lose an
additional 3 points of Pagsasapi, as you get in touch with your human side. On a failure, something
went wrong. A misunderstanding perhaps, or a clash of values? Decide with your fellow player(you
don’t have to roleplay it if you don’t want to), and your Brotherhood falls by one step. If it’s already at
1, that Brotherhood is Broken, and you cannot fix it until you make another Forward My Brotherhood
activity. You cannot invoke a Broken Brotherhood to gain Suwerte.
Always remember that Brotherhoods can evolveand change their context. If two characters have a
Brotherhood with a context of hate or annoyance against one another, and their players want them to
reconcile, they can change the Brotherhood’s context,still raising the rating of the Brotherhood as
normal. This can also change negatively, if both players want it to: for example, widening the distance
between former lovers or strengthening a dislike for each other into hatred: anything that invokes
more drama.
If you choose to establish a new Brotherhood with a player, the two of you must define this. Generally,
this will answer a question, such as “I saved your life, what do you think of that?” or “You helped me
get over my fear of heights, what do you think of it?” or something along those lines. When done, you
automatically establish a +1 Brotherhood with that Maharlika, with no roll needed.
No matter the outcome of this Activity, you always lose at least 1 Pagsasapi Point, as you keep in
touch with your humanity.
Influence Sikat
You can decide that you want to be… more famous. You need more Sikat. As a Trade Activity, you
can say that you use your connections: perhaps the Lambat, or your talents: perhaps creating some
sort of video series over on the Panuod, a Lambat website.
Whatever it is, it needs some investment. Add 1 Utang to your Megacorp and then make a Maharlika
Roll.
On a success, you get +1 Sikat with all Megacorps.
On a partial success, you get +1 Sikat witha single Megacorp only.
On a failure, nothing happens. Perhaps you haven’t found your audience yet?
• Have you mentally changed? What’s different about you? What have you learned about
yourself?
Work on a Project
You may work on a project that is appropriate for the concept of your character. A smith might be able
to craft a weapon, or even a house. A doctor may put up a clinic.
The project can also be an activity that takes a long time to complete, like researching a specific
animal, looking for clues to a case, or chasing down some loose thread from another Mission.
You may choose to begin or continue an existing project.
If you work on a project, tell your Arbiter. They should say whether it’s an easy, normal, or difficult
endeavor, and this will dictate how many successes are needed to finish the mission. An easy
endeavor usually needs only 1 - 2 success, an average one needs 3 - 4, and a hard one usually
needs 5 or more.
Afterwards, make a Maharlika roll. You may only roll once per Trade Phase.
On a success, you gain +1 success.
On a partial success, you gain +1 success but something goes wrong. The Arbiter can choose a
consequence.
On a failure, you gain no successes and suffer consequences.
Buy an Asset
Before a Mission begins, you may choose to look for an Asset that might be able to help you, in
exchange for +1 Utang to your Corporation. The players can only buy 2 Assets per Mission. Roll on
the table below or you may choose:
Asset
ALLY: Choose one brave ally that may be able to help you, either against
2
enemies or other necessities.
KEY: You have one thing that can give you access to a route that you might
5
not have been allowed access to otherwise.
CONTACT: You get contacts that you can call upon for help. The Arbiter will
6 tell you how the help manifests, according to the fiction. This Contact must be
proficient at a single task and can help you in that task.
7 RAID: You may choose one battle wherein you all automatically move before
: the enemies.
BARRIER: Once per Mission, you have access to the SD-SK KALASAG
8 UNIT, which can be deployed within Reach 5. It creates a Burst 1 centered on
the deployed square and provides simple cover until the end of the encounter.
DOCKS: You have a safehouse near the mission area where you may plan,
9
print, and even perform Repairs or Maintenance upon Meka.
DISGUISE: You have a way to disguise yourself and copy a person, so that
10
you don’t get consequences when sneaking into a place.
FIESTA PHASE
After trading, it’s time for the Fiesta. During the Fiesta, the Maharlika attends social gatherings --
which can be huge occasions or just simple drinking sessions -- with Maginoo, Maygintawo, or maybe
even some Datu. Choose one Fiesta Activity, and then you can take a new mission.
If you Fiesta, the Arbiter must make sure that at least 2 representatives from 2 Megacorps must be
there. This can be randomized: roll 1d4 twice. 1 is an SD-SK rep. 2 is a KLL rep. 3 is a GHW-S rep. 4
is a KOMSA rep. The Maharlika can only get missions from whichever Megacorporation’s rep is there
in that particular fiesta. If you wish, you can choose to Skip Out, detailed below.
Reduce Utang
After a Mission, you may choose to reduce your Utang to the Corporation that you helped. This is
usually a -1 to your Utang to that Corporation, or if the Mission was long and hard, this can be a -2.
Show Off
Time to show off! Show your Maginoo what you can do. Dictate or describe what you are doing to
show off. Afterwards, make a Maharlika roll. On a success, you get +1 Sikat to all the
Megacorporations present.
On a partial success, you get +1 Sikat to one Megacorporation of the Arbiter’s choosing. Other
Megacorps are not impressed: you cannot get missions from the other Megacorp/s.
On a failure, your showing off came off as trying too hard. All your Sikat and Utang to every
Megacorporation present in the fiesta falls by 1.
Skip Out
This joint is busted. No fancy food or good beer! Time to bounce. If you 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 you’ve already done.
Sikat
A Maharlika has Sikat, a measure of their fame, glory, and popularity, and Utang, a measure of their
material and obligatory debt to the Datu of a Megacorp.
Every Maharlika begins with 3 Sikat in each Megacorp. This just so happens to also function as the
limit of the Utang that they can incur to that Megacorp. Sikat usually measures how good you’ve
become as a Maharlika. Sikat fluctuates, much like Utang.
Action Done Sikat Lost or Gained
Doing something pleasing during the Fiesta +1 Sikat to the Megacorp(s) present in the
Phase Fiesta
Moving out of a Megacorp and pledging - 1 Sikat to the Megacorp you left
allegiance to another
Sikat reaches up to 10, and doesn’t 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. Maginoo will be
more cautious in hiring you, in letting them serve you. A Sikat at 0 also means you cannot incur any
Utang, and if you do, you will be hunted down by a Collector.
If you have 0 Sikat with every Megacorp, your Maharlika must work as an Alipin now, they are no
longer free. You must play a new character.
Utang
You begin with 0 Utang. Most of your stuff is for free. But as you begin working, needing to buy stuff,
or otherwise having to do your job, needing resources and assets will become inevitable. You usually
get Utang when buying something new. Utang’s limit is your Sikat. Once your Utang is equal to your
Sikat, you cannot buy any more stuff from that Megacorp or with that Megacorp’s funds. If you do, the
amount is subtracted from your Sikat.
If your Utang and your Sikat are equal, you will be hunted down by a Collector from that Megacorp
during a Mission. 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 and
you will be brought directly to a Maginoo audience, wherein you must perform a Mission for them to
lower the Utang. If you fail the Mission, your Maharlika will be deemed unplayable as something
crippling happens: for example, their soul is ripped from their body and forced to work as an
animating force for a Maydiwa Automaton in a mining facility.
Consult the following table when buying something for Utang cost:
1 piece of Equipment for your Maharlika 1 to the Megacorp you bought it from (if it’s not
from any Megacorp, your own Megacorp
shoulders the expense, meaning you get +1
Utang to your own Megacorp).
Reaction Roll
Whenever you meet a new person whose reaction or impression of you is dubious or undefined, your
Arbiter may make a Reaction Roll if they think that that NPC might not have a concrete reason for
having a first impression on the PCs. Only make the Reaction Roll when an NPC wouldn’t have a
first or second impression to them, and usually only when they met them for the first time.
Don’t roll for NPCs that already have some opinion of the PCs.
Use the results contextually as well. If a bunch of Mangangayaw raiding parties come across your
salimbal, a positive reaction might be that they would just decide to not interfere with your business,
or steer clear away from you.
This can be used to your advantage. An amiable Black Market Meka Dealer might give you an
AGIMAT he stole for free, for example, or a Maginoo with a Hostile disposition to you might attack
you, or otherwise force themselves to break social mores, allowing you to gain a social upper hand
against them in relevant contexts.
This defines what the character’s first impression of you would be. Of course, the Reaction Roll has
modifiers depending on a bunch of factors, but mostly because of your Sikat and Utang, as well as
any Trait that might affect it.
When making a Reaction Roll, the Arbiter rolls 2d6 and consults the following chart:
2d6 Reaction Result
9-11 Positive. The NPC looks to take a liking to you. More cooperative than usual.
Reaction Rolls aren’t done in a vacuum. Consider the following (non-exhaustive) modifiers when
making a reaction roll. These Modifiers range from +1/-1 to +3/-3. Let them stack, but don’t let them
go past 3. Modifiers are almost always contextual as well. For example, if you have Pagsasapi
Markings that gave you strange feline eyes, you might have negative modifiers when dealing with
high-brow, Upstream planet Maginoo nobles, but you might get positive ones when dealing with
superstitious Shore Rim planet Alipin commoners, who believe in twisted religious doctrines and
wrongly interpreted religious texts.
Factor Modifier
You have more Sikat than Utang in a Megacorp that they are part of. 1
You have more Utang than Sikat in a Megacorp they are part of. -1
You have 6 or above Sikat in a Megacorp that they are part of. 2
You have 6 or more Utang to a Megacorp that they are part of. -2
You have a Sikat of 1-2 in a Megacorp that they are part of. -1
Megacorp Taboos
The following Megacorp Taboos are not exhaustive. Feel free to add more according to how the
Megacorp fits into your game. These are also mildly vague to allow for flexibility at the table.
SD-SK: Destroying SD-SK property; not following a direct superior’s orders; complaining to an SD-SK
Maginoo
KLL: Not performing proper prayer rites; openly bashing Banwaism and the True Faith; criticizing the
Wisdom of God
GHW-S: Not helping farmers and workers when you can; disrespecting nature by defacing it or not
saying the invocation “Tabi-tabi po” before doing battle in a natural area
KOMSA: Not using the Lambat to solve problems the Lambat can solve; Not keeping in constant
contact with the Lambat through a PaDa or some other kind of Panuos; openly opposing the No
Name God and His Expansion.
MAHARLIKA VIOLENCE
Maharlika combat is more narrative and theatre of the mind than the tactical fights of the Meka. Treat
combat rolls as normal rolls, with consequences and difficulties. If you need ST for your Maharlika,
treat it as 3. Any damage you take deducts 2 ST, and that damage can be reduced by Armor and
Toughness. If a Meka weapon hits you, you use the Meka weapon’s statistics.
For example, you wish to assassinate a guard. On a successful Maharlika roll, you do it: you kill the
guard. But obviously there might be consequences to this action. On a partial success or a failure, the
guard might fight back and deal damage to your Maharlika, or they might be able to summon backup,
or activate the alarm systems.
If your Maharlika falls to 0 ST, they lose consciousness, but are not dead. You cannot move. If you
suffer damage while unconscious, you die.
If you die, you may create a new character, or you may go to one Corporation of your choosing and
ask 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.
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.
Here’s 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 is 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 might not suffer the consequence, but others might. Maybe even
someone or something you Treasure.
• Status. Maybe you fall into a less than favorable status? You might find yourself in the middle of
a firefight, or a Maginoo might get angry at you?
.
MEKA SYSTEM
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 the 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.
• 5 - Titanic. Usually, this is not measured as spaces taken up anymore, but rather, as entire
battlefields. Adjust accordingly. Usually when fighting creatures like these, you take out one Size
4 part at a time.
MEKA VIOLENCE
This is tactical combat. If you charge into battle using your Mekanized Weapon, the Arbiter must
define the Victory Conditions. Once done, he must choose the first player that will move. The
players must choose one VIOLENCE AGIMAT to Ready.
VICTORY CONDITIONS
Before battle starts, the Arbiter must define the Victory Conditions. Often this is “Defeat the Enemy”,
or something like “Protect the Church until reinforcements arrive.”
Some Conditions (you can roll on a 1d6 here to quickly generate one):
1. Protect the Balete for three rounds.
2. Fight the incoming enemies for 4 rounds.
3. Escort a civilian toward a safepoint.
4. Hold a certain point for 3 rounds.
5. Get a certain item from behind enemy lines and bring it back to a specific building.
6. Route half the enemies present but make sure no property is damaged.
ROUNDS
INITIATIVE PHASE
All sides (usually 2: the player’s party and the Arbiter’s party) roll 1d20, unmodified. The side with the
higher roll moves first. The side that wins Initiative is considered as Having Initiative.
ACTIVATION PHASE
During your Activation Phase, the side that has the Initiative moves and resolves first,
followed by the one without Initiative. On the Player’s side, they choose who goes through the
Phase first, and then choose the next one, until all are done with the steps of Activation. Same goes
for the NPC side.
1. FIRE: Suffer FIRE. If you have FIRE, this is damage to your ST. Multiple FIRE is not cumulative.
Always use the higher instance of FIRE. If you have FIRE 5 from one source, and then FIRE 3
from another, then you only take the FIRE 5.
2. ACTIVATION PHASE EFFECTS: Effects that are said to take Effect during this phase take
effect now.
3. USE AN AGIMAT: If you have any AGIMAT with the [ACTIVATION] tag, you may use that now.
4. FINISH ONGOING EFFECTS: Finish effects that say they go on until the next Activation Phase.
5. STRIDE: You activate skates, thrusters, or anything else to move about. You may move up to a
number of spaces equal to your Speed, or half your speed if you are Prone. You may not Stride
if the space you’re moving into requires more than you can move. (eg. if you only have 1 move
left, but the space you’re moving into is Difficult Terrain and requires 2 moves.) You may Stride
through an ally’s space but you may not finish your Stride in the same space as them if you
have the same Size. You may not Stride through an enemy’s space. After you Stride, the next
attack made against you has a +1 Malas.
Once you have used a Stride, you cannot Stride again during the Upkeep Phase.
ACTION PHASE
After the Activation Phase, move on to the Action Phase.
In the Action Phase, the side that won the Initiative round chooses one of their combatants to
make their actions first. After that, one combatant from the side that lost makes their actions.
And then one from the opposite side makes their actions.
Do this alternating turns until all have moved. If one side finishes all their combatant’s turns,
the other side that still has combatants that haven’t performed their actions may move, but
still in order.
During the Action Phase, each combatant chooses two [2] Actions from the following actions,
although you cannot perform the same action more than once.
• ATTACK: You may use any Violence AGIMAT that is readied to attack. You may attack with a
single [TWO HANDED] weapon, or with a [PRIMARY] and [OFFHAND] weapon, or two
[OFFHAND] weapons, as long as they are all readied. [AUX] weapons can be used as well
without being used.
◦ If you make a Melee or Ranged attack, roll 1d20 + CRD + Any bonuses vs. the target’s
EVADE. If the result is equal or higher to the target’s EVADE, deal the damage specified in
the AGIMAT.
If this Roll ends up becoming a Natural 20 (meaning the die comes up as 20, without any
bonuses), then the attack is a Critical Hit. A Critical Hit lets you double the damage dealt.
▪ The target may apply Toughness. These are points used to negate damage, 1-for-1.
You may only use Toughness against Melee or Ranged attacks, or Physical attacks.
When you spend Toughness for damage, that Toughness only applies to that
instance of damage. You cannot use Toughness when you have 0. All Toughness
returns during a Repair.
◦ If you perform Spiritual Warfare, roll 1d20 + FTH + Any bonuses vs. the target’s
RESOLVE. If the result is equal or higher to the target’s RESOLVE, Inflict the effect that is
stated in the AGIMAT. Usually this deals FRAYING.
FRAYING damage is also doubled on a Critical Hit.
• USE AN AGIMAT: If you have in AGIMAT that must be used during the Action Phase that isn’t a
Violence AGIMAT, you may use it.
• BOOST: You fire up your thrusters, and you move with frightening speed and momentum. You
may move equal to your Speed + 2, but you must finish the move. That means you cannot
move half your Speed + 2. You must finish the entire move, even if this takes you past your
target. (e.g. if you have a Speed of 3, with a +2, you must move 5 spaces, no less.) You must
move in a straight line, and you automatically stop if you hit Impassable Terrain. After you
Boost, all attacks against you until the end of the round have +1 Malas.
• IMPROVISED ATTACK: You may attack with your fists, a fallen pillar, or some huge boulder.
Roll a 1d20 + CRD + Any bonuses, but you deal 1d4 damage.
• BULLRUSH: Roll a 1d20 + CRD + Any bonuses against the target’s EVADE. If it hits, you may
deal 1 damage and Push 1 the target, and then move into the space they left.
• BUFF: Choose one adjacent ally. Choose: they now have +1 Suwerte on their next attack, or
the next enemy to attack them has +1 Malas.
• GRAB: You must have a free hand or some other kind of holding device to use this. You cannot
grab beings that are +2 Sizes larger than you. (A size 1 can’t grab a size 3). Roll 1d20 + CRD +
any bonuses vs. EVADE. If it hits, the target is now grabbed until the next Upkeep Phase. You
may spend another Action in in the next Action Phase to keep the Grab up, no roll needed. As
long as the enemy is grabbed, they cannot move, do Watchstrikes, and all that try to attack
the Grabbed combatant have +1 Suwerte.
• DISENGAGE: If you are in the WATCH range of an enemy, you may disengage and move 1
space without triggering Watchstrikes.
• RISE: If you are Prone, you may use this to stand up from Prone.
• STITCHING: You may recover half of your RG, but your Meka is Stunned and Immobilized until
your next Activation Phase. Once per Mission.
• RELOAD: AGIMAT that have the [RELOAD] tag must be reloaded using this action before you
can use them again.
• REVIVE: If your Meka is DEAD, you may use this to boot up so that your Meka moves again.
Recover all of your ST, but your RD is the same, and any AGIMAT lost is still lost. Usually can
only be used when a Dead Meka receives ST from any source.
UPKEEP PHASE
After the Action Phase is the Upkeep Phase. You must do these in order. The one with Initiative
performs the following first, followed by the side that lost initiative.
1. SUMIKLAB: Gnash your teeth and overclock your reactors. SUMIKLAB means “IGNITE” in
Tagalog. If you use SUMIKLAB, spend 2 RG, and you may perform another Action from the
Action Phase, even an action you’ve already done.
2. SAFETY SYSTEMS: Damage sustained. Engaging Safety System protocols. If there is an effect
that needs a Safety System roll to remove, you may do so now. Safety System rolls are always
a 1d20 roll vs. 11. If you roll 11+, the effect is removed. If it is 10-, it stays. You may only roll
Safety Systems against one effect once per round.
3. STRIDE: You may move up to a number of spaces equal to your Speed, or half your speed if
you are Prone. You may not Stride if the space you’re moving into requires more than you can
move. (eg. if you only have 1 move left, but the space you’re moving into is Difficult Terrain and
requires 2 moves.) You may Stride through an ally’s space but you may not finish your Stride in
the same space as them if you have the same Size. After you Stride, the next attack made
against you has a +1 Malas.
You may not Stride through an enemy’s space. You cannot Stride now if you’ve already done so
during the Activation Phase.
4. READY A VIOLENCE AGIMAT: If you want to switch Readied weapons, you may do so now.
5. USE AN AGIMAT: If there is an AGIMAT with the [UPKEEP] tag, you may use this now.
6. END EFFECTS: If you have an effect that is supposed to end on your next UPKEEP PHASE, it
is removed now.
REACTIONS
During each Round, you have 1 Reaction. These are the Reactions:
• WATCHSTRIKE: If there is an enemy within your Readied Violence AGIMAT’s WATCH, you
may make a Watchstrike against them if they move into a space within your WATCH.
Watchstrikes are counted as attacks made during a movement, so the Stride’s Malas penalty
does not apply to Watchstrikes.
• BLOCK: If you are going to be attacked with a Melee or Ranged attack, you may use this as a
Reaction. Halve the damage from that attack, rounded up. Apply this before spending
Toughness.
• DODGE: You may use this to inflict a +2 Malas penalty upon one attack against you. If you
evaded successfully, you may move up to 2 spaces. You cannot Stride or Boost the next Round.
Outside of your turn, you may also have other effects and AGIMAT that don’t specify what action they
use. Consider these as Free Actions. You can have as many Free Actions as you want.
OTHER COMBAT FACTORS
Obscuring Terrain
These are walls, barricades, or whatever obstacles blocking your sight. These are usually spaces you
cannot move into. These block Line of Sight (unless it is transparent), as well as blocking Area of
Effect. This can be usually used as Cover.
Cover
There are two types of Cover: Simple and Superior. Usually as long as you are adjacent to the cover
and the assailant attacking you isn’t from behind the cover as well, the cover counts.
Being under Simple Cover gives +1 Malas to all attacks against you. Simple Cover is usually
cement walls, ruins, large debris, or smokescreens.
Being under Superior Cover gives +2 Malas to all attacks against you. Superior cover is usually
thick walls, magical barricades, mountains, or entire boulders.
Cover doesn’t stack. Always apply the higher Cover.
Line of Sight
Line of Sight is whether the combatant can see the target, or if it is too obscured to be visible. Usually
this is up to the Arbiter, although if there is Obscuring Terrain, then make sure to apply Line of Sight
with it. You cannot attack or perform Spiritual Warfare on something you don’t have Line-of-Sight with,
unless your AGIMAT has the [SEEKING] Tag.
Flight
If you have an AGIMAT that gives FLIGHT, this means that when you move (either Stride or Boost),
you may fly, ignoring difficult terrain, etc. But you must end your move on the ground. If you have
HOVER, you don’t need to land on the ground, and all your movement can be considered as Flight.
Teleport
If you have an AGIMAT that lets you teleport, you may move instantly. If you teleport, you don’t need
Line of Sight to your destination. But Teleportation is still connected to the spiritual gravity of whatever
place you are in, as well as the chaotic consistency of the Diwa. When you end a Teleport, you must
be on the ground. If you Teleport into the air or sky, you might overshoot, or you might get stuck in the
Connection Void. Teleporting does not trigger Watchstrikes.
Forced Movement
• Push - Forced movement that pushes the target away from the pusher.
• Pull - Forced movement that pushes the target closer.
• Slide - Forced movement that moves the target in any direction.
All Forced Movement effects have numbers attached to them. That’s the number of spaces the target
may be moved. You may move the target less than the number, but never more.
Forced Movement is not hindered by Difficult Terrain. This does not trigger Watchstrikes either. You
may suffer Forced Movement even if you are Immobilized or otherwise can’t move.
Flanking
If two allies are on opposite, adjacent spaces of an enemy, they are considered Flanking. While
Flanking, the Flanking allies have +1 Suwerte against the enemy in between them.
Example of Flanking
Ally
Enemy
Ally
Area of Effect
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.
EXAMPLE OF A BLAST 3
X X X
ORIGIN X X X
X X X
BURST (X): This area is X spaces starting from the origin, in every direction. Here is an example of a
BURST 2:
EXAMPLE OF A BURST 2
X X X X X
X X X X X
X X ORIGIN X X
X X X X X
X X X X X
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. If the line is within a single square, or within the corner of a square,
that square is affected by the Line.
EXAMPLE OF A LINE 4
ORIGIN X X X X
STATUSES
• IMPAIRED: +1 Malas to all Attacks and Safety Systems.
• MARKED: If you are Marked, you have -2 to all your attacks that don’t include the one that
placed the Mark on you.
• WEAKENED: The damage you deal is halved and all the damage you take is doubled.
• STUNNED: You do not have an Action Phase and you have -2 to your EVADE and RESOLVE.
• FIRE X: Ongoing damage, with X being the amount of damage you suffer every Activation
Phase. FIRE doesn’t necessarily mean a physical fire, it simply means something that slowly
damages your systems and structural integrity.
• BROKEN: When your ST is at half, you are considered BROKEN. Some effects derive from
this.
• DEAD: A dead Meka is one that is at 0 ST and couldn’t use RG to recover or failed the Safety
System roll. Your Maharlika is immediately ejected and you must fight, boots on the ground.
• VULNERABLE X: X is either material or energy damage. If you are hit with X, double the
damage you take, before Toughness.
• EXPOSED: While you are Exposed, you cannot use Toughness to reduce damage.
REPAIR
While in a Mission, repairs and rest are important to the Meka so that it retains structural integrity.
While outside of an Encounter, if you are safe and have 1 hour to rest, you may take a Repair,
akin to a short rest. While in a Repair, you may do the following:
• You may spend 1 RG to recover half of your ST. You may use as many RG as you want to
restore ST. All AGIMAT that have the [COOL DOWN] tag may be used again. All your
Toughness returns.
• You and your group may collectively give and spend 4 RG to repair a Meka that is Dead. It
automatically returns to full ST.
• Always remember the RG may also come from other sources or Meka. You may receive RG
from one of your comrades.
PAGSASAPI
A Maharlika’s career begins once they have established a connection with a diwata, turning it into
their Kalagyo. Think of the Kalagyo as an always on-board AI, although, of course, a diwata would be
absolutely enraged if you call them artificial intelligence. They have their own essence, their own
intelligence. They are part of the Diwa, and they are the Diwa.
To establish a connection, a Maharlika must journey with a Babaylan to a place untouched by
Humanity. A Dambana, a nature altar. Once the ritual of Paglalagyo is finished (which usually takes
days and has multiple trials), the diwata becomes the Maharlika’s Kalagyo. Lagyo means
“consciousness, or intelligence”. Thus Kalagyo means “shared consciousness, or intelligence”. The
Kalagyo is considered Chained to the Maharlika, and performs actions for it as if it were a Personal
Digital Assistant.
Every month, the ritual of Paglalagyo must be redone, although it is much quicker and shorter now.
This is because a Chained Kalagyo is still a Diwata, a consciousness that belongs to the Diwa. Slowly
but surely, its Diwa nature returns, slipping through the cracks, for the Diwa permeates all. Eventually,
the Diwata loses its Chained nature, becomes Liberated, and strives to possess the Maharlika. The
ritual of Paglalagyo ensures that the Diwata remembers its pact and oath to the Maharlika. The
phenomenon of slipping through the cracks is called Unchaining, for the Diwata slowly leaves the
fake material realm to the truth of the Diwa.
An Unchained Diwata will possess a Maharlika, for they have abused its majesty. This is called
Pagsasapi.
Once you are out of Reserve Gahum, any time you take any more actions to that use RG, or any
more instances that you lose RG due to Fraying, those points don’t become negative RG, but rather,
Pagsasapi Points.
The limit of your Pagsasapi Points is 3 + your FTH. Every point of Pagsasapi represents the slow
possession and invasion of the Diwata on your soul, or Kaluluwa. Always remember that the Diwata
are not people, not mere rational intelligences. They are divine god-beings of nature.
Every point of Pagsasapi you have must reflect physically. It’s up to you to define what happens.
Perhaps the whites of the eyes turn black? Whitening of hair? 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.
If you gain or are at 3 Pagsasapi Points, you must roll a d20 during your Activation Phase if you are in
an Encounter. If you roll 11+, nothing happens. If 9-, 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.
To remove Pagsasapi Points, you must use a Trade Activity, found above.
THE MAHARLIKA
“Who I am isn’t important. All you have to know is that you won’t be here for long. That is the
Lakanate’s Directive.”
Simply put, 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 Caste 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 the lakanate.
CREATING A MAHARLIKA
A Maharlika’s Traits
Traits define and shape your Maharlika. You begin with 5 Traits, each of them with a +1 Modifier.
Whenever you make a Maharlika roll, you can choose to Invoke a Trait, and the Arbiter chooses if it
fits with the context of whatever action you’re attempting. You then add your Trait modifier. Trait
Modifiers go from +1 to +3. These don’t stack: if more than one Trait makes sense in a specific
context, you just choose the highest rating to add.
Where Did You Come From? Pull upon your trove of Sci-Fi 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:
1. Luzviminda. 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, 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, and all sorts of people live here, and people also enjoy a higher standard
of living. If you come from here, you’re of the upper class city folk, 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. Sinagikat is a sacred planet found in the Upstream Rim where building urban
centers are banned and prohibited. This is within the mandala of KOMSA. Diwata flourish here,
and it is well known for it’s amazing vistas of beauty, 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, no cities. If you come from here, you
come from one of these small barangays or barrios, surrounded by diwata and having an
intrinsic connection to nature and the spirit world.
3. Three Sisters. You grew up in a convent ship found in the Downstream Rim, within the mandala
of the KLL, known as three sisters, isolated in space, taught techgnostic commandments, filled
to the brim with the cybersayings of the WISDOM OF GOD. Are you holy, or are you rebellious?
Yet you believe in the IMPINITO DIOS, and whenever you perform something important, you do
the sign of the Five-Petaled Gumamela. If you come from here, you come from one of the many
cities that have decided to live here, from where all the new convent trainees come from.
4. Talyerya. You grew up in an altar-factory planet, in the Downstream Ring, wherein most of the
newest AGIMAT, Meka Baluti, and Spiritech are created and crafted, probably cultivating the
little spark for Meka within your heart. This is within the mandala of KLL. 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. Atenara is a trade planet found in the Downstream Rim, within the mandala of the
KOMSA. 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 you know your way around people. If you
come from here, you probably came either from a cloud city, one that enjoys urban privileges
and has urban sensibilities, or a junk city, one that lives on the edge of danger and works as a
scavenger.
6. Corregidor [koh-re-hee-dor]. 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. You grew up in a planet in the Shore Rim, within the mandala of KLL, made to be
a punishment 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 urbanized, although you had to suffer
stigma from people from other planets.
8. Anisatibay. You lived in a forgotten colony in the Shore Rim, which 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. 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 skyscraping cities, but
with lots of connection through the Lambat.
10. Dumapa. Dumapa is a Horizon planet under the mandala 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 tidally locked cities,
one on the sunny side and one on the dark side.
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, or choose from below, or roll a 1d8:
1. To Boldly Go Where None Has 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 the 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
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.
What Secret Do You Hide? Define a secret for your character. Make one up, choose one from
below, or roll a 1d10:
1. You Killed an Innocent when you weren’t supposed to. You killed an innocent civilian before
becoming a Maharlika. You got away with it, but can your consciousness 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 Aren’t 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.
What Can You Do? Define a single expertise that your Maharlika is good at. Define it with a single
word or phrase, choose one from below, or roll a d12:
1. Hacking. You know how to work with a Panuos, and you know your way around encryptions,
decryptions, and cyphers of the Lambat.
2. Fighting. You’re good with a fist or a weapon, you know how to defend or 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, usually. You might’ve been a Katalonan,
or maybe you had some strange tech implant that allows you?
9. Spouting Knowledge. You’re damned smart, you know how to work with research papers, with
aklat-holo (books that are connected to the Lambat), and other lore needed stuff.
10. Finding. You’re good at spotting things, at finding things, at making sure no rock is unturned.
11. Talking. 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.
Who or What is the Most Important To You? This defines a thing that you value, and 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, choose one below, or roll a 1d12:
1. Your Brother/Sister. 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 Father/Mother. Your parents 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 is the most important thing to you. Sometimes this might
get you into some spats, but more or less, you wish to be respected for expressing your faith.
6. Your Child. You have a son or daughter, 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
much as you can into that brain of yours.
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.
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.
Brotherhood
Brotherhood is the system wherein your Maharlika are connected together. Perform this during
Character Creation. Treat these as triggers or flags: if something that is contextually related to your
Brotherhood Bond happens, you must follow with what the Brotherhood Bond entails. When making a
roll where the Brotherhood would be contextually appropriate or relevant, you may choose to invoke
it. If you do, you may add X Suwerte to that roll, with X being the rating of the Brotherhood (1 - 3)
(Hint: you can even do this while in Meka fights)
However, if you invoke this and still fail the roll, you cannot invoke that Brotherhood Bond until after
you choose to do a “Forward My Brotherhood” Trade Activity wherein you showcase your insecurities.
That Brotherhood’s rating also goes down by 1, and you gain +1 Pagsasapi Points, as the Kalagyo
gains larger control over you as a fraction of your humanity slips. However, if you succeed, you lose 1
Pagsasapi Point.
When creating a Brotherhood, player buy-in is integral. Maharlika are highly dramatic people.
Predictable, if a normal person was suddenly thrust into the forefront of advancement, progress, and
war; and implanted with a god-being in their brain.
The Arbiter chooses on player, and then the player either chooses or rolls a 1d10 below. They may
also choose to just create their own bond. Whichever you do, ask that question to the player to their
immediate right, and that player will answer. Then that player does the same as the first, asking the
one to their immediate right. Do this in sequence until all have answered a question.
Brotherhood Questions:
1. I think I’m in love with your sibling or friend, do you know this? What do you think of it?
3. We had a relationship before. What happened to us? Do you want to repair what we had?
5. We’re rivals. Where did we first meet and why do we have such a rivalry?
7. I’m in love with you. Do you know this? What do you think of it?
10. I look down on you because you did something I didn’t like. What was it?
Brotherhood Arcs
Each Brotherhood Bond does not last forever—they are usually eventually closed off, becoming
history. Not always, but usually. After every mission, you can choose to perform the Trade Activity
“Forward My Brotherhood”. If you do, you and the other player must both agree to it. A Brotherhood
Arc ends whenever you manage to raise a Brotherhood rating up by 1 once it was already at a rating
of 3. if you do, that Brotherhood is Fixed, and it does not go lower anymore, as you’ve solidified your
relationship with that player character. You can still invoke a Fixed Brotherhood.
Equipment
As a Maharlika, even outside your Meka, you are expected to be able to protect yourself and be
useful. The following are your equipment. Always remember that this equipment is used by your
Maharlika, and not by your Meka.
Human Weapons: (Feel free to customize and personalize) You get both of these:
• 1 Melee Weapon: Deals 2 damage. Choose if it deals material or energy damage. Must be near
the target to use. Melee.
• 1 Ranged Weapon: Deals 1 damage. Choose if it deals material or energy damage. May be
used from afar. Ranged.
• Electronic Suit: 4 speed. +1 Suwerte when rolling something technology related. 1 Toughness.
• Flightsuit: 4 speed. When you stride, you may fly, although you must finish your move on land.
• Ceremonial Suit: 3 speed. +1 Suwerte if you’re pulling rank, showing that you’re of a higher
rank than who you’re talking to. Maharlika are pretty high up in the social echelon, after all. 1
Toughness.
2. SD-SK LUNAS: Stitch: The LUNAS line are battle-meds made of state-of-the-art tek for the
Maharlika. Made by the SD-SK for their mid- and front-line forces. If applied to a wound of an
ally, you may restore all their ST. 3 uses.
3. SD-SK LUNAS: Stand-Up: You may use this state-of-the-art medtek on a person or ally that
has lost all ST. You may make them stand and restore ½ of their ST. 1 use.
4. KOMSA Lampara: A lamp powered by Gahum, created by the KOMSA for recon. Creates a
cone of light up to 60 feet in front of you.
5. GHW-S CAMPING SET: Important for land operations. Made free for use by the GHW-S for
harder terrain and planet missions with dangerous environments or without a safe outpost. Used
when you rest. If you rest, no events will happen to you, and you get a +1 Suwerte bonus to one
Maharlika action after this rest. This Suwerte lasts until you use it or the next rest/Repair.
6. KOMSA Sabwat: The Sabwat is a drone that has a diwata Chained within that can be given
orders. Created by the KOMSA to conduct intel operations. You may deploy this whenever you
want and may send it to a place up to 180 feet away, to receive visual and auditory information.
This cannot interact with the environment.
7. SD-SK PERSONAL GRENADE: You may throw this up to reach 10. All within Burst 2 of where
you threw this grenade is hit and suffers 2 damage. 2 uses.
9. SAKO ADHESIVE Mantle: Made by SAKO as well. A mantle with a tough adhesive from
treesap from the Planet of Ranao. When worn, you may cling to any surface, even horizontal or
vertical.
10. GHW-S EZ BANIG: A sleeping bag with 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.
11. GHW-S Dambana Staff: You may strike the earth and connect with the Diwa or Lambat. When
you activate this by sticking it into the land, Diwa entities within 100 feet can be seen by all.
12. Makiling Builders Mechanical Arm: A mechanical arm connected to your suit made by
Makiling Builders, an independent company specializing in urban construction and warfare. This
works like a true arm.
13. KOMSA Sound Systems - JAM: This can play any music you want. Always connected to the
Lambat. Can stream anything from KOMSA’s JAM frequency.
14. RemSau Jetpack: If you move, you may fly, but you must land by the end of your movement.
The jetpack is crafted by RemSau, a conglomerate company of Remundo-Sauit, which focuses
on space expeditions, construction, and defense.
15. KOMSA Universal Translator: KOMSA collected more than 1000 languages for their Universal
Translator. You may understand any language, whichever it may be, within the Archipelago.
16. KOMSA Lambat Mini-Balete: Using the most high-tech equipment of KOMSA, they created a
smaller Balete, a tower of Lambat. This may be used like a smaller Balete, if you are in a place
without connection to the Lambat. This has a battery of 24 hours, however.
17. LS Panuos Dala/PaDa: One of the ingenious creations of the Lakanate, it is otherwise known
as a portable computer. It is a small black rectangle that works like a smartphone, which can be
used to interface with the Lambat. Using this, you have access to the Lambat, although this
requires a nearby Balete.
18. LS Lipat Panuos/LiPa: A more powerful computer, akin to a laptop. This is a wide black slab
that projects a holographic screen. When used for technological activities, you have +1 Suwerte
on the roll, according to the fiction.
19. GHW-S Juramentado Opium: Made by GHW-S for their shock troops only. Once ingested, it
immediately takes effect. They are possessed with the spirit of violence. They will attack those
closest to them. All rolls concerning violence have a +2 Suwerte and they have 3 Toughness.
After 30 minutes, the effect fades, and the ingester falls to 0 ST and loses consciousness.
20. GHW-S TATAG-ABAKA Rope: This is an abaca rope that is 50 feet long. This can carry Meka
from Size .5 to 2.
Additional Things
Utang is the measure and limit of debt you have toward a certain Corporation. Sikat is your measure
of fame and popularity amongst the Megacorporations. You begin with 3 Sikat for each of your
Megacorporations. Sikat is the limit of Utang you can gain before you start getting consequences.
The ST of a Maharlika is at 3. Speed is dictated by their armor.
YOUR KALAGYO
“Basically, 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 cloaked with
their specific element. Basically, 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 needs to give them
offerings, conversation, and worship to not be the subject of their ire, for that is what they need.
They are the representations of the Diwa and Nature itself.”
Firstly, you need to know who your Kalagyo is. The Kalagyo is a chained Diwata, one that has three
functions: serve the Maharlika, maneuver the Meka, and operate the Diwal Systems.
You have freedom here to create and define who your Diwatang Kalagyo is. If they’re a diwata of
anything (War? Intelligence? Storms?) or not. Then choose their Principle, according to their
personality. Then choose a Trait from that Principle.
Always remember that Diwata are attracted to people that are similar to them, so take into account
your Maharlika’s personality or background when defining your Kalagyo. They will most likely be a
reflection of that.
Define what form they take shape in, how they manifest, what their name is. The Kalagyo is the
activating mechanism for the biomechanic mass 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, like the heart in western cultures, and 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 (sometimes the other way around). Choose a Principle for them
below, and then choose a Kalagyo Trait for them. The Kalagyo Trait is the trait of your Kalagyo that
gives powers and maneuvers to your Meka.
For every 3 successful missions, you may buy a new Kalagyo Trait, up to a maximum of 3 per Meka.
You may only choose Kalagyo Traits from your Kalagyo’s Principle.
The Kalagyo Traits only apply to Meka Violence.
VIOLENCER: Focused on dealing damage to a victim. Usually Violencer Diwata are Diwata of
Weapons, Warfare, Murder, and many more. Choose one Kalagyo Trait:
• Oryol’s Many Heads: If your target is Flanked, you may deal +2 DAMAGE.
• Insignia of Apolaki: In your Activation Phase, you may choose one enemy. If you attack that
enemy, you gain +1 Suwerte. This bonus disappears in the Upkeep Phase.
• The Tiktik’s Drink: Once per Round, if you hit one enemy, you may recover 2 ST.
• The Tikbalang’s Swiftness: Once per round, if you hit an enemy, you may Disengage.
• The Hunt of the Aswang: If your target does not have anyone next to them (other than you),
you may deal +2 damage when you hit.
SUPPORTER: The supporter, buffer, and usually healer of the team. Usually, Diwata of Medicine,
Healing, and Nature. Choose one Kalagyo Trait:
• The Emanation of Saint Luna: All your allies gain +1 Suwerte when attacking while adjacent to
you.
• The Tactics of Saint Datu: In your Action Phase, choose one ally in Reach 5. They may
choose to Use a Violence AGIMAT or Stride.
• Macnitum’s Grace: In the Upkeep Phase, you may choose one Meka in Reach 5. Their next
attack has +1 Suwerte.
• The Guidance of Gumamela Celis: In the Upkeep Phase, choose one enemy. The next attack
against them has +1 Suwerte.
• The Healing of Azcarah: Twice in one Encounter, you may use a Buff action to one ally within
Reach 10. You may choose to give the normal benefits of Buff, or you may make them restore 3
KT.
RULER: Weakener and crippler of the enemy team. Ruler Kalagyo are usually Diwata of the Sun,
Ruling, and Administration. Choose one Kalagyo Trait:
• The Castigation of Queens: Once per round, if one enemy has Suwerte within Reach 10, you
may give them +1 Malas as a Reaction.
• Kings Bow Down: Once per round, if you hit an enemy, you may perform Spiritual Warfare. If
you hit, that enemy is Prone.
• Luzbel’s Command: Once per round, in your Upkeep Phase, you may choose one enemy.
Whoever hits that enemy deals 1 [AP] bonus energy damage. This bonus lasts until your next
Upkeep Phase.
• The Manananggal’s Curse: Once per round, if one of your attack misses, you may choose one
enemy within Reach 5 from the first target and attack them with the missed attack, as long as
they are within range. You still have to roll for the attack.
• Malignant Earth: As an Action in your Action Phase, you may create a Burst 1 within Reach 10.
All those that pass, begin, or enter that Burst 1 are Slowed until your next Upkeep Phase.
DEFENDER: The savior, usually in the frontlines, saving their allies using their skill and body.
Defender Kalagyo are usually Guardian Diwata, Diwata of Death or Travels, as well as Diwata of
Boundaries. Choose one Kalagyo Trait:
• Hear the Song of the Weapon: If you hit a Marked enemy, you may Push them 1 space away.
• Retribution of the Spirit-Warriors: If one ally within Reach 5 is hit by an attack, you may stride
toward the one that hit your ally as a Reaction and may attack.
• 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.
MEKA CREATION
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 parts.
1. Meka Skills: Begin with +1 to two Meka Skills.
2. Baluti: Choose one Baluti. Baluti is the Bisaya word for “armor”. This acts as your Meka’s main
chassis and frame, upon which AGIMAT are attached.
3. AGIMAT: Choose 4 Agimat, 2 from your Baluti or Lakanate Systems, and then 2 from anywhere
else (including your Baluti or Lakanate Systems again). This does not incur Utang. Also, know
the limit of your AGIMAT Slots. You cannot equip a number of AGIMAT in a specific slot more
than what is listed with your Baluti.
MEKA SKILLS
The four traits of a Maharlika that are important in piloting a Meka and fighting using a Meka are the
following: COORDINATION, MANEUVER, FAITH, and MECHANICS. These begin at +0 and go up
as far as +5.
Meka Skills are added when making a Skill Check. These are kinds of checks that involve the
Maharlika’s ability to control, maneuver, and pilot their Meka rather than a Trait that they posses.
When told to make a Skill Check, roll a d20 + the Skills rating and see if it is equal to or higher than
the Difficulty Rating, which is usually 10 unless stated otherwise.
• Your COORDINATION [CRD] is the coordination of your Maharlika while piloting the Meka. You
add this to your attack rolls. Every 2 points of CRD adds +1 to damage dealt by your
Violence AGIMAT. Outside of combat, you roll this if you need to move things, if dexterity is
important, or if you need pure force or strength in an activity.
• Your MANEUVER [MVR] is the Maharlika’s ability to move their Mech. Add this to the Meka’s
Evade. Every 2 points adds +1 to Speed. Outside of combat, you roll this if you need to evade
dangers, move quickly, or move stealthily.
• Your FAITH [FTH] is the strength of your spirit and belief and connection of the Maharlika to the
Diwa, to their Kalagyo, and to the Systems of their Meka. Add this to your Spiritual Warfare rolls
and Resolve, and every 2 points adds to your Reserve Gahum (RG). Outside of combat you
roll this if you need to use systems to scan a place, or use the systems of your Meka in general,
scanning other kinds of Spiritek. Faith is important.
• Your MECHANICS [MCH] is your expertise and knowledge on mechanics, engines, and the tech of
your Meka and other kinds of technology. Mechanics is important to know where the Meka is most
robust, or powerful, and you can use that knowledge to strengthen it even further. Add this to your
Toughness, and every 2 points of this adds 1 point to your Stability (ST). Roll this if you need
to push your Meka past its limits, if you need to endure dangerous conditions and statuses, or if
you have to rev up and use your Gahum Reactor.
During Character Creation, you begin with +1 to two Skills in the beginning, and then you may raise
these later, as Trade Activities.
The MEKANISADONG SANDATA (MECHANIZED WEAPON), or Meka, is a kind of weapon that may
be worn like the armor of a warrior. Mech use flourished during the time of expansion, when
journeying past the Horizon was important. There, away from the Life Rays of the Banwa, the Center
of the Universe, they struggled with the dangerous, violent, and foreign planets that they
encountered. The greatest scientists, mechanics, and shamans quickly built a suit of armor made of
steel, ironwood, and bamboo. This first suit was called the Mechanized Suit: MEKA-0, almost 20 feet
in height. This was the first Meka, although it didn’t need a Gahum Reactor nor a diwata to be used.
The MEKA-0 was piloted onto the planet “Kapitbahay”. There, the mission succeeded. MEKA-0 was
not destroyed, and was able to endure the violent environment, kill local behemoths, and most
importantly of all, find a new kind of resource: Luzbel. Luzbel is a kind of mineral that looks partly
steel and partly wood, and pulses with a color that changes whenever it is possessed by a Diwata.
This is a material that is sturdier, 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.
The new generation of Meka was supposedly too difficult to pilot with normal piloting procedures and
skills. There was no motor systems capable of moving quick enough to take advantage of the newer,
lighter yet more durable Meka. The new generation of Meka were still walking tanks, shaped like
humans. There was no motor or engine that was able to output enough energy to quicken the Meka…
Until the Diwata came. The first Diwata that fused with a Maharlika, the first kalagyo that then
possessed the systems of the Meka (since the Meka was technically made from very natural
resources) was found during an event in a far off planet, where a Maharlika almost died fighting a
behemoth.
There they found that a Diwata--one of these hyper-conscious, transcendent nature god-beings--were
the answer to piloting the system, while the Maharlika piloted the Meka. The diwata fused with the
Meka, allowing it faster movement, maneuverability, and increased durability. The catch was: the
Meka had to retain a humanoid shape, as the Diwata was connected to the Maharlika, and a
Maharlika was still human, and thus moving a human-shaped suit was easier.
To power the intense functions of a Diwata, savants and shamans worked together and created the
GAHUM REACTORS: engines that used Gahum (the energy of possibility, which can only be found in
two places: within newly formed stars, as its residue, and within the hearts of exploding suns) to
produce the massive amounts of energy needed, which was then harnessed by the Kalagyo (the
Diwata Chained to a Maharlika) and used to power the Meka. Thus came the new age of pilots, that
needed both a Maharlika, a Kalagyo, and a Gahum Reactor. This new breed of spirit-warrior pilots
were called NEOs.
The new generation of Meka was feared on the battlefield. Usually, they can be immediately sensed
by sensors and radars due to the Gahum Waves that are released every time a NEO appears. They
are feared as well because of their quickness and litheness, as if they were the armor of a war god. A
true mechanized weapon.
Every move, every twitch, of the Maharlika, is followed by the Meka. The Diwata is the Soul of the
Meka, and it is one with the soul of the Maharlika. That is a NEO.
In the end, the MEKA-0 disappeared (although the creation of Mass-Balutis, mechs without a diwata
or a gahum reactor that were easier to build, but slower than a NEO, still continued, marketed until
today as Mechanized Workers) right as the Maligno, alien beings from the darkness of the Horizon,
arrived. There, the NEO were put to the test. The first Maligno War began, where breakthroughs in
Meka construction happened and the Maharlika multiplied as pilots of these Meka.
Eventually, Humanity won against the Maligno and drove them back to the darkness they came from.
Mechs were now important in solving problems within the Archipelago, to halt its slowly impending
doom, thanks to the end of the Second Lakanate.
Of course, the boom in Meka construction happened during the First Corporation War, when there
wasn’t a paramount government, that happened 200 years ago. Here each corporation created their
own Mekas, until only 4 corporations reigned supreme. These would eventually become the
Megacorporations of the current era: SD-SK, KLL, GHW-S, and KOMSA.
Due to their design, which usually reflects the personalities and beliefs of the Megacorps, it is not
uncommon for people to actually worship the Meka as walking idols. They wouldn’t be wrong,
especially since one does need a diwata to pilot a NEO properly.
How are they made? In the new age, the new way of creation is through the use of Altar-Factories.
The Altar-Factories are both Meka construction sites as well as ritual sites for new Meka and Diwata
needed to power these Meka. It is a factory because this is where equipment and baluti are formed,
but they are also altars because they perform rituals here to rechain unchaining Kalagyo, as well as
to perform rituals to transmute Gahum to Diwanites, programmable matter that is used to craft
Mekas wholesale, with resources coming straight from Gahum mines, Diwata, or (more darkly) other
living beings.
Each Megacorp sports different Altar-Factories.
• SD-SK Altar-Factories are huge weapon bases, filled with military personnel and commanders,
with a very industrial look.
• KLL Altar-Factories are actual cathedrals and basilicas with mechanised arms and robots that
perform the heavy labor.
• GHW-S Altar Factories are groves and spirit shrines deep in the forest, around powerful loci of
power such as strangler figs, large boulders, or sacred lakes, and they have wooden automata
helping their work.
• KOMSA Altar-Factories are bleeding edge warehouses and facilities filled with servers,
blackglass, and mirrorshades.
• BA Altar-Factories are strange, throbbing churches and cathedrals of life and mass. Usually
they are similar to bee hives, with hexgons as compartments and shelves and rooms, with bright
gold “honey” flowing through and powering them. You swear you can hear a heartbeat
somewhere.
Usually an Altar-Factory is where new AGIMAT are made. When one new piece of equipment is made
in a Altar-Factory, its essence can be copied into the Diwa through the Lambat. Because of this
functionality, they created Printers that can print out new equipment wholesale using only the
encoded rituals within it to use the Diwa Particles to form an entirely new piece of equipment. A
Printer usually only needs maintenance every month, by a Katalonan, because if not, the Printer
might explode or get destroyed by diwata.
It is important to note that a Printer can only print something that has already been created in an
Altar-Factory in the past. New equipment cannot be printed. Also, large Printers 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 Baluti 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.
• 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.
• EVADE: The ability of your Meka to avoid all sorts of physical attack and dangers.
• 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.
• Baluti Traits: traits unique to the Baluti you have chosen as a main frame.
• Gahum System: The special System that arises from your Baluti’s Gahum Reactor, unique to
every Baluti. This is usually a hugely powerful explosion of power or skill.
AGIMAT
AGIMAT is an acronym that means “AKTIBONG GAMIT at ISIGANG MATeryales”, which translated
means “Active Use and Dynamic Materials.” These are the modules, systems, protocols, weapons,
mounts, ordnances, and other such equipment that a Meka can use, be equipped with, or swapped
parts with. These are the things that give NEO Mecha their signature modularity. Each Megacorp
creates AGIMAT for their Baluti, but because of the Law of Weapons, the Megacorps must share their
AGIMAT with other Corporations. Because of this, NEO have the ability to mix and match and be
more effective than before.
You begin with 4 AGIMAT that don’t incur Utang to buy. 2 AGIMAT must be from your Baluti or
Lakanate Systems, and then the other 2 AGIMAT can be from anywhere else.
There are four AGIMAT Types: Violence, Reactions, Support, and Movement. Each Baluti has slots
that indicate how many AGIMAT of that type a certain Meka can equip during a single mission. They
may swap equipped AGIMAT around during Maintenance.
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:
• One [PRIMARY] and one [OFFHAND]
• Two [OFFHAND]
• One [TWO-HANDED]
• [AUX] AGIMAT do not need to be readied to be used.
Reaction AGIMAT are systems and protocols that help with reactions, the twitches and movements
of a Meka that move with its own sixth sense, thanks to the Kalagyo. Usually these are Protocols.
Each Reaction AGIMAT is a Reaction unless otherwise stated in the AGIMAT itself.
Support AGIMAT are arguably the most numerous type of AGIMAT. These are the AGIMAT that
strengthen and give utility to a Meka.
Movement AGIMAT are systems, protocols, equipment, and parts that give utility to movement,
change one’s mode of transport, or gives quickening skills to the Mech. Usually these change your
lower chassis.
TAGS
AGIMAT have these following Tags.
• [ACTION]: You may use this as an Action in the Action Phase.
• [ACTIVATION]: You may use this during the “Use an AGIMAT” part of the Activation Phase.
• [UPKEEP]: You may use this during the “Use an AGIMAT” part of the Upkeep Phase.
• [MISSILE]: AGIMAT that have these Tags launch projectiles that you deploy on the battlefield
on a space halfway between you and the target. The missile hits the target on the last portion of
the Upkeep Phase. The missile is always homing, even if the enemy moves. However, the
missile can be attacked, and has an EVADE of 10. If it is hit, it explodes and is non-effective.
• [TRAP]: AGIMAT with this tag must be deployed within its Reach. The effect of the AGIMAT is
activated if one steps into its space or into a space adjacent to it.
• [SHIELD]: If the AGIMAT with this tag is Readied, all attacks against you have +1 Malas.
• [DIFFICULT]: You have a +1 Malas when attacking with AGIMAT that have this tag.
• [PUSH X]: This AGIMAT pushes the target X spaces with every hit.
• [SEEKING]: Ignore cover and this attack may hit targets even without Line of Sight.
• [AP OR ARMOR-PIERCING]: One cannot apply Toughness to the attacks of the AGIMAT with
this tag.
• [BRUTAL]: AGIMAT with this tag consider results of 19-20 as Critical, instead of just 20.
• [SECURE]: The damage of this AGIMAT never goes below 1, and will deal 1 point of damage
even if it Misses. The damage from a miss does not get modified by anything, and will always
deal 1 damage.
• [RELOAD]: Every time you use this AGIMAT, you must use an Action to reload before you can
fire it again.
• [COOL DOWN]: All AGIMAT with this tag can only be used once before needing a Repair to be
used again.
• [LIMITED X]: The X is how many times the AGIMAT with this tag can be used before needing to
restock. Usually, you can only restock during Maintenance.
• [AURA X]: This creates a Burst X around the creator of the Aura. All those within the Burst are
affected by the Aura’s effects.
• [OFFHAND]: You may Ready this AGIMAT even if you already have another Violence AGIMAT
ready.
• [TWO-HANDED]: You cannot Ready other Violence AGIMAT if you Ready a Violence AGIMAT
with this tag.
• [AUX]: This Tag is usually found on Violence AGIMAT. An AGIMAT that has this tag does not
need to be Readied to be used. These are usually weapons mounted onto your chassis, such
as shoulder rockets, chest missiles, wrist blades, etc.
• [REACH X]: This is the range of the effect of the AGIMAT. It affects all targets within Reach.
• [LINE X]: The effect of this AGIMAT affects ALL combatants within the Line. This creates a Line
from the launcher which affects all those that are in the the Line encompasses.
• [BURST X]: All the targets within the Burst are affected by the AGIMAT. X is the number of
spaces affected, with an origin starting from the player’s space, spreading out in every direction.
• [BLAST X]: All targets within the Blast are affected by the AGIMAT. The X is the number of
spaces starting from the origin, shaped in front of the launcher, with an origin starting from one
side of a space or one corner.
• [WATCH X]: This is the range of which enemies can be affected by your Watchstrike. AGIMAT
with the WATCH tag are the only AGIMAT that can be used to perform Watchstrikes.
• [RANGED]: The attack is ranged. You trigger a Watchstrike if you use this while adjacent to an
enemy.
• [INNATE]: AGIMAT with this tag do not need to be activated. They are always on.
• [DRONE]: AGIMAT with this tag can deploy Drones that do not count as Allies. They can be
attacked. All Drones have the following traits:
◦ 6 ST; EVADE 11; If attacking, +1 vs. EVADE. Deals 3 damage if it hits. FRAYING goes
straight to ST. If deployed, choose one space within the Reach of the AGIMAT.
Reading an AGIMAT
The AGIMAT are formatted as such:
—-
(TYPE OF AGIMAT) // (Name of the AGIMAT)
[DESCRIPTION AND LORE OF THE AGIMAT]
[THE TAGS OF THE AGIMAT]
[EFFECT OF THE AGIMAT]
—-
LAKANATE SYSTEMS
The Lakanate manufactures its own line of AGIMAT, known as Lakanate Systems, or LS. This is
the foundation of most AGIMAT going forward. If an AGIMAT does not meet the standards of the
Lakanate Systems, they cannot be manufactured from Altar-Factories. When you buy an AGIMAT
from LS, you gain only 1 Utang from the Corporation you serve under.
LS VIOLENCE AGIMAT
VIOLENCE // Machine Longknife
[REACH 1] [WATCH 1] [MELEE] [OFFHAND] [ACTION]
Deals 2 material damage.
VIOLENCE // Mechpistol
[REACH 5][WATCH 1] [MELEE][OFFHAND][ACTION]
Deals 3 material damage.
LS MOVEMENT AGIMAT
MOVEMENT // Speed Mechanics
Thrusters are connected to your Meka, pushing you using material force.
[INNATE]
You have a +2 to your Speed.
LS REACTION AGIMAT
REACTION // KALASAG System
For the Lakanate, protection and safety of the Meka and Maharlika are important. The KALASAG
system activates on a confirmed hit, deploying a hard-light shield to blunt the impact.
[LIMITED 3]
If you’re hit with an attack, you may add +4 to your EVADE as a reaction. If your new EVADE is higher
than the attack roll, you evade the attack entirely.
REACTION // Revenge
An AGIMAT protocol that automates attacking one enemy that has dealt damage to your systems.
[COOL DOWN]
If you are hit, you may attack the one that hit you as a Reaction.
LS SUPPORT AGIMAT
SUPPORT // Hardness Mechanics
An additional Gahum Reactor is connected to your systems, giving additional strength to your Meka.
[INNATE]
You have +1 to your RG/Reserved Gahum.
SUPPORT // EXO-Carapace
A tough exoskeleton that creates a thick carapace around the baluti of your Meka.
[INNATE]
You have +3 Toughness. You may buy this AGIMAT more than once, up to a maximum of 3 times.
SUPPORT // RG ENERGY
Connected backup reactors make sure that you always have energy when needed.
[LIMITED 1][PERILOUS][UPKEEP]
Choose one AGIMAT that has a [COOL DOWN] tag (that isn’t this AGIMAT). You may use that
AGIMAT again.
Every Megacorp provides a chassis to their Maharlika. These are called Baluti. During Character
Creation, choose one from the following list.
The Baluti dictates what your starting Stability and Reserve Gahum are, and your base EVADE,
RESOLVE, Speed, Toughness, Size, and number of AGIMAT slots.
Every Baluti 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.
At first, during Character Creation, you begin with 4 AGIMAT that you can buy for your Meka, which
don’t incur Utang. The first 2 AGIMAT must come from the Agimat options given by the Baluti you
chose, or from LS. The other two can come from anywhere.
Every Baluti also has a GAHUM SYSTEM, a powerful core ability. You can only use this once
per Maintenance. Usage of it returns after a Maintenance, when your Meka’s Gahum Reactors
have stabilized.
THE FIVE-PETAL GUMAMELA: THE FIVE MEGACORPORATIONS,
FORGER OF MEKA
In the current times, Time of Darkness 10, or TiDa 10, the true leaders of humanity in Arkipelago are
the four Megacorporations. They are different from normal, economic corporations, because thanks to
their size and strength, it wouldn’t be wrong to call them nations on their own right, thus it is common
to call them “Corpo-states” as well. They have their own little regions and provinces where people live
as part of their mandala, their political and economical hold within the galaxy. The mandala is their
sphere of influence within the galaxy of Arkipelago. Here 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 to 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, who work dangerous jobs in service of a Datu,
or a Maginoo, or even an Alipin that they wish to help. Beneath the Maharlika are the Alipin, the
servile class, the working force, the proletariat.
Every Corporation implants their own little quirks and traits into the Baluti they forge. When creating a
character, choose a Baluti from the following list. The images of the following baluti 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 Corpostates serve (even if they aren’t directly under the Lakanate) the Lakan of the Lakanate.
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.
As a Maharlika, during character creation, you may choose which Megacorp you serve. That is the
privilege of a Maharlika, after all. You may switch your loyalties, although loyalty to a single Megacorp
is highly valued. Whenever you switch Megacorp loyalties, you gain +1 Utang to your old
Megacorp.
Each Megacorp have personalities and design sensibilities when it comes to manufacturing baluti and
constructing Meka. In summary, these are what each corporation has to offer:
[SD-SK] - SANDATANG SANGKATAUHAN
Gahum System
CRY OF REVOLUTION TO REALITY
The BAGANI balutis 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 attack that enemy.
GAHUM SYSTEM
TERRAIN MODEL: POWER SAPPER TEKNIKA
Using this, the OVERCHARGE TRAP systems are activated, found within the GERILYA baluti. 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.
SUPPORT // TRAPMASTER
A new modification that gives greater area-of-effect to all your Traps, a new invention of SAKO.
[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.
SD-SK PINUNO
A baluti that is dangerous to use, but tough and made of sturdy Luzbel. This frame is equipped with
vents that release excess used Gahum because the PINUNO’s systems are centered around its
usage of its Gahum Reactor. Thus why it is dangerous to use: usually, the Reserve Gahum within the
Meka is expended to strengthen its effects. The PINUNO is most known for its EXCEED-System
which ignites the Gahum Reactor. Use wisely. The AGIMAT of the PINUNO are based on enhancing
your allies with Excess Gahum.
Size 2 | KT 9 | RG 6 | TOUGHNESS 10 | Speed 3
EVADE 10 | RESOLVE 10
STARTING SLOTS
Violence 2 | Reaction 2 | Support 3 | Movement 1
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.
[KLL] KORPORASYON NG LIBONG-LINTI
Translates to “Thousand-Lightnings Corporation”
Created by the priests and bishops of the True Faith, at first they were simply a mining corporation
that eventually 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, wherein they send prayers
to the Banwa or the Land of God in the center of the galaxy to get oracles and divinations about the
future or(more importantly) to find out where the next dying star will be so that they can harvest its
dying heart for Gahum. They are the primary providers of Gahum Generators for colonies and
planets.
The KLL is under the Lakanate, but they have enough power thanks to their cult that they can afford
not to follow every directive from it.
As a religious and theocratic corporation, they often only allow Banwaists within their ranks (although
they are more flexible when it comes to Maharlika). Usually priests and katalonan go to and come
from here, working for the technochurch.
They have a monopoly over the religion of the Galaxy, having the largest sect of the True Faith, as
well as energy, being the prime supplier of Gahum Generators, which are usually used to power
entire planets with limitless energy. These Gahum Generators are almost always hidden within the
main planet Cathedrals, which are always near the Planetary Dambana of the Diwata. Only their
Maginoos and Datus can access these places, usually.
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.
The KLL sports a very church-like, congregational structure, with the Paramount Datu acting as a
Pope and being called a Santo-Hari, the Datus 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.
Their Baluti are focused on the usage and flow of Gahum, the energy that powers all things
(especially Meka). They use this Gahum to control, strengthen, fortify, and deal all sorts of damage.
Their mechs are immaculate, rich, majestic, and colorful. Usually, they look like statues of saints and
angels or 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.
KLL MAGALLANES
One of the most well known baluti in Archipelago. It looks like a chassis fit for a king, made from
blazing BAKAL-ADLAW platings manufactured by the KLL, mined from hearts of stars and fused with
Luzbel. The KLL MAGALLANES also uses the new SPIRITUAL COMMANDMENTS protocol to give
orders to allied Kalagyo, or to strengthen them. Because of this, it is rare to find a squad that doesn’t
have a MAGALLANES.
Size 1 | ST 12 | RG 4 | Toughness 3| Speed 4
EVADE: 10 | RESOLVE 10
Starting Slots
VIOLENCE 2 | REACTION 2 | SUPPORT 3 | MOVEMENT 1
Traits
Knight and Commander: Once per round, if you attack and hit an enemy, choose one Ally. 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 within that reach 3 spaces and then they may attack with +1 Suwerte.
Traits
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 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.
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 +1 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.
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.
Even though they are under the Lakanate, they are one of the largest critics of it. They believe that
the Lakanate is an old institution that propagates a broken hierarchy that should not be used
anymore. It should be overthrown, social stratification abolished, and all should work together for the
future of mankind.
In truth, they are being oppressed by the Lakanate, which seeks to remove their livelihoods and
replace traditionally grown food with industrial and manufactured foods for the sake of saving money
and resources. This is also so that the rich businessmen (who are allied with the Lakanate) could start
businesses without GHW-S licenses required, as GHW-S enforces ethical standards upon
businesses, which can cause lower capital. They come into conflict with the SD-SK more often than
not. Now, during the time where the Lakan is lost, the GHW-S has doubled its efforts, looking for
helpers and sympathizers for their cause to resist the oppression of the Lakanate.
Their structure is more or less adherent to the usual structure of Paramount Datu, Datu, Maginoo,
Maharlika, and then Alipin. The difference is that within their mandalas and settlements, the 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. They 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.
Their Mechs were once used as security for their farms, as well as tools on those very same farms.
The workers of Ginhawa made their own technology: the “Heretic System”, which they use to change
nature itself. Their Mechs are weird, comparable to diwata, connected to nature, and organic.
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 and wants to replace it with a more benign state that supports
the rights of the workers and the common man over the elite’s.
GHW-S HUKLUBAN
In the new age, the HUKLUBAN baluti has become a beacon of the skill and oddity of the GHW-S.
Built from black neomangkono, with a shock full of white “hair”, and always accompanied by KULAM
Drones, which 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 barangays to monitor them. The HUKLUBAN is also used in recon, escort, and
protection missions.
Size 1 | ST 9 | RG 4 | Toughness 1 | Speed 4
EVADE: 10 | RESOLVE 11
Starting Slots
Violence 1 | Reaction 2 | Support 3 | Movement 2
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. Once it covers an enemy (which is usually
imperceptible, it is made of Diwanites), the drone then separates into tiny Diwanites that can create a
copy of the covered enemy from the ground up, producing a perfect clone. But the Diwanites and the
Technoweave have causation transmitters, meaning that anything that is done to the Diwanite Copy
happens to the enemy itself, as if they were being affected. 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.
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 use 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 that are bigger than you by 1 Size. You can grab
up to 2 enemies.
GAHUM SYSTEM
GREAT WRATH OF THE GREAT GOD
An anomaly within the Gahum Reactor of every YNAGUIGUINID baluti. Even when the GHW-S tried
to change the Master Copy of the Baluti 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.
The singular Corporation that is NOT under the Lakanate, but they have to follow its directives
anyway because the Lakanate has power over Arkipelago. They pray to a different god: One With No
Name. Because of their expertise in the Lambat, they use much of the technology that capitalizes on
it, and because of the “Chaotic-Science Theory” that they apply to their tech, they can change reality,
manipulate spacetime, and other weird effects.
KOMSA are the controllers of Salapi, the “currency” in Arkipelago. They are also the ones that expand
the reach of the Lambat, an internet of things that is made up of cutting-edge technology and gives
instant communication. They are the ones that raise Baletes, not true balete trees (otherwise known
as strangler figs, which are believed to be where spirits live in Philippine Folklore) but are actually
towers that connect a place or zone to the Lambat network.
Other than this, they are the foremost creators of Artificial Intelligences and other kinds of programs
and technology that assist humans. They are the ones that give color and joy to the masses through
their shows in the Lambat, but they are also the ones that control this media. Since they control
Salapi, they hold much power and are often feared. They could, theoretically, wage war against the
Lakanate, but that is not feasible because the three Corporations would fight against them (and they
can’t survive another Corporation War) and the Lakanate is important to their economy.
The operatives of KOMSA are also usually hidden within their “Spirit-Dwells”, where they have fun
and play and be by themselves in a virtual space.
They worship the God With No Name, a God that is “always felt, never seen”. It is said that this God
is the Lambat itself, while others say it resides in the furthest reaches of the universe. Even others
say they can find it in the void between the Diwa and Material, whatever that means.
Of course, since they control Salapi flow, it’s hard to not be corrupted. In fact, KOMSA is an
overwhelmingly corrupt Corporation, so much so that the corruption of the system is how the
Corporation actually works. If you want to be paid, you have to steal it. If you want a reward, you have
to infiltrate a Maginoo’s vaults, and KOMSA is in charge of creating defenses. If you pass the
obstacles, you are worthy of the riches. Since they have monopoly over Salapi and some of the
Lambat, (only blocked by the Lakanate) many go to them for work and money, and they profit off of
the Lambat.
That said, their structure is a lot more free and a lot more horizontal. They have Datus and Maginoos
and Maharlikas, but those monikers mean almost nothing to the person with the most money and
influence in the Lambat. Due to this, the current Paramount Datu isn’t actually a blue-blooded
descendant of royalty, but actually a Maygintawo that earned the spot due to taking advantage of
Salapi and Lambat trade. KOMSA members are encouraged to follow this line of thinking, that
through hard work and entrepreneurship, they will get the life that they deserve.
Truly rich, KOMSA seeks to expand their mandala for the No Name God.
Their Mechs are usually weird, often using Lambat parts. They are ethereal, ghostly, and demonic,
but in contrast to GHW-S, their mechs are never organic, and always have a corporate, punk, or
magitech design and style.
Their Datu is Sidyuko Yrneh. A great businessman that can make a profit off of anything. He was
once a poor Aliping Sagigilid that only grew to power due to taking advantage of strange economic
fluctuations and entrepreneurship opportunities after the two wars that eventually boosted the
KOMSA to the greatest heights. He has a burning desire to topple the Lakanate and create a
government that supports freedom for all beings, eradicating the feudal order of Alipin and Elite,
although still putting the rich in power...
KOMSA KAPNAYANERO
One of the first Baluti 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 came back with the knowledge of the Chaos Science, a secret science that
concerns possibility. The Drones of the KAPNAYANERO can change the possibility and reality of the
battlefield, but this new power of the KAPNAYANERO is highly volatile and hard to control.
Sometimes, if one pilots a copy of the baluti, the words “CELIS. CELIS. MARIA. MARIA.” appear in
their mind.
Size 1 | ST 10 | RG 5 | TOUGHNESS 2 | SPEED 3
EVADE 9 | RESOLVE 11
STARTING SLOTS
Violence 1 | Reaction 2 | Support 3 | Movement 2
Traits
Chaotic Heart: Unstable Reactor: If you roll a Critical on an attack, slide the enemy you hit 1 space
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 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.
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: GHOST THAT IS NATURE
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.
During your Upkeep Phase, you may activate this. This creates an Aura 2 centered on you. All those
within your Aura are invisible, even yourself. This includes even the terrain, meaning that terrain
turned invisible 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.
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.
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 any movement never happened, attacks never happened, AGIMAT were never used
(potentially letting Support AGIMAT that have the [COOL DOWN] tag be used again). 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.
SUPPORT // HASTE
The Paramount God-Lord, there were Three that wished to baptize Him. He ran away. None could
chase Him. MEORMAM MEORMAM MEORMAM.
[LIMITED 2][REACH 5][UPKEEP]
This mount shoots a virus that overclocks the systems of allied Meka, quickening them to action.
Activated during the Upkeep Phase. 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 baluti… 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 // 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. MEORMAM MEORMAM MEORMAM.
[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.
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.
[BA] BAKUNAWA ARMASAN
Translates to “Bakunawa Armory”
The Bakunawa Armasan is one of the newer Megacorps to have been created. 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.
Thus they have stepped forth and created Bakunawa Armasan. 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 (although, with the loss of the Lakan, that might change soon…)
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 are a kind
of celestial diwata that 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. The Alipins of the
Bakunawa Armasan, as they have since become a large corpostate, are generally paid handsomely
and given good living conditions, due to their main job being the vital work of mining for Luzbel and
collecting Xenobeing parts.
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. Through them they
also learn more about the Diwa, 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 are 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.
Their Meka are very distinct since they are almost always a mix of Luzbel and organic materials, such
as insectoid carapaces, bones, muscular tissue, fur, webbing, and many more organic materials that
come from Xenobeing knowledge.
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, and 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.
BA SAWA
The BA SAWA was one of the first Baluti manufactured by the Armasan. When creating the Baluti
they tried to make something that could be used to maneuver through dangerous environments and
the alien seas and lands 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 mobile suit made for alien traversal and fighting against
hostilities.
.
Size 1 | ST 13 | RG 4 | TOUGHNESS 3 | SPEED 6
EVADE 11 | RESOLVE 9
Starting Slots
VIOLENCE 2 | REACTION 2 | SUPPORT 1 | MOVEMENT 3
Traits
Xenoterrain Adaptations: This Baluti can survive and function without 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.
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 Reach 3 of it.
The Teachings of Saint Makanduk: When you Attack, you may move 1 space toward your target
before making the attack. This still incurs Watchstrikes.
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.
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.
TRAITS
PARADOX OF MULTIPLICITY: SPAWN AND ONENESS: When deploying this Meka, choose up to 4
spaces within Reach 6 of each other. These are all the MABABARANG, and are called its Spawns,
and are usually mini-Diwanite drones that coalesce into larger techno-insectoid swarms. However,
they can all be attacked and inflicted damage normally, and are treated as normal combatants or
allies. When a Spawn suffers damage, the damage goes to the MAMBABARANGs ST normally.
When performing an action, you only choose one Spawn to do the Action. When Striding, only one
Strides. When Boosting, only one Boosts.
As an Action, you may choose to combine all of the MAMBABARANG’s Spawns into a single form,
coalescing and combining into a single Baluti. This state is called Oneness. While in Oneness, switch
the MAMBABARANG’s EVADE and RESOLVE. You may start Meka Violence in Oneness.
THE HONEY DRIPS.: If an ally starts their Action Phase adjacent to a MAMBABARANG’s Spawn,
they gain +1 Suwerte to their next attack.
GAHUM SYSTEM
UNTIL ALL ARE ONE IN THE INFECTED SWARM: /// NAMUMUGAD
Let this be our proverb, as we embrace the battlefield, and the very skies turn lead with our insectoid
carapace, and the air is transmogrified into hex buzzes as we infest reality.
All of the MAMBABARANG’s Spawns expand, infusing themselves into the very air. Each of the
Spawns creates an AURA 2 around them until the end of the Encounter. All combatants within the
AURA are Impaired. If in the state of Oneness, the AURA becomes 3.
◦ Their Weapons are considered as Violence AGIMAT. Other AGIMAT are considered
Support.
• They are considered destroyed once they reach 0 ST. They still have RG. If they fall to 0 RG,
additional Fraying deals Energy Damage.
• The Drones of the NPCs still use the same stats as the [DRONE] tag.
• Their AGIMAT don’t have Tags, they simply have weapons and utility. The effects of their
equipment is written alongside the equipment.
◦ Some of their AGIMAT have Cool Down (X). This means if that AGIMAT is used, they may
roll a 1d6 during the Upkeep Phase. If the result of the roll is X or above, they may use it
again. If not, then they can no longer use that AGIMAT.
LEVELS OF POWER
Each NPC has a Level when it comes to their skills. Most enemies are Level 1, but more powerful or
more skilled enemies may have higher Levels, up to 3. This can be a good way to showcase how a
non-NEO Meka (meaning they can’t perform Sumiklab) can be a notable threat against the Player’s
Maharlika NEO Meka.
If the enemy is Level 2: add +3 to their ST, RG, Damage, all of their Attacks, and Toughness. Add +2
to their EVADE and RESOLVE. They have 1 extra AGIMAT.
If the enemy is Level 3: add +6 to their ST, RG, Damage, all of their Attacks, and Toughness. Add +4
to their EVADE and RESOLVE. They have 2 extra AGIMAT.
SQUADS
Squads are NPCs that are entire groups, usually they will show up as squads of infantry, which can
be threats against Meka.
• They always only take up one space, but have an Aura 1. All that are within or adjacent to
this Aura are attacked by the Squad when they attack.
• They cannot be Forced to Move from Ranged and Melee attacks. But Area-of-Effect attacks
can affect them with Forced Movement.
• A combatant can enter the space where the Squad is. But their space is considered Difficult
Terrain and it triggers their Watchstrike.
QUICK-CREATE
If you need to quickly create an enemy, follow these guidelines:
• Their Speed is 4. If they are supposed to be heavy, 3.
• Their RG is at 4.
FRAME
The Frame defines the skills and other statistics of an NPC. This also defines what their role is in
combat.
When creating an NPC enemy, follow the following steps:
1. Choose a Frame from below.
2. After choosing a Frame, you may choose 2 AGIMAT: one from the Frame itself, and then
another coming from anywhere else. Higher Levels give you more access to more AGIMAT.
3. For more variance, you may swap 1 weapon from the Frame chosen with another Frame’s
weapon.
While each of the Frames here defines and showcases various Meka Frames used by most
corporations. Usually, they are considered Mass-Pro (Mass-Production) units . However, the game is
yours: feel free to refluff them as much as possible, even to create new NEO baluti, using the Grade
system.
The 12 Frames detailed here are as follows: PAKIL, BARILERO, KUMANDANTE, ARTILERYA,
GRANADIERO, SUNDALO, MANUNUMPA, MANGGAGAMOT, GAPANG, and ESGRIMA.
If you want to randomize enemies, you may roll a d12 if you wish, with the number corresponding to
the order.
Frame Role
Each Frame also has a Role in combat, which is important when it comes to building fun encounters.
If you want to represent an encounter that is straightforward, you might fill it with simple Striker Role
enemies. If you want a longer, more interesting encounter, you might want to create a whole
competent team from each of the five roles.
The current roles are the following: Striker, Blaster, Protectors, Controller, and Buffer.
Front-Liners
These Frames are meant to be in the front-line of battle, holding back the wave of hostiles.
• Strikers are adept at getting in close and attacking in Close Combat. They are usually equipped
with powerful close combat weapons and with adequate ranged combat weapons.
• Protectors are usually units made to suffer a large amount of damage and be able to deal
adequate damage back. They’re made to try and block enemy movement and to keep the heat
off of their own allies.
Mid-Liners
These Frames thrive in the midst of the fight, making sure they can reach their allies when needed, or
they can get into firing range at the tip of a hat.
• Buffers are adept at strengthening their allies and making them stronger by giving them
Suwerte, raising their defenses, or giving them extra actions.
Back-Liners
These Frames are meant to stay away from the action, controlling the battlefield and picking enemies
off from a safe distance due to their inherent fragility.
• Blasters are the opposite of Strikers, in that they’re made to get far and deal damage from afar.
They usually have low defenses, but make up for it with high damage.
• Controllers are adept at controlling the battlefield, either with hard control through moving
enemy’s, or soft control through weakening units with statuses.
PAKIL
Striker
The PAKIL frame is a swift and quickly deployed chassis. 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
Attack
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: Left for Dead: If the target of the Meka has no other beings other than the PAKIL adjacent
to it, deal +3 damage on a hit.
Mechanics: DON’T MESS UP MY TEMPO: If the Meka has Evaded an attack, it may Disengage 3
spaces as a Reaction.
Mechanics: RUSHING: Cool Down 6. This Meka may attack twice.
BARILERO
Blaster
The BARILERO is a Frame of a ranged-type chassis. Don’t try to put this too close: that would be too
dangerous.
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
Mechanics: HEART SHAKER
You may reroll one attack that missed, once every Round.
AGIMAT
SYSTEM: Coldpoint Apex: Activate this during the Activation Phase. This Meka’s next attack has +1
Suwerte.
TECHNOLOGY: SHINE DRONE: Cool Down 6. Deploy this drone within Reach 5 as an Action in the
Action Phase. All within Reach 2 of the Drone suffers +1 Malas to all their attacks.
SYSTEM: Touch Me Not: Cool Down 6. If this Meka would be attacked by a Watchstrike because it
used a Ranged attack, that Watchstrike suffers +1 Malas.
GRANADIERO
Controller
The GRANADIERO was a frame made for mining and destroying asteroids. During the Corporation
War it was turned against the then dominating Sais-Anim Corpro to destabilize and destroy the mining
industry, giving the SD-SK an upper hand and eventually leading 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
MECHANIC: Love Bomb
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 an Activation Phase, creating a Burst 1 explosion around
each. +1 vs. EVADE of all those caught within the Burst, dealing 5 AP energy damage.
AGIMAT
SPIRITECH: SPIRITIST BULLET: Cool Down 6. When this Meka attacks using a RANGED weapon,
they may replace the damage they deal with Fraying 2.
SPIRITECH: SECRET BOOM: During the Upkeep Phase, this Meka may deploy a Mine within 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, +1 vs. EVADE, dealing 3 material damage to all those within the
Burst.
SPIRITECH: LANTAKA TURRET: 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. +1 vs. EVADE, dealing 3 material damage.
SUNDALO
Protector
The SUNDALO-class Frame is one of the toughest and 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
War Protector: Halve all material damage dealt to the SUNDALO (before Toughness is applied).
AGIMAT
SPIRITECH: PLATING MESH: All damage dealt to this Meka is reduced by 1.
Protocol: CUT: If the Meka attacks, they may also attack an enemy adjacent to the original target.
SPIRITECH: PUMPED-UP KICKS: 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.
MANUNUMPA
Controller
Made by KOMSA, the MANUNUMPA class Frame is a chassis that has a LAMBAT-Weave that allows
it to enter into the Lambat and manipulate things within it. Originally made to be a traverse-suit for
phsyical Lambat insertions, now has a combat utility.
Size: 1
Speed: 4
ST/RG: 12/6
SPIRITUAL WARFARE: +2 w/ +1 Suwerte
EVADE/RESOLVE: 8/12
TOUGHNESS: 1
ATTACK
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
Fuzzy Frequency: This Meka is Invisible during the Activation and Action Phases, and only becomes
visible when attacking or during the Upkeep Phase.
AGIMAT
SPIRITECH: GHOST PETAL: Cool Down 6. On a confirmed hit with a physical attack, this Meka may
convert the damage it was dealt into Fraying.
DRONE: MINI-SORCERESS: This Meka may deploy this Drone during the Activation Phase, within
Reach 10. All 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.
SYSTEM: 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.
MANGGAGAMOT
Buffer
One of the more important and valuable chassis, the MANGGAGAMOT-class Frame was made to
support those in the frontlines and the more fragile Meka. 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
ATTACK:
KOMSA Virus Tirador-Class Gun: Perform Spiritual Warfare against an enemy within Abot 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
Sacred Aura: All allies adjacent to this Meka may roll Safety System rolls twice.
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.
STRUCTURE VIRUS: Choose one ally. Add Toughness 3 to their Toughness and choose material or
energy. When they are damaged by that kind of damage, they may halve it until the next round’s
Upkeep Phase.
SYSTEM: DESTINED: 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.
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
ATTACK
ArmaKarga MISSILE LAUNCHER: This is a Missile (see Missile tag on p. XX). 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
SPIRITECH: WALL: During an Action Phase, activate this as an Action. 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 gives 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.
KUMANDANTE
Buffer
The KUMANDANTE-class Frame is focused on giving out commands and examining the battlefield.
This kind of Frame is most powerful when with other Meka, so that it can strengthen them. 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
TIBAY 4
ATTACKS
ArmaKarga Rifle: +2 vs. EVADE. Ranged. Reach 10. Deals 3 material damage.
ESPADA-Class Giant Sword: +2 vs. EVADE. Melee. Watch 1. Deals 3 material damage.
FRAME TRAIT
ACCURATE AURA: All allies adjacent to the KUMANDANTE have +1 Suwerte to their attacks and
+2 to their damage.
AGIMAT
System: DODGE: 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 as a Reaction.
SPIRITECH: STRENGTHENING: 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: As an Action during the Action Phase, choose one target. The Meka then
chooses one ally within Reach 15. That ally may attack the target the Meka chose.
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
ATTACK:
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: CHOSEN 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: HOLD-DANGER: 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.
GAPANG
Striker
The GAPANG Frame is built on a focus on maneuverability. Its metal platings can be flipped to create
refract-plates that can bend light around it to make 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
ATTACK:
Makiling Builders GAGAMBASPADA: +2 vs. EVADE. Melee. Watch 2. Deals 3 material damage.
On a hit, the target must make a 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.
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, in the climactic battle of Hari Asin, which
led to the doom of the Order.
Size: 1
Speed: 3
ST/RG: 7/10
Spiritual Warfare: +1
EVADE/RESOLVE: 8/13
TOUGHNESS: 1
ATTACK:
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 collapses and 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.
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: Cool Down 6. Choose one piece of Impassable Terrain that is no larger than
one space. That terrain no longer exists.
Transmute Rain Mount: Cool Down 6. Choose three squares within Reach 15. Those squares
become Impassable Terrain.
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, for the function of going to
the frontlines and then learning the tactics and maneuvers of an enemy before sending the quicksilver
processed information to the rest of the team. Much coveted, 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
ATTACK:
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 Protocols: 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.
UNUSUAL FRAMES
These are the more unique frames that aren’t inherently… Meka or artillery or whatnot: humans and
Giant Beings.
HUMANS
Size: ½
Speed 4
ST/RG: 3 (10 if a squad)/0
Spiritual Warfare: +1
EVADE/RESOLVE: 8/8
Toughness 0
Attack:
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, among other things.
Size: 2 - 3
Speed: 3-5
ST/RG: 28/0
EVADE/RESOLVE: 12/5
TOUGHNESS: 10
ATTACK
CLAWS AND BITES: +2 vs. EVADE. Melee. Watch 2. Deals 5 material damage.
BEING TRAITS (CHOOSE 3)
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 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.
GRADE
GRADE describes what kind of a combatant an enemy is. If it is simply a normal enemy, or one that is
more noteworthy, or perhaps one that is even a NEO himself. Grades are the second part of creating
an NPC, and you must attach one to any enemy you create. The following are the NPC Grades:
GRUNT: The GRUNTs are those that are easy to destroy, mostly a nuisance in battle. All Grunt Grade
enemies have only 1 ST, but they will never suffer damage on a missed attack against them, even
with AGIMAT that have [SECURE].
COMMONER: The Commoner is the normal type of enemy. It uses the normal traits above.
ELITE: The Elite are those enemies that are hard to beat, and can provide a decent challenge. Elite
Grade enemies are powerful, and some are even NEOs on their own right. All ELITE enemies have
the following:
• 2x ST
• +1 AGIMAT
• +1 to Attacks and Damage
• May perform Sumiklab once.
ACE: ACE Grade enemies are the most powerful types of enemies, they are those that can most
certainly match up to four NEO type enemies in battle, easily. They usually come with iconic epithets,
such as Crimson Comet or Azure King.
ACE have the following traits:
• 3x ST
• +3 AGIMAT
• +2 RG
• +2 to all Attacks and Damage
• +1 Reaction per round.
• +1 Action during the Action Phase.
• May perform Sumiklab any number of times (but must pay the RG)
• +3 to all Safety System Rolls
• Cannot suffer one Status Effect (choose which when creating them).
• When the ACE is BROKEN, they emanate an Aura 1 that Slows all within the Aura.
• When Attacking, it may choose to attack one more enemy with the same attack, once per
round.
BUILDING AN ENCOUNTER
To build an Encounter, one must keep in mind the Encounter’s budget. You have an Encounter
budget equal to the number of Players you have fighting. (ie. if there are 4 players, you have a
Budget of 4.) Now to find out if you have an easy, average, or hard encounter, follow these guidelines:
(n is the number of players/your Encounter Budget).
Easy Encounter: n - 2
Average Encounter: n - 1/n + 1
Hard Encounter: n + 2+
A GRUNT GRADE enemy counts as ½.
A COMMONER GRADE enemy counts as 1.
An ELITE GRADE enemy counts as 2.
An ACE GRADE enemy counts as 4.
THE ARCHIPELAGO
The ARCHIPELAGO is the galaxy wherein all live in. It is wide, violent, and home to millions of star
systems and planets. The Archipelago is usually split into three (sometimes 4) concentric sectors,:
Upstream, Downstream, and Shore. Sometimes the Horizon is included since there are some
systems and planets that Humanity lives in there as well.
The Upstream is the sector that surrounds the Land of God, closest 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 is the sector after the Upstream, surrounding it. Most work is done here, as well as
trade, since it is the nexus of the Shore and 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 planets here are also usually uncharted
or unrecorded. There is still much natural resources here, thus why most of the rich exploit this sector
and its people. The planets on the edge are now rich due to becoming trading outposts for those that
wish to travel past the Horizon.
The Horizon is usually a small sector, the thinnest that surrounds the Shore. Currently, alien beings
have trading posts there offering goods from beyond the Horizon. The Megacorps also have many
headquarters here for missions and operations past the Horizon.
The following planets are known throughout the entire galaxy:
SINAPUPUNAN, the Lakan’s Planet. This is the capital of the entire planet, and the richest paradise.
The Holy Palace of the Lakan is found here.
NILAAN, the Planet Sinking into Steel. This is the planet close to the Land of God. Many Maginoo live
here, yet it’s most widely known for having the Congregation Building of the Datu. Many say that
Nilaan has become an entire planetary Cathedral for God and the Diwata. This is not too far from the
truth. Nilaan is also the home of the Leader of Banwaism.
HIRAYA, the Planet in the Center of the Corporation War. This is in the Upstream Sector, and is
known for being a huge trading outpost. It has seven moons and seven space station satellites. This
planet is known to have been the site of the final battle of the First Corporation War, and thus, it is
filled with many relics and artifacts, which the natives sell for profit. Many workers and Alipin live
within Hiraya, since it is also a planet wherein all four of the Megacorps’ mandala intersect. The
Aliping Namamahay mostly live here, and Maharlika usually travel here.
RANAO, the Planet Peopled by Magic. Ranao is the furthest from the Land of God. Usually those that
are poor, unemployed, throwaways, or vagrants are found here, but the main reason why people go
to Ranao is to enter convents and brotherhoods and temples, or those wanting to look for peace. The
Academy of Wisdom is found here as well, beside a mountain and a lake.
• Onsika: From the phrase “Sino Ka?” which means “Who are you?”. This is the primary and
most popular form of social media in the Lambat, withalmost 100 billion people using it across
the galaxy. Posts here have character limits.
• Panuod: One of the most famous video platforms and community building sites. Most of the
more independent creators use this to build an audience, since the other popular site has been
choked out by Lambat celebrities.
• Daluyong: Once supposedly for independent creators, now used by Lambat Celebrities and
Idols for status updates and promotions. This is the most popular site in all of Arkipelago, since
New Humanity loves its celebrities and idols.
DIWATA
From the Diwa also come the spiritual beings known as Diwata. The Diwata are hyper-intelligences
that come from the Diwa. Only the following is known about them:
• They suddenly spring into existence.
The Diwata are worshipped. They are not normal beings. They are closer to god-spirits.
When a new colony or settlement is sought to be made in a previously unsettled planet, a Katalonan
must perform a ritual of appeasement and gratitude to its Planetary Diwata beforehand. A successful
ritual grants allowance of building human settlements, as long as they do not encroach upon the
Diwata’s wishes or destroy the planet’s beauty or natural resources. With this agreement, each
human settlement is given a Guardian Diwata when first created, hence the necessity of a Katalonan
for each place. Guardian Diwata guide the people of a settlement by speaking through the Katalonan,
protecting them and giving them blessings every now and then. An angered Guardian Diwata may
leave a settlement to fend for itself against violent creatures, or even bring about the downfall of a
settlement itself.
A Diwata usually must occupy some hollow to live within. Usually they live inside natural altars: large
boulders, strangler figs, rushing rivers, impressive cliffs.This is why humans must craft statues in the
vague shape of humans called larawan from stone, wood, or gold with holes behind them so that the
diwata can live within these idols, and therefore live within settlements. This is also why a Meka must
be humanoid shaped: a Kalagyo of a Maharlika can only live within a human shape. A Maharlika is a
human shape. For the Kalagyo to control the Meka, it must also be a human shape.
Diwata are capricious and fickle creatures. Due to the nature of the soul of New Humanity(which they
call the Kaluluwa, their second half), when a human sleeps, their kaluluwa 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 way, diwata-blooded are created, although they are not physically or spiritually
different from new humanity, save for a prevalence of abnormal hair or eye coloring (which are
frequently sported by New Humanity anyway due to prevalent, and cheap, body modifications).
NEW HUMANITY
This is not the galaxy we know. More importantly, this is not the Humanity that we know. Both of them
are different. When the Conquerors came during the Second Lakanate, we fused with their blood,
their ancestry, their bodies. Now, humanity is tougher, people have longer lives, and all sorts of traits
that cannot be found in the modern world can be seen. This is why all kinds of people can come from
New Humanity. This diversity is a strength, and it binds New Humanity together.
The culture and society of Humanity is not homogenous. Because of the vastness of Archipelago,
culture is exceedingly plural and varied. Despite this, the common culture and society of the Lakanate
is familiar to all, despite the heterogeneity of Archipelago.
Due to the greatness of Humanity’s tech, they have been able to create equipment to better the
quality of life. There are two kinds of tech: technology and spiritech. Technology uses regular
principles and materials. Spiritech (which the Meka can be considered examples of) uses knowledge
and the principles of the Diwa.
Thanks to the greatness of Savantry and Science, there are Maydiwa beings, which are artificial
intelligences that can be used for manual labor. These AI are the ones that operate the Panuos,
among other technologies.
• Secondly: structure your sessions so that it takes advantage of the mission. MAHARLIKA
is built around the Mission and Downtime dichotomy. Missions will be the dangerous, boots on
the ground experience. Ready the foundation of a session, ready a mission and an objective:
don’t ready an entire story.
• Thirdly: according to above: play to find out what happens. Missions are not stories, they
are the dangerous jobs of your player’s Maharlika. Showcase this to the full extent. Let the story
arise from the events, the consequences, the actions of your players.
• Fourthly: 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 a Maharlika. It is inevitable that there will be parts of a world there won’t be rules for.
Stick to common sense or Mecha Sci-Fi tropes when making rulings.
PRINCIPLES
As an Arbiter, you have five prime directives or principles when it comes to running a game of
Maharlika.
PREPARE
According to the first Responsibility, ready yourself for a single session. Create an outline. You don’t
need to prepare for the entire game. Pay close attention to these pointers:
• Get Their Attention: If the next session doesn’t begin in the middle of a mission, you need to
get their attention. You can create a short scene that can challenge their expertise, or even a
short combat. Whatever attention-grabbing event that will bring the Maharlika to their mission.
• Give the Mission: Once you have their attention, give them their Mission. Always remember
that the Mission is the primary activity and job of the Maharlika. This can come from anyone,
even if they’re not a Maginoo of a Megacorp.
• Ready a Twist: Basically, a twist is strange thing that changes the perspective of the mission, or
complicates it. Usually you can get away with one, but don’t overuse it. This is an entirely
optional part of the pointers.
• Ready a Reward: Rewards usually come during the Fiesta Phase, but this isn’t a requirement.
You can give it to them right after a mission, or as a conclusion of whatever story happened in
the Mission.
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. On a 1-2, it is Upstream. On a 3-4, it is Downstream.
On a 5-6, it is in the Shore or Horizon.
Planets in Upstream
The Planets found in the Upstream are usually flourishing with life. They are rich, and they have the best
technologies. 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.
Planets in Downstream
Planets here are average. Not too rich, but not too poor. All kinds of planets can be found here.
Planets in 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
2 Corrosive. No Diwata exist here anymore. The planet is toxic and dangerous, and the air here is actively
poisonous. While you’re here, the atmosphere actively corrodes your integrity: -1 ST every hour that you’re
here.
3 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 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.
4 No Air. There are no Diwata of the wind, although there are more hostile Diwata that live here. These
planets tend to have many artifacts and dead AI from bygone eras.
5-10 Normal. Earth-like conditions, although perhaps with different, alien topography and geography, such as
coral mountains and underwater forests. The Diwata are alive and well here.
11 Oppressive. The atmosphere here is heavy, and it is hard to breathe. The Diwata thrive here, and are
known to materialize and attack humans and other living beings. Armor and Meka are needed to survive here.
12 Violent. The Diwata have overpopulated this planet, a roaring circus of spirit society. Any being is
attacked, thus leading to a non-existent biosphere, although the trees and plants grow so large that they choke
the entire planet. Meka units are absolutely required for these planets.
TEMPERATURE
This is the temperature of the planet, which can affect missions.
2d6 Temperature
2 Frozen. Covered in ice. You need to wear armor or Meka to survive for long in these temperatures. All
Meka are Weakened while in the planet.
3 Cold. Predominantly glaciers and tundras and deserts of snow. People can live here, albeit with
excessive terraformed settlements, the help of Diwata of Fire, or genetic modifications. 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.
4-10 Average. Earth-like temperatures, with hemispheres, although the hemispheres might be different.
11 Hot. Tropical temperatures all around, deserts, and humidity. Terraforming, Diwata, or genetic
modifications are needed.
12 Hellish. Covered in blazing hot temperatures. You need armor or Meka to be able to survive in these
temperatures. All Meka are Weakened while in the planet, unless the pilot has at least one Pagsasapi Point, in
which case the chill of the 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.
4 Artificial Life, usually human Cases (people made to become organic vessels for richer people).
5 Only Diwata.
6 No life.
7-8 Mixed (Roll 1d6 twice). If you roll conflicting options, they 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 Population
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.
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
1 Low Tech. Houses made of galvanized steel, vehicles made of salvaged parts, and tools made of wood.
No Printers, no Altar-Factory, and no Lambat access. Usually, one would not find a Maginoo here.
2 Low Tech. Houses made of galvanized steel, salvaged parts, and wood are the most common. No
Printers and no Altar-Factory, but there is Lambat access. Usually, one would not find a Maginoo here.
3 Middle Tech. All the luxuries of modern technology are here, including Panuos and usage of the Lambat,
although without Printers nor Altar-Factories. No spirit tech. Equipment Vendors can be found here. Maginoo
only come here when needed.
4 Middle Tech. All the luxuries of modern technology arehere, including Panuos and usage of the Lambat,
with Printers and a 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.
5 High Tech. All kinds of modern technology and cutting edge innovations can be found here, with nothing
lacking. The most 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.
6 Highest 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 here to digitize
consciousness and retrieve dead consciousnesses drifting through the Diwa, as well as to interface with Diwata.
Usually found only in the Upstream Ring.
VARYING CHARACTERISTICS
1d20 Characteristics:
1 Ancient Colony. The planets was once a colony, but now lies in ruins after being abandoned. No one
knows for sure where the remnants of this colony have gone to. 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.
2 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 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.
3 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 either side, getting involved in this continuing conflict.
There is one commander who seeks your employ to defend themselves.
4 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 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.
5 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 likely approach the Maharlika seeking their aid, all with their
own reasons as to why they shouldn’t lose the war.
6 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 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.
7 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 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.
8 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 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.
9 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 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.
10 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 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.
11 Strange Land. The geography of this planet is strange, as if terraformed or made in a freak accident of
nature. Maybe the continents are perfect circles, its seas are made of white water, or its mountains are rings?
12 Weird Climate. The climate of this planet is weird and dangerous. In the distance, there may be whispers
from huddled priests of a 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?
13 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 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?
14 Nevernight. This planet has no night. This is because it orbits a trinary system with three stars. The
people here are not used to darkness.
15 Industrial Planet. This planet is focused on industry. One can find factories, skyscrapers, and all sorts of
people looking for work. 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.
16 Holy War. There is a war fought over religion and faith in this planet, or with a neighboring planet. This
might be real faith, or just political maneuvering.
17 Dangerous Wildlife. The wildlife of this planet is intensely hostile and violent. All predators fear nothing,
and will not 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.
18 Violent Shores. The system where this planet can be found has a dangerous enemy sailing through it.
This might be Xenobeing pirates, human pirates, Void Sharks, or even a Bakunawa.
19 Corporate Meddling. This planet is controlled by local corporations, leading to a very Cyberpunk city.
Their control is 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.
20 Corregimiento. This is a military planet, where fighting occurs, whether between Megacorps, against
pirates, against rebels, 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.
Pirates are sailing across SD-SK space. This necessitates the Lakanate Starsea Protocol of protecting
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Lakanate space from those that would disrupt its peace.
5 A Maginoo of a powerful planet has been assassinated.
A KLL Cathedral is being attacked. Cathedrals are of utmost importance due to them being the main
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KLL servers and nodes for Lambat, as well as nodes for digitized consciousnesses.
4 A corrupt priest is illegally gaining money, goods, and enjoying hedonistic acts.
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.
A rich company is seeking to destroy a GHW-S protected squatters area, with the Urban Rehabilitation
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project still not being finished.
3 A small company protected by GHW-S is caught in the crossfire of a war they are not part of.
Meka Violence has happened within a sacred area without a proper invocation, which has angered the
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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.
8 A Giant Being is attacking and seeking to destroy the Planetary Diwata of a planet.
1 The KOMSA needs help installing a new Balete within hostile territory.
KOMSA needs to create a new space colony, but a planet (usually owned by a Megacorp) is in the
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way.
A certain city within a Shore Planet has found out too much about Xenobeings (specifically, the
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draconic Tsang-Kko) and their dealings with KOMSA and must be silenced permanently.
A Horizon Planet owned by the Armasan is being attacked by a Megacorp (probably SD-SK or KLL) or
1
faced with Xenobeing colonizers.
2 A Xenobeing Colony has erupted in a nearby Shore Planet, without the Lakanate’s clearance.
A new planet filled with Luzbel resources has popped up near the galactic sensors. It is kept defended
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by the Tsang-Kko, imperial draconic xenobeings.
SD-SK is carrying out a mission in a nearby Shore Planet to “purge” Bakunawa Armasan populations
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and to make BA’s Mandala smaller.
A Horizon Planet owned by the Armasan is being used as an experimentation ground by KLL and
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KOMSA, causing BA populations to be affected.
8 A cargo salimbal carrying a large batch of Luzbel resources has been seized by a Xenobeing fleet.
1d10 Objectives
10 Show that the Megacorp you’re doing the Mission for is present.
1d10 Twists
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 aretrying to get.
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.