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These islands are of corpses, stricken


with disease. The individual is sick with
the curses and cancers from the unseen.
Chiefdoms are suffering the wrath of
the deities. Alliances are afflicted with
war against those like and unlike them.
And the islands are plagued with the
ships and guns of colonizers.

But we live on. There are those who


continue the ways they know. There are
those who try to prevent the disaster
the sorcerers have seen will happen. And
there are those who sow and reap from
the chaos.

Take wealth, covet power, establish


alliances, heal the wounds of the islands.
Whatever you want to do, you need
power to do it. Until you find a better
way, you must Raid.
Mangayaw is an RPG for one facilitator (the Mangaawit) and at least one other player. Players
act as Binmanwa, adventurers and survivors in an archipelago of bloodshed and goldlust. This
game is inspired by Philippine legend, folklore, culture and history. The game is a work-in-
progress, as is its setting.

You will need: some paper and writing tools, and at least one set of polyhedral dice (referred to
as d4, d6, d8, d10, d12, and d20).

Mangayaw is licensed under CC-BY-SA 4.0

Credits
Mangayaw is based primarily on the Cairn SRD by Yochai Gal. Setting, and new text and
mechanics by Benjamin Moses M. Diño II.

Front cover art by Shane Agir. Art by Diwata ng Manila. Cover layout by Vynce Barros.

Acknowledgements
The works of Yochai Gal, Chris McDowall, Makapatag, Christian Merstam, Ben Milton, Diogo
Noguiera, Isaac Williams, Matthew Morris, Zeruhur, Adam Hensley, and Lars Huijbregts were a
source of inspiration and wealth of great ideas.

The RPGSEA, NSR, DeeperIntoTheDungeon and Session Zero Discord servers provided me a
space to interact, ask for criticism and questions, post my blog, and deepen my love for RPGs.
Tabletop Mentorship Program provided a microgrant for art commisions. My OSR senpai,
sdragon, always listened to my ramblings.

Lastly, my family’s patience and support is invaluable while I work on this project.

Design Principles
Player Choice Principles
Players should always understand the reasons Both the Mangaawit and the players each have
behind the choices they’ve made, and guidelines that help foster a specific play
information about potential risks should be experience, defined by critical thinking,
provided freely and frequently. exploration, and an emergent narrative.

Death Growth
Binmanwa may be powerful, but they are also Binmanwa are changed through diegetic (in-
vulnerable to harm in its many forms. Death is world) advancement, gaining new skills and
always around the corner, but it is never abilities by surviving dangerous events and
random or without warning. overcoming obstacles.

No Classes Neutrality
A Binmanwa’s role is not limited by a single The Mangaawit’s role is to portray the rules,
class. Instead, the equipment they carry and situations, NPCs and narrative clearly, while
sorceries they know defines their specialty. acting as a neutral arbiter.

Shared Objectives Difficulty


Players trust one another to engage with the Dice do not necessarily reflect an obstacle’s
shared setting, character goals and party difficulty or challenge level. Instead, the
challenges. Therefore, the party is typically likelihood of success or failure is arbitrated by
working together towards a common goal, as a the Mangaawit in a dialogue with the players,
team. appropriate to the fiction.

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Principles for the Mangaawit
Information: Danger:
● Provide useful information about the game ● The game world produces real risk of pain
world as the characters explore it. and death for the player characters.
● Players do not need to roll dice to learn ● Telegraph serious danger to players when it
about their circumstances. is present. The more dangerous, the more
● Be helpful and direct with your answers to obvious.
their questions. ● Put traps in plain sight and let the players
● Respond honestly, describe consistently, and take time to figure out a solution.
always let them know they can keep asking ● Give players opportunities to solve problems
questions. and interact with the world.

Difficulty: Treasure:
● Default to context and realism rather than ● A Treasure is specific to the environment
numbers and mechanics. from where it is recovered. It tells a story.
● If something the players want to do is ● Treasure is highly valuable, almost always
sincerely impossible, no roll will allow them to bulky, and rarely useful beyond its worth and
do it. prestige.
● Is what the player describes and how they ● Anting-anting are not Treasure, though they
leverage the situation sensible? Let it happen. are useful and interesting.
● Saves cover a great deal of uncertain ● Use Treasure as a lure to exotic locations
situation and are often all that is necessary for under the protection of intimidating foes.
risky actions.
Choice:
Preparation: ● Give the players a solid choice to force
● The game world is organic, malleable and outcomes when the situation lulls.
random. It intuits and make sharp turns. ● Use binary “so, A or B?” responses when
● Use random tables and generators to their intentions are vague.
develop situations, not stories or plots. ● Work together using this conversational
● NPCs remember what the Binmanwa say or method to keep the game moving.
do, and how they affect the world. ● Ensure that the player character’s actions
● NPCs don’t want to die. Infuse their own self- leave their mark on the game world.
interest and will to live into every personality.
Die of Fate:
Narrative Focus: ● Occasionally you will want an element of
● Emergent experience of play is what randomness (e.g. the weather, unique
matters, not math or characters abilities. Give character knowledge, etc.)
the players weapon trainers and personal ● In these situations, roll 1d6. A roll of 4 or more
quests to facilitate improvement and generally favors the players.
specialization. ● A roll of 3 or under stands to mean bad luck
● Pay attention to the needs and wants of the for the Binmanwa and their allies.
players, then put realistic opportunities in their
path.
● A dagger to your throat will kill you,
regardless of your expensive armor and
impressive training.

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Principles for the PLayers
Agency: Talking:
● Abilities and related saves do not define your ● Treat NPCs as if they were real people, and
character. They are tools. rely on your curiosity to safely gain information
● Don’t ask only what your character would do, and solve problems.
ask what you would to, too. ● You’ll find that most people are interesting
● Be creative with your intuition, items, and and will want to talk things through before
connections. getting violent.

Teamwork: Caution:
● Seek consensus from the other players ● Fighting is a choice and rarely a wise one;
before barreling forward. consider whether violence is the best way to
● Stay on the same page about goals and achieve your goals.
limits, respecting each other and ● Try to stack the odds in your favor and
accomplishing more as a group than alone. retreat when things seem unfavorable.

Exploration: Planning:
● Asking questions and listening to detail is ● Think of ways to avoid your obstacles
more useful than any stats, items, or skills you through reconnaissance, subtlety, and fact-
have. finding.
● Take the Mangaawit’s description without ● Do some research and ask around about
suspicion, but don’t shy away from seeking your objectives.
more information.
● There is no single correct way forward. Ambition:
● Set goals and use your meager means to
take steps forward.
● Expect nothing. Earn your reputation.
● Keep things moving forward and play to see
what happens.

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Principles of the world
The Islands: Divinity
● The Islands are made of the broken, ● Everything on these Islands are alive. Spirits
scattered and weathered corpses of Bathala’s and divinity live in places both tangible and
familiars, surrounded and connected by the intangible, in fauna and flora, in creations and
vast Sea. phenomenon. They are called Diwata.
● The Islands of the Buwaya (Crocodile) is the ● While most of the higher deities live in their
northernmost and largest group, with own ethereal realms, walking among the
mountain ranges running parallel along its natives of the Islands are their agents called
back, and rivers and flatland in the valleys Lower Diwata. They enact their Diwata’s will
below. and nature.
● The Islands of the Pawikan (Sea Turtle) is the
easternmost group, the pieces of its shell are The Natives:
scattered by the waves. ● The Tawo are the seafaring natives of the
● The Islands of the Haribon (Eagle) is the Islands, populating its rivers, seasides, and
southernmost group, its feathers are light and mountain peaks. Binmanwa are usually Tawo.
inundated, creating many lakes and swamps. ● The Other-Folk do not have the same origins
● No one lays claim on the Islands, only live on as the Tawo. Their cultures, temperaments and
them. There is plenty of land for everyone. appetites are also different. These differences
cause friction and conflict, but they are natives
The Wilds: all the same.
● Home to the Tawo, where they live within ● Halimaw are creatures made monstrous by
and as part of Nature. enmity, ill will, and sorcery. They are products
● Home to many creatures; predators, herds, of and consumed by hate and fear.
venomous, winged, among many others.
● Diverse in environments; forests, mountains, Tawo Culture:
volcanoes, flatlands, rivers, lakes, beaches, and ● Tawo live in tight-knit communities called
swamps. Barangay.
● Barangays have volatile social castes. The
The Underworld: Datu leads the Barangay in peace, trials, and
● Across the islands, openings to the war. Timawa are warriors and free Tawo who
underworld are used by all, as shelter, as gold follow the Datu as his elites. Oripun are debt
mines, or as the dead’s final resting place. slaves who earn their freedom through labor or
● Its chambers are connected by corridors, valor in war.
leading back outside, or deeper and deeper ● Every Barangay on the Islands is connected
still. to another by good will, trade, or war.
● There are damp caves made with sinkholes ● Each Barangay is an independent chiefdom
and erosion, ones made by the flow and but many form loose federations, connected by
eruptions of lava, and ones where entire rivers arranged marriages, trade, mutual protection,
pass underground. and tributes of gold

The Sea:
● The Sea surrounds and sustains life in the
Islands.
● It is never a barrier, for it connects all;
communities, travel, trade, even war.
● Underneath the waves is a world often seen,
but very rarely explored; one teeming with life
and, in it’s deepest strata, one of inescapable
darkness and crushing pressure.

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Colonization: Labors and Raids:
● The Colonizers came from a land past the ● Binmanwa are called to action out of
sunrise, on giant ships with armies of muskets obligation or need (labors), or to seek glory in
and cannons. violence (raids).
● They say they want partnerships and trade. ● Venturing out into the wilds, underworld,
They say they are saviors, come to rescue the and Sea is dangerous. A Binmanwa must
Tawo from heresy. With those words, they have accept that death can come to them anytime.
occupied many Barangays on the Islands. ● Binmanwa prefer cunning to brute force.
● Hear the shamans and sorcerers’ visions of War is not a sport, after all. However,
the future brought by the colonizers: A Tawo sometimes they will be arrogant and
who has forgotten who they are and how they overconfident. Many Datu have fallen trap to
lived; Datus who have taken the Barangay’s this, and they are punished by circumstances
wealth, rather than provide for it; a fire that is and the Diwata.
spreading through the Islands, until all is ash.

Names
Here are 200 names, provided for character names. Though there is nothing wrong with using
names in a language you understand.

Abayan, Abtin, Aganad, Agas, Agawin, Agbayani, Agbibilin, Aglibut, Agpalo, Agtutubu, Aguio,
Agyu, Apoy, Araw, Aso Managa, Bagasbas, Bagot-banua, Bagsik, Baguio, Bakay, Balalayao,
Balandra, Balaraw, Balatama, Banaag, Bangkain, Banklak, Banlak, Bantok, Battalan, Batum-
bakal, Baybay, Bayun, Bia, Biagan, Bilog, Binaohan, Bitadlok, Biuag, Bocalan, Bugnos,
Bugtong, Bulakna, Bulanawan, Bulandi, Bulosan, Bunuan, Bunyi, Buso, Buwan, Dahan, Dakila,
Dalisay, Dalit, Dalogdog, Danao, Dayanghirang, Dengdeng, Dilag, Dimaano, Dimaapi,
Dimagiba, Dimailig, Dimalanta, Dimasupil, Dimaya, Dimayuga, Diwa, Dumagas, Dumagat,
Dumalapdap, Dungo, Euminung-gud, Gagalak, Galang, Gipit, Golobatnon, Gumabay, Halili,
Hangad, Hulag-ay, Humadapnin, Huni, Igkasan, Ilagan, Ilaw, Indarapatra, Iro, Kaakbay,
Kabungsuan, Kaeg, Kagampang, Kaibigan, Kalayag, Kalinaw, Kalinga, Kalupitan, Kanlungan,
Karimbang, Karunungan, Katakataka, Katapang, Kaylaw, Kilala, Kimuyog, Kolakog, Kusgano,
Kuyugan, Labaw Dingin, Labis, Lakan-ilaw, Laksamana, Lam-ang, Lamdagan, Langit, Ligaya,
Litaw, Lmabat, Lumaban, Lumanlan, Lumtuad, Lunak, Luwalhati, Mababangloob, Mabini,
Madamba, Madayag, Magana, Maganda, Maglaya, Magpantay, Magtuto, Makabuhay,
Makalinaw, Makalipat, Makapagal, Makasait, Makiling, Malakas, Malaki, Malana, Maliksi,
Manalili, Manalo, Manalon, Manalunta, Manasan, Mangabel, Mangahas, Mangtanggol,
Manibog, Marikit, Masangga, Matamis, Matan-ayon, Matubis, Matulin, Namokatkat, Ondayag,
Pagaspas, Pagunsan, Palaris, Palikpik, Panganiban, Pataksil, Paubari, Pomolau, Puyat,
Ragasa, Sabakan, Sagisag, Saklolo, Salonga, Sanga, Saplala, Sikat, Sulayman, Sulit, Sumarang,
Sumulong, Tabang, Tabil, Taer, Talaw, Tambuwanai, Tanghal, Tanikala, Taposok, Tawan,
Tibayan, Tigas, Timbankaya, Tumakder, Tungol, Tusok, Ulap, Utali, Yakapin, Zula

Content and Safety Tools


The world of Mangayaw is inspired by the stories and culture of the early Philippines. It touches
on distressing topics and themes like war, violence, exploitation, slavery, colonialism, among
others.

But the world is second to player safety. Have a discussion with everyone around the table and
agree on what content should and shouldn’t be included in your game. Consider safety tools
like the X card and lines/veils to ensure everyone is comfortable, having fun, and has the support
they need.

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Binmanwa Creation
1 Roll 1d6 to determine your Binmanwa’s Hit
Protection (HP). HP represents a character’s
d20 Backgrounds
This is your Binmanwa’s past profession.
ability to avoid hits and wounds. 1 BABAYLAN: A healer who uses herbal
science and spiritual intervention. GET:
2 Roll 3d6 for each of the 3 Abilities below, in
order. You may swap any two of the results. 2
crocodile teeth
KARAKAL: A merchant connecting
communities with trade. GET: fake jewels
Lakas: Brawn, fortitude, resilience. 3 MAGSASAKA: A farmer of forest swiddens
Liksi: Quickness, reflex, balance. and irrigated plains. GET: woven hat
4 MANDARAGAT: A seafarer who braves the
Loob: Discipline, charisma, bravery.
treacherous waves, currents, and reefs
between islands. GET: small flag
3 Take Rations (3 uses), Torch (3 uses), and 3d6 5
gold tahil (gt).
MANGANGASO: A hunter who use traps
and trained beasts. GET: bait
6 MANGANGAYAW: A warrior trained in the

4 Choose or roll on the Background table.


Take the included item. 7
art of naval warfare. GET: drum
MANGBIBIKAL: A performer of poetic
jousts and debates. GET: betel nut quids
8 MANGGUGUBAT: A warrior trained in
5 Choose or roll on each of the Starting
Equipment tables (except for Bonus table)
ambushes and forest warfare. GET: dark
paint
in the next page. You can skip the Armor to 9 MANGINGISDA: A catcher of fish using
start with Hiwaga (Magic) instead. nets, and tridents. GET: line and hook
10 MANGKUKULAM: A caster of curses and
harm. GET: a centipede
6 Choose an Ancestry and name your
Binmanwa.
11 MANGKUKUTKOT: A delver of caves in
search of metal ore and precious stones.
GET: brass pan
Ancestries 12 MANGPAPANA: A hunter trained in the
The Tawo have 5 different ancestries, with bow and other ranged weaponry. GET: bird
distinct physical features based on what part of feathers
13 MANLALANTAK: A warrior trained in
the Mother Tree they were born from. Each
muskets, cannons, and blackpowder. GET:
ancestry tends towards different personalities;
barrel brush
use them as a guide in roleplaying, or ignore 14 MANINIKTIK: An infiltrator using stealth
them and carve out a unique one. and cunning to extract information or
sabotage. GET: bird caller
Physical Features 15 PANDAY SA BULAWAN: A smith of gold
SMOOTHFOLK: Smooth, hairless skin, adorned jewelry, decorations, and accessories. GET:
with gold and/or tattoos. hand file
16 PANDAY SA HABUL: A weaver of
SCALEFOLK: Rough, scaly skin, and long
intricately patterned clothes and textiles.
snouts and tails.
GET: dye woods
BRISTLEFOLK: Bristly fur, padded hands and 17 PANDAY SA KAHOY: A smith of wooden
feet, and short stature. tools and furniture. GET: chisel
HORNFOLK: Velvety fur, hoofed feet, and 18 PANDAY SA PUTHAW: A smith of iron
antlers, tusks, or horns. tools and weaponry. GET: leather strip
TREEFOLK: Bodies and limbs of twisting 19 PARAAWIT: A singer and keeper of legend
branches, vines, and leaves. and lore. GET: gong
20 TAGALUTO: A cook of bountiful food
served in feasts. GET: salt block
Personalities
SMOOTHFOLK: Versatile, Free, Blank Slate
SCALEFOLK: Tough, Stubborn, Traditional
BRISTLEFOLK: Tricky, Risk-averse, Unassuming
HORNFOLK: Strong, Eager, Sympathetic
TREEFOLK: Rooted, Mature, Aloof

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Starting Equipment
You can roll d4, d6, d8, d10, and d12 at the same time, instead of rolling on each table one by one.

d4 Armor d10 Wilderness Gear


1 None 1 Bamboo Pole (Kawayan), 3m
2 Kalasag (Shield) 2 Crossbow Trap (Balatik)
3 Barote (Weaved Armor) 3 Fishing Net (Lambat)
4 Batung-Batung (Chainmail) 4 Hunting Net (Batung)
5 Oar (Sagwan)
d6 Clothes (Cosmetic) 6 Pickaxe (Kotkot)
The common attire in the islands are the 7 Rope (Lubid), 15m
bahag (loincloth) and malong (tube skirt). 8 Snares (Balolong)
Choose or roll for clothing to match your attire. 9 Sickle (Salat)
These don’t take up inventory slots. 10 Shovel (Pala)
1 Alampay (Cape)
2 Baro (Tunic) d12 Tools
3 Gansing (Gown) 1 Alcohol (Alak)
4 Pudong (Turban) 2 Caltrops (Tinik)
5 Hulun (Sash) 3 Cooking Pot (Kawali)
6 Pudung-pudung (headband) 4 Drill (Abluwang)
5 Glass Beads (Butil)
d8 Weapons 6 Grease (Langis)
1 Pamalo (Fighting Stick) 7 Hammer (Palo-palo)
2 Kalis (Wave Edged Sword) 8 Incense (Bango)
3 Sumpit (Blowpipe Spear) 9 Jar (Banga)
4 Sikarom (Bow) 10 Saw (Lagari)
5 Kampilan (Forked Sword) 11 Sticky Paste (Pandikit)
6 Bunang (Crescent Axe) 12 Tongs (Kipit)
7 Sibat (Tethered Spear)
8 Luthang (Musket)

d20 Bonus
Characters with lower stats get bonuses. The table below indicates what form of bonus they get.
If their highest Ability score is 9 or less, roll on table. But if their highest Ability score is 7 or less,
they may choose instead of rolling.
If their HP is 2 or lower, roll on the table.
1-4 Wilderness Gear or Tools 13-16 Oil (p. 21)
5-8 Weapon or Armor 17-18 Anting-anting (p. 21)
9-12 Familiar (may use Horohan stats, p. 15) 19-20 Hiwaga (p. 18-19)

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Equipment List
One inventory slot is enough for most items. Armor
Small items like gold tahil (gt) can be stacked Kalasag (Shield), +1 Armor 10
up to 250 in one slot.
Barote (Woven Armor), 1 Armor 20
Batung-batung (Plated Chain Armor), 2 40
Prices are in gold tahil (gt).
Armor, bulky
Weapon Tags
Blast: has area of effect (see Blast Attacks, Impaired: weapon not suited for certain
page 12) situations (see Attack Modifiers, page 12)
Bulky: needs two hands to use Off-hand: can be carried with off-hand
Concealable: easy to hide Parrying: melee damage roll of 1-2 is ignored
Fragile: might break when used in melee Piercing: ignores 1 Armor
combat; usually has 3 uses Reload: weapon must be reloaded for X rounds
Heavy: can’t be used without proper
placement

Weapons Tags
Sugob (Bamboo Javelin), d6 ranged damage impaired at far range 2
Pamalo (Fighting Stick), d6 damage off-hand, piercing 5
Kalis (Sword), d6 damage concealed, off-hand 5
Sumpit (Blowpipe Spear), d6 ranged/melee bulky when attacking at range 20
damage
Sikarom (Bow), d8 ranged damage bulky 20
Kampilan (Longsword), d8 damage parrying 10
Bunang (Headhunter Axe), d8 damage piercing
Sibat (Tethered Spear), d8 one-handed/throwing 1 reload, impaired at far range 30
damage, d10 two-handed damage,
Luthang (Musket), d10 ranged damage, d6 melee 1 reload, bulky, piercing ranged 100
damage, 3 uses (replenish with musket munition) damage
Lantaka (Cannon), d12 ranged damage, 1 use 2 reload, blast, heavy, piercing 400
(replenish with cannon munition)

Tools and Gear


Alcohol (Alak) 10 Hunting Net (Batung) 20
Bamboo Pole (Kawayan), 3 meters 6 Incense (Bango), 3 uses 10
Bamboo Section (Hinating Kawayan) 1 Jar (Banga) 10
Bamboo Trumpet (Bodyong) 1 Musket Ammunition (Bala) 20
Basket, Hand-carried (Bayong) 5 Nose Flute (Tongali) 20
Bed Mat, Weaved (Banig) 10 Oar (Sagwan) 10
Betel Nut Quids (Buyo) 10 Pickaxe (Kotkot) 10
Caltrops (Tinik), 3 uses 5 Rations (Pagkain), 3 uses 20
Cannon Ammunition 100 Rope (Lubid), 15 meters 10
Clay (Luwad) 1 Sand (Buhangin) 1
Cooking Pot (Kawali) 10 Saw (Lagari) 10
Crossbow Trap (Balatik) 20 Shovel (Pala) 10
Drill (Abluwang) 10 Sickle (Salat) 10
Drum (Dabakan) 20 Snare (Balolong) 10
Fishing Net (Lambat) 10 Sticky Paste (Pandikit) 10
Glass Beads (Butil), 3 uses 5 String Instrument (Kudyapi) 20
Gong (Agung) 20 Tongs (Kipit) 10
Grease (Langis) 10 Top (Kasing) 1
Gunpowder (Mesyu) 100 Torches (Tanglaw), 3 uses 5
Hammer (Palo-palo) 10

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Ships
Baroto (Dugout Canoe), 3 HP, 3 LAKAS 100
Paraw (Outrigger Boat), 4 HP, 6 LAKAS, 11 LIKSI 500
Balangay (Seafarer Ship), 5 HP, 1 Armor, 8 LAKAS, 12 LIKSI, 1 Lipon 2000
Karakoa (Seafarer Warship), 6 HP, 1 Armor, 10 LAKAS, 14 LIKSI, 2 Lipon 5000
Galleon, 6 HP, 3 Armor, 18 LAKAS, 6 LIKSI, 4 Crew -

Item Descriptions
Agung: made of bronze; played with a stick. Karakoa: sailed plank-built boat bigger than
Balangay: sailed plank-built boat regularly Balangay regularly used to travel between
used to travel between islands; kept balanced islands; kept balanced with bamboo
with bamboo outriggers, protects from the outriggers, protects from the elements with
elements with roof. roof, and has a fighting deck to support more
Balatik: trap that shoots a sharpened stick or warriors.
bamboo when a rope is tripped. Kawali: usually made of clay; iron pots are rare.
Banig: mat woven from palm or pandan leaves; Luthang: fitted with bayonet.
rolled for transport. Pagkain: general term for food; smoked, salted,
Barote: light armor woven of abaca or bark and pickled meats, or fruit keep for a few days.
cords. Pala: carved from wood.
Baroto: boat carved from a large tree; small Palo-palo: stone mallet used in blacksmithing.
enough for one man to carry. Pamalo: smoothed stick made of hardwood;
Batung: large net tied between two trees; ones made with rattan are used for training.
hunters chase prey into these. Paraw: sailed boat bigger than Baroto;
Batung-batung: armor made of plates of balanced with bamboo outriggers.
bamboo, hardwood, or animal horns or hides, Sibat: spear with a leaf-shaped or wavy,
held together by iron chains. double-edged, 30 cm head; tethered to the
Bunang: axe with a crescent head; like a cross user with a rope for easy retrieval.
between a cleaver and a pickaxe. Sugob: sharpened or fire-hardened bamboo,
Buyo: offered and chewed in social situations; with the last section loaded with sand.
equivalent of cigarettes in this setting. Sumpit: long hollow blowpipe used to project
Dabakan: single goblet-shaped drum; can be 20 cm darts; fitted with a bayonet.
played with hand or with sticks. Tanglaw: bundle of fibers, doused in
Hinating Kawayan: hollow bamboo sections flammable substance, stuck on end of
can be used as containers or for cooking, bamboo.
among other things. Tinik: plant thorns or fish bones large enough
Kalasag: circular or rectangular shield made of to be nuisance to step on.
hardwood or light, corky wood. Tongali: four-holed bamboo flute played with
Kalis: double-edged sword with a wavy blade air from nose.
and a pistol grip.
Kampilan: long, single-edged sword with a
forked point and hardwood hilt.

11
General rules
Abilities and Saves Inventory
When performing a risky maneuver or making Binmanwa have a total of 10 inventory slots: 1
a dangerous choice, the Binmanwa makes a main hand slot, 1 off-hand slot, 2 upper body
Save. Players roll a d20 for an appropriate slots (waist, chest, head), and 6 backpack slots.
Ability score. If they roll equal to or under that Slots are abstract and can be rearranged per
ability score, they pass. Otherwise, they fail. A the Mangaawit’s discretion.
result of a 1 is always a success, and a 20 always
is a failure. Bulky items typically take up two slots or are
too awkward to carry with one hand.
Each of the three abilities are used in different
circumstances: Anyone carrying a full inventory (e.g. filling all
LAKAS: Used for saves requiring physical 10 slots) is reduced to 0 HP.
power, like lifting, breaking, resisting poison,
etc. A Binmanwa cannot carry more items than
LIKSI: Used for saves requiring poise, speed their inventory allows. Boats can carry cargo,
and reflexes, like dodging, climbing, sneaking, but are not usable outside of water. Beasts of
balancing, etc. burden are rare as their travel is disrupted by
LOOB: Used for saves to persuade, deceive, the rivers and Sea. Horohan can be paid to
interrogate, intimidate, charm, provoke, carry equipment.
invoking spiritual or magical power, etc.
Item Usage
Hit Protection Some consumables and items have uses. Uses
Hit Protection (HP) reflects a character’s ability are marked on your character sheet with an
to avoid damage. HP does not indicate a asterisk. After a maximum amount of uses
character’s health or fortitude, nor do they lose (usually 1, 3, or 6), the item is depleted or
it for very long (see Healing and Rest). destroyed. Uses can be cleared by repairing,
recharging, or refilling.
Movement and Ranges
Movement ranges, from nearest to farthest, are Mark use on items when:
ordered as: Close > Nearby > Far > Distant. ● The Die of Fate rolls 3 or under after using
Moving shifts a Binanwa’s position one step item.
along the ranges, whether it be moving nearer ● The Mangaawit deems it has been used
or farther from an NPC, object, or location. enough.

Melee weapons hit in Close range. Ranged Conditions


weapons hit in Nearby and Far ranges, but not Conditions are negative effects suffered by
Close or Distant. your Binmanwa. They occupy an inventory slot
and may have additional effects as long as it
For less abstracted movement ranges, consider remains in your inventory. Binmanwa can carry
one movement range as 30ft or 10m. multiple copies of the same condition.

Time Conditions can only be removed by meeting


Use rounds, turns, and watches to keep time- their clear requirement.
tracking quick and abstract. A round is ten
seconds. A turn is roughly 10 minutes. A watch The most common form of conditions is
is 6 hours. Fatigue, suffered as a result of events
occurring in the fiction or by invoking specific
Healing and Rest Hiwaga (p. 16). More conditions, suffered by
Resting for a turn and having a drink of water invoking other Hiwaga, are detailed in page 18.
restores lost HP, but leaves the party exposed.
Resting for a watch and having a meal may FATIGUE: takes up slot without benefit. CLEAR:
restore ability score loss, if a save is successful. after resting for a watch.
Resting for a week restores all ability score loss.

12
Deprivation and Fatigue
Anyone deprived of a crucial need (like food
and water) is unable to benefit from any
healing. If a Binmanwa is deprived for more
than a day, they add a fatigue point to their
inventory. Fatigue typically occupies a slot
without benefit.

Armor
Before calculating damage to HP, subtract the
target’s Armor value from the results of
damage rolls. Items such as shields provide
bonus defense, but only while the item is held.

Some armor can be stacked together, resulting


in a cumulative effect. It is impossible to have
more than 3 Armor, but shields may provide
additional benefits according to their use.

Wearing no armor at all has advantageous


effects to the combat initiative of a group of
Binmanwa, at the cost of a severe lack of
protection (see Initiative, page 14).

Horohan/Hirelings
Players can hire horohan to aid their
adventures in various ways. Horohan are
usually paid between 1-3gt a day, or a share of
whatever treasure the party obtains.

To create a common horohan, roll 3d6 for each


Ability Score, then give them 1d6 HP and a
pamalo (p. 12).

13
War and Violence
Initiative Blast Attacks
Combat is played in a series of rounds. The Attacks with the blast quality affects all targets
Mangaawit will telegraph the most likely in a noted area, rolling separately for each
actions taken by non-player characters (NPCs). affected character. Blast refers to anything
When against unsuspecting foes, the from cannon fire to huge cleaving onslaughts
ambushing side gets to act first. If unsure who to the impact of a meteorite. If unsure how
acts first, the Binmanwa must make a LIKSI many targets can be affected, roll the related
save to act before their foes. damage die for a result.

A Binmanwa with 0 Armor automatically acts Critical Damage


before their foes, if no other factor hinders Damage beyond HP damages a target’s
them. Weigh the advantages and detriments, LAKAS. They must then make a LAKAS save to
for a Binmanwa must choose their armor avoid critical damage. Some NPCs will have
wisely. special abilities or effects that are triggered
when their target fails a critical damage save.
Actions
On their turn, characters may move from one Any character that suffers critical damage
movement range to the next, and take up to cannot do anything but crawl weakly, grasping
one action. This action may be invoking for life. If given aid and rest, they will stabilize.
Hiwaga, attacking, making a second move, or Otherwise, they die within the hour if left
any other action deemed reasonable by the untended.
Mangaawit. Each round, players must declare
what they are doing before dice are rolled. Retreat
Running away from a dire situation always
If a character attempts something risky, the requires a successful LIKSI save, as well as a
Mangaawit calls for a save for appropriate safe destination to run to.
players or NPCs.
Ability Score Loss and Death
Attacking and Damage If a character’s LAKAS is reduced to 0, they die.
The attacker rolls their weapon die and If their LIKSI is reduced to 0, they are paralyzed.
subtracts the target’s armor, then deals the If their LOOB is reduced to 0, they are delirious.
remaining total to their opponent’s HP.
Unarmed attacks always do 1d4 damage. Complete LIKSI and LOOB loss renders the
character unable to act until they are restored
If multiple attackers target the same foe, roll all through intensive rest or by extraordinary
damage dice and keep the single highest means.
result. The same is done when attacking with
dual weapons; roll for both damage dice and When a Binmanwa dies, the player is free to
keep the single highest result. create a new Binmanwa or take control of a
Horohan. They immediately join the party in
Attack Modifiers order to reduce downtime.
If fighting from a position of weakness (such as
through cover or with bound hands), the attack
is impaired, and the attacker must roll 1d4
damage regardless of weapon.

If fighting from a position of advantage (such


as against a helpless foe or through a daring
maneuver), the attack is enhanced, allowing
the attacker to roll 1d12 damage instead of their
normal die.

14
Lipon/Crew Ships
Large groups of similar combatants fighting In naval combat, assign to different Binmanwa
together are treated as a single Lipon or Crew. different elements of a ship, such as movement
When a Lipon takes critical damage, it is or a Lipon.
routed or significantly weakened. When it
reaches 0 LAKAS, it is destroyed. Ships ignore attacks weaker than a cannon.
Lipon and crew are open to any ranged attack,
Attacks against Lipon by individuals are however.
impaired, excluding blast damage.
Attacks against individuals by Lipon are LIKSI determines a ship’s speed. The higher the
enhanced and deal blast damage. LIKSI, the faster it acts in a round.

Equipping a Lipon costs twenty times the Critical damage on a ship disables it. Boarding
individual item cost. a disabled ship always succeeds. Boarding a
moving ship should be difficult but not
impossible, given the right plan and method.

Scars
When an attack reduces a Binmanwa’s HP to exactly 0, they are uniquely impacted. Look up the
result on the table below based on the total damage taken:
1 Lasting Scar: Roll 1d6 | 1: Neck, 2: Hands, 3: Face, 4: Chest, 5: Legs, 6: Back | Roll 1d6. If the
total is higher than your max HP, take the new result.
2 Rattling Blow: You’re disoriented and shaken. Describe how you refocus. Roll 1d6. If the
total is higher than your max HP, take the new result.
3 Walloped: You’re sent flying and land flat on your face, winded. You are deprived until you
rest for a few hours. Then, roll 1d6. Add that amount to your max HP.
4 Broken Limb: Roll 1d6 | 1-2: Leg, 3-4: Arm, 5: Rib, 6: Skull | Once mended, roll 2d6. If the total
is higher than your max HP, take the new result.
5 Diseased: You’re afflicted with a gross, uncomfortable infection. When you get over it, roll
2d6. If the total is higher than your max HP, take the new result.
6 Reorienting Head Wound: Roll 1d6 | 1-2: LAKAS, 3-4: LIKSI, 5-6: LOOB | Roll 3d6. If the total is
higher than your current ability score, take the new result.
7 Hamstrung: You can barely move until you get serious help or rest. After recovery, roll 3d6. If
the total is higher than your max LIKSI, take the new result.
8 Deafened: You cannot hear anything until you find extraordinary aid. Regardless, make a
LOOB save. If you pass, increase your max LOOB by 1d4.
9 Re-brained: Some hidden part of your psyche is knocked loose. Roll 3d6. If the total is higher
than your max LOOB, take the new result.
10 Sundered: An appendage is torn off, crippled or useless. The Mangaawit will tell you which.
Then, make a LOOB save. If you pass, increase your max LOOB by 1d6.
11 Mortal Wound: You are deprived and out of action. You die in one hour unless healed. Upon
recovery, roll 2d6. Take the new result as your max HP.
12 Doomed: Death seemed ever so close, but somehow you survived. If your next save against
critical damage is a fail, you die horribly. If you pass, roll 3d6. If the total is higher than your
max HP, take the new result.

15
Sorcery and Magic
Hiwaga
Hiwaga is the mysterious, mystical, and magical. Tawo harnesses Hiwaga using incantations of
two words, causing magical effects upon the caster or their surroundings. These words are
gained from willing teachers; for example, a Babaylan who owes you a favor, an Aswang
begging for his life, or a Diwata who is fond of you.

There are 6 base words: Agaw (Seize), Tawag (Call), Bawi (Free), Kulam (Curse), Baliw (Change),
and Tuga (Gift). Secondaries can be gained at any order, but the higher the number, the more
difficult the task or trial that teachers might give before they impart their knowledge.

The form of the Hiwaga can be different from one character to another. One may read the
Hiwaga from the stars and sky. Another may have a spirit whisper it in their ear. Another may
have the words tattooed to their body.

Words of Hiwaga
AGAW. Seize from your enemies from Near or Far. May what you take be helpful to you and
harmful to them.
1. AGAW ISIP: Seize the thoughts running through someone's mind. Their secrets, or passing
thoughts, are yours. (suffer FATIGUE)
2. AGAW GALAW: Seize someone’s momentum for a turn, forcing them in place while
augmenting your own movement. You are an usa and they are a pagong. (suffer FATIGUE)
3. AGAW BUNGA: Seize the magical effects affecting an object or creature temporarily, whether
beneficial or detrimental. A double edged technique. (suffer KLEPTOMANIA)
4. AGAW BUNGA: Seize an object you can carry and pull it towards you. Remember to seize by
the grip and not the blade. (suffer KLEPTOMANIA)
5. AGAW KATAWAN: Seize someone’s body, overtaking their soul and giving you control over
their actions temporarily. (suffer PARANOID)

TAWAG. Call and speak to the spirits of the natives of these islands. You only call their attention,
not control them. You might find that building a relationship is mutually beneficial.
1. TAWAG HALAMAN: Call the vibrant plants and trees. They are connected through the dirt
and waters. (suffer FATIGUE)
2. TAWAG HAYOP: Call magnificent beasts. Treat them with respect; they are natives like you.
(suffer FATIGUE)
3. TAWAG TAWO: Call the selfish Tawo or eccentric Other-Folk. Careful, they are not used to
voices speaking in their heads. (suffer HEARING VOICES)
4. TAWAG UMALAGAD: Call the ancient Umalagad. They are like doting grandparents; tell them
of your exploits and follow their ideals, and they will aid you. (suffer HEARING VOICES)
5. TAWAG DIWATA: Call the phenomenal Diwata. Endure their labors and you will reap their
favor. (suffer DUTY BOUND)

BAWI. Free others from what ails them. Long for the day there is true and lasting harmony in
these Islands. Until that day comes, your words are needed.
1. BAWI TAKOT: Free someone from the limits of fear. The recklessness coming from the lack of
fear is a weapon in itself. (suffer FATIGUE)
2. BAWI SAKIT: Free someone from the illness or sorcery that harms them. Ailments and curses
are exceedingly common in these islands. (suffer FATIGUE)
3. BAWI SUGAT: Free someone from their wounds and pain. Roll a d6, that is how much LAKAS
you restore. (suffer NAUSEOUS)
4. BAWI PANGANIB: Free yourself from danger. Nearby enemies will strongly feel to leave your
presence. (suffer NAUSEOUS)
5. BAWI KAMATAYAN: Free someone from certain death. You cannot restore everything they
lost, but they will live. (suffer DESENSITIZED)

16
KULAM. Curse your enemies with the vilest of sorceries. These are the words of witches and
cowardly datu, but one cannot deny their usefulness.
1. LIGAW KULAM: Curse a foe with a blindness to directions. For d8 days, they will be like a lost
child, never finding their way. (suffer FATIGUE)
2. SALOT KULAM: Curse a foe with a swarm of pests. A cloud of insects to bite them in their
sleep, or a stream of rats to decimate their farms. (suffer FATIGUE)
3. SUKO KULAM: Curse a foe to have an intense fear of you that they will not harm you for a day.
Plots and schemes too far removed from them are fair game, however. (suffer ANXIOUS)
4. MAGA KULAM: Curse a foe’s body part to swell to grotesque size. The swelling turns common
actions into hard labors and will worsen if left untreated. (suffer ANXIOUS)
5. KAMATAYAN KULAM: Curse a foe and ensure their demise. Someone cursed with death shall
perish with the slightest bump or the shallowest wound. (suffer DEATHLY LOOK)

BALIW. Change yourself and others, form and soul. Do not reject it; change is a necessary part
of life.
1. BALIW UGALI: Change someone’s current temperament. A community places trust in the
consistency of personality; weaponize that trust. (suffer FATIGUE)
2. BALIW TANAW: Change everyone’s perception for you. They might avert their eyes from you
and what you do, or you might appear dressed with gold in every extremity. (suffer FATIGUE)
3. BALIW BIYAS: Change a part of your body into another form temporarily. Tongue into long
bloodsucker, teeth into fangs, arms into wings. (suffer AVERSION TO SPICE)
4. BALIW ALAALA: Change someone’s memory. Memories have always been unreliable and
easy to manipulate anyways. (suffer AVERSION TO SPICE)
5. BALIW ANYO: Change your entire body into another form temporarily. Why have you chosen
a body so unlike your own? (suffer TASTE FOR FLESH)

TUGA. The spirits of your ancestors have given you a gift. They are versed in the methods of
violence and augmentation, and their words will surely be of great use in these Islands.
1. TANAW TUGA: Receive the gift of the seeking sight. What do you seek? The glint of gold?
The way forward? Or to see others for how they really are? (suffer FATIGUE)
2. KALASAG TUGA: Receive the gift of protection. Whatever may normally harm you will be like
a breeze, and the protection dissipates along with it. (suffer FATIGUE)
3. SANDATA TUGA: Receive the gift of armament. Increase the force of your blows, by way of
enhanced or blast attacks. (suffer BOISTEROUS)
4. KAMANDAG TUGA: Receive the gift of venom. The beasts of these islands have long utilized
this flesh-eating power; now you too can augment objects with it. (see BOISTEROUS)
5. LANTAKA TUGA: Receive the gift of cannons. Wherever you point will explode with the force
of Si-Gantar Alam. (suffer BLOODLUST)

Invoking Hiwaga Mastery of Hiwaga


A character can chant the words of their Once a Binmanwa has gained all five
Hiwaga with hands free or wielding a weapon. secondaries of a base word, they have
In doing so, they suffer a Condition (p. 12) mastered that Hiwaga. Masters of a Hiwaga
which takes up an inventory slot. Conditions understand its very essence and meaning. Like
stack, and one can chant words of Hiwaga until a goldsmith handling the precious, malleable
they run out of inventory slots. See the list of metal, Masters can extend and reform its
Hiwaga Conditions in page 18. meaning by inventing new secondaries.

Given time and safety, characters can enhance The Mangaawit and player must agree that the
Hiwaga (e.g. affecting multiple targets, new secondary fits the base Hiwaga.
increasing its power, etc.) without any Compromise on the effects, keep it short and
additional cost. evocative. Take one of the Condition costs in
page 18, or make up your own.
If the character is deprived or in danger, the
Warden may require a LOOB save to avoid any
ill-effects. Consequences of failure are on par
with the intended effect, and may result in
Fatigue, injury, or even death.

17
Hiwaga Conditions Mentala
KLEPTOMANIA: The allure of wealth is hard to Mentala are bamboo slates with formulas and
resist. CLEAR: rest for a watch incantations etched onto them. Reading them
HEARING VOICES: Your soul is confused, will cast sorceries and magic. They do not
weakening your mind. CLEAR: rest for a watch cause Fatigue, and they take up an inventory
NAUSOUS: The sight and act of violence and slot to carry, but burn up after one use.
gore disgusts you. CLEAR: rest for a watch Mentala are usually found in the wilderness
ANXIOUS: Crowds and confrontation make you and underworld, but a knowledgeable sorcerer
nervous. CLEAR: rest for a watch can be commissioned to make one in d4
SPICE INTOLERANT: Salt and spices disgust weeks in exchange for gold or a favor.
you, so food prepared by others inedible.
CLEAR: rest for a watch Anting-anting
BOISTEROUS: You cannot help but be loud and Anting-anting are objects of magical power.
excited, often about your own exploits, CLEAR: They do not cause Fatigue. Some have a
rest for a watch balance of beneficial and detrimental effects,
PARANOID: Trust no one else, you’re the only some have a limited amount of uses (see Item
one who can protect yourself. CLEAR: spend a Usage, page 10). Recharging is unique to each
watch in recreation with friends Anting-anting.
DUTY BOUND: The divine expects something
in return for their aid; an errand for an errand, a Oils
trial for a phenomenon. CLEAR: do what is Herbs and other ingredients are infused in oil,
asked of you providing various effects when applied to the
DESENSITIZED: It’s difficult to care for the body. They are found in small clay jars and are
safety of yourself and of others around you. usually fully consumed after 1 use.
CLEAR: meditate for a day about the good you
do
DEATHLY LOOK: Others think they will be
cursed if you do so much as look at them.
CLEAR: prove them right or wrong, and rest for
a watch
TASTE FOR FLESH: You are turning into a
monster, desiring the flesh of your fellow Tawo.
CLEAR: abstain from eating for a day
BLOODLUST: Violence begets violence, and
you don’t want the cycle to end with you.
CLEAR: host a feast with your allies

Other Hiwaga Application


Words and incantations are how the Tawo use
the magical and spiritual forces of Hiwaga, but
it is not the only way.

Some Other-Folk and Diwata inherently know


and are magic and uses them in general
actions and combat.

There are sorcerers from foreign lands that


chant from Spellbooks, and others that
combine random words of power for a limitless
number of effects.

18
d6 Oils
1 Oil of Antidote, 1 use. Lagtang roots infused in oil. Apply it on affected wounds to neutralize
poisons and venoms.
2 Oil of Camouflage, 1 use. Octopus tentacles infused in oil. Apply it on skin to blend with the
colors of the environment for a turn.
3 Oil of Fire Resistance, 1 use. Kalampisaw roots infused in oil. Apply it on skin to protect one
from intense heat for a turn.
4 Oil of Hardwood Skin, 1 use. Narra bark infused in oil. Apply it on skin to harden it, acting as
natural armor for a turn, but without the extra weight.
5 Oil of Venom, 1 use. Venom glands infused in oil. One kind harms LAKAS, and another
harms LIKSI.
6 Oil of Wings, 1 use. Bat fur infused in oil. Apply it on arms and they transform into bat wings,
giving the ability of flight for a turn.

d30 Anting-anting
1-2 Agimat of the Alupihan, 1 use. A wooden amulet in the shape of a centipede’s head.
Wear it and cause plants and bamboo to bend away from you. Recharge: hang it on the
branch of a makahiya plant.
3-4 Agimat of Creature Tongue. A golden amulet in the shape of a clam shell. Feed it the
essence of a creature to understand that creature’s language for an hour, forgetting
every other language until the effect disappears.
5-6 Agimat of Water Stepping, 3 uses. A wooden amulet in the shape of a water strider.
Wear it and be able to step on the surface of the water for a round. Recharge: let it float
on still water for an hour.
7-8 Alitaptanglaw. A sweet-smelling branch which fireflies flock to. Provides a light source
that does not burn or burn out, unless the fireflies die from external forces. Recharge:
wander in a forest holding the branch.
9-10 Anito of Habagat, 1 use. A hardwood statuette of a Diwata with an aura of mist. Pray to it
to summon a storm, but know that you are not exempt from the destruction. Recharge:
pray to it on top of a mountain from sunset to sunrise.
11-12 Inalok Ladle, 1 use. A wooden ladle with a stone handle. Anyone who eats from it is
instantly turned to stone. Recharge: steep it in a bath of silt for a day.
13-14 Kalasag of Featherfall, 3 uses. A rattan shield that weighs incredibly light. Hold it above
your head as you fall to glide like a leaf in the wind. Recharge: let it bathe in the breeze
of the evening.
15-16 Kisap Sibat, 1 use. A sibat (see Weapons, p. 10) with a jade head. Throw it and find
yourself transported where the spear has landed. Recharge: clean the spearhead, make
it shine again.
17-18 Mananangal Kalis, 3 uses. A kalis (see Weapons, p. 10) with a hilt shaped like a bat’s
wing. Wield it and the blade will detach and fly at your command up to far range.
Recharge: infuse it in oil and bat fur overnight.
19-20 Matling’s Tongali, 1 use. A nose flute with unreadable characters engraved on it. Play a
tune and everyone’s armor nearby will fall to the ground. Recharge: play on it again to a
willing audience, no matter how bad the performance is.
21-22 Buntot Pagi, 3 uses. A short whip (d6) made of a stingray tail, with barbs along its
length. Swing it at a flesh-eater or bloodsucker, ignoring any armor. Critical damage will
turn them into a bloody mush, at the cost of durability. Recharge: feed it your own flesh
and blood, take d6 LAKAS damage.
23-24 Suklay of Slumber, 1 use. A comb with a golden frame. Run it through anyone’s hair and
eternal slumber falls on them. Another combing will wake them up, without needing to
recharge. Recharge: Place it under the bed or mat of someone having a nightmare.
25-26 Talipahon. An untethered sibat (see Weapons, p. 10) decorated with intricate golden
feathers. Throw it at far range and its damage is enhanced, but use it in melee and its
damage is impaired.
27-28 Tonina’s Headdress, 1 use. A headdress of gold with snake motifs. Wear it and no one
may recognize you for an hour. Recharge: bathe it in a snake’s blood.
29-30 Tuwaang’s Kalasag, 3 uses. A shield made of hardwood planks. Call out it’s original
master’s name to transform it into a dugout canoe and back. Recharge: dry it out by
covering it in salt for a day.

19
Non-player characters
Non-Player Characters (NPC) are Tawo, Other- Tawo Warriors
Folk, Halimaw, or Foreigners that are controlled Horohan, 3 HP, pamalo (d6)
by the Mangangawit rather than the players. ● Young warriors looking to prove themselves
They are allies, foes, opportunities or obstacles in combat, and debt slaves looking to repay
to the players. In general, interaction with them their debt with loot.
makes the fiction flow in interesting directions.
Mangangaso, 6 HP, 12 LIKSI, sikarom (d8)
They have a simplified set of stats and abilities ● Hunters of forest game who use hunting
compared to the Binmanwa. If no ability score beasts and traps.
is indicated, assume it’s 10.
Manggugubat, 6 HP, 1 Armor, 12 LAKAS, 12
Do not take the NPC stats provided as gospel. LOOB, sibat (d8)
Instead, use them as a guide. You can run ● Proven warriors who have survived many
them as is, or make reasonable changes to raids.
make encounters less or more challenging.
Manglalantak, 4 HP, 1 Armor, 12 LAKAS,
To easily referee NPCs with magic without luthang (d10)
tracking fatigue, the Mangaawit should give ● Warriors who could afford to use and train
them one or two appropriate Hiwaga words (or with gunpowder weaponry.
spells from other systems). Weak magic has at
most 3 uses, while powerful magic can only be Babaylan/Manggagaway, 4 HP, 12 LOOB, kalis
used once. (d6), 2 Bawi or Kulam Hiwaga
● Sorcerers are generally not found in the
Reactions frontlines, but their presence can turn the tide
When the PCs encounter an NPC whose of War.
reaction to the party is not obvious, the ● Healing and curses are of the same tree
Warden may roll 2d6 and consult the following study; it is morality that differentiates a
table: sorcerer from another.
2 3-5 6-8 9-11 12
Hostile Wary Curious Kind Helpful Karanduun, 9 HP, 2 Armor, 14 LAKAS, 12 LOOB,
any weapon, 1 Tuga Hiwaga or 1 Anting-anting
Morale ● Legendary datus or warriors whose exploits
Enemies must pass a LOOB save to avoid and legends take many nights to sing of.
fleeing when they take their first casualty, and
again when they lose half their number.

Some groups may use their leader’s LOOB in


place of their own. Lone foes must save when
they’re reduced to 0 HP. Morale does not affect
Binmanwa.

20
Other-Folk
Aswang, 4 HP, 12 LAKAS or LIKSI, 8 LOOB, grab Umalagad, 10 HP, 1 Armor, 8 LOOB, any
(d6) weapon, 1 Hiwaga or 1 Anting-anting
● Nocturnal flesh-eaters; looks similar to Tawo ● Ancestor spirits appear in their prime and
until they shapeshift. their most extravagant garb.
● Targets lonesome or weak individuals ● Generally happy to help descendants who
● Roll d6 for the Aswang’s special ability | 1. follow their ideals and morality.
Torso detaches and flies with bat wings, 2.
Takes on a bestial form, 3. Has long tongue Lolo, 6 HP, 3 Armor, 18 LAKAS, 6 LIKSI, 14 LOOB,
bloodsucker, 4. Invulnerable to specific forms bite (d10), tail swipe (d8 blast), 2 of any Hiwaga
of damage, 5. Exerts extraordinary bodily ● A form of Umalagad, reserved only for
strength, 6. Knows 1-2 Kulam Hiwaga | ancestors whose legends are larger-than-life;
● Weak to salt, ash, or garlic. they appear as crocodiles whose size make
● Critical damage: flesh-eater (1d6 extra LAKAS rivers overflow.
damage) ● They lend a hand to descendants who
impresses them, but always with a motive of
Dambuhala, 8 HP, 3 Armor, 18 LAKAS, 12 LOOB continuing their own legend.
log spear (d10 blast) ● Critical damage: swallows the victim whole.
● Enormous and proud; protective of their
territories. Nuno, 2 Kulam Hiwaga
● Throws trees and rocks to incredible ● Incredibly territorial diminutive folk. They live
distances. in anthills, termites, and similar mounds.
● If their home and surrounding area are
Kataw, 6 HP, 1 Armor, 14 LIKSI, swordfish bill intruded on, they will not hesitate to curse the
(d8) perpetrator. Pay respect to them by saying
● Sentinels of the Sea; similarly built to Tawo “Tabi-tabi po” while passing, and they might
but with scales instead of fur, sharkskin instead just ignore you.
of reptilian hides, seaweed instead of leaves, ● Generally does not fight and would flee at the
and covered in fins and gills. first whiff of violence, but one should beware a
● They control water like an extension of their nuno with a grudge.
bodies, for they are are part of the Sea.

Wiwit, 8 HP, 6 LOOB draining touch (d6,


damages LOOB after HP)
● Souls of the dead. They roam the dark caves
of the underworld.
● Some are content with their afterlife, but
many are still desperate to escape the
underworld.
● Critical damage: takes possession of the
victim’s body (Make LOOB Save to reclaim
body).

21
Colonizers Halimaw
Mosquetero, 4 HP, 1 Armor, musket (d10) Amalanhig, 3 HP, 6 LIKSI, grab+bite (d6+d6)
● Foot soldiers of the colonizers. ● Animated rotting corpses.
● Forms into firing lines (crew) to overcome ● Does not roll for Morale. They came from a
long reload times (d10 blast, no reload). desire of a perfect raiding force, one that does
● Anyone who gets close are stabbed with not tire or flee.
their bayonets. ● Critical damage: flesh-eater (1d6 extra LAKAS
damage).
Caballero, 6 HP, 3 Armor, 14 LAKAS, polearm
(d10) Tiyanak, 12 HP, 6 LAKAS, 12 LIKSI, claws+bite
● Armored, mounted knights of the colonizers. (d6+d6)
● Leading Mosqueteros atop gallant steeds. ● Abandoned infants, consumed by hate of
their parents; they now only desire the warmth
Preachers of the Fire, 4 HP, 1 Armor, 16 LOOB, of the blood of victims lured by their crying.
mace (d8), Santelmo’s Fire (Spellbook), ● Critical damage: blood loss (1 LAKAS damage
Protecting Light, (Spellbook) every round until patched up).
● They wear robes that are as if burning, their
eyes are a searing white. Sigbin, 10 HP, 8 LAKAS, 12 LIKSI, bite (d8), tail
● They preach of goodness as they send others whip (d6 blast)
to die. ● A dog-like creature devoid of fur, with its
● Santelmo’s Fire: Fiery souls of saints, at beck head at the back and a whip tail at the front.
and call. ● Familiar of the Aswang; they follow their
● Protecting Light: To save and protect, creator’s every command.
summon a wall of Light that incinerates all that ● Critical damage: shadow-eater (1d6 LOOB
passes through. damage)
● Critical damage: Immolate the unbelievers
(make a LOOB save to avoid catching on fire) Busaw, 8 HP, 6 LOOB, claws+bite (d6+d8)
● Hairless, sharp teeth and claws, and skin
Foreign Merchants/Pirates caked with blood.
Samot Sailor, 6 HP, 1 Armor, 12 LIKSI, musket ● Former Tawo who developed a taste for
(d10) corpses after getting lost in the underworld.
● Seafarers from the neverending lands in the ● Critical damage: flesh-eater (1d6 extra LAKAS
north or the neighboring islands in the south. damage)
The Tawo are connected with them through
trade or war, as well. Tigbalang, 6 HP, 1 Armor, 12 LAKAS, 6 LOOB,
arm (d8 or d6 blast)
Samot Captain, 9 HP, 2 Armor, 12 LIKSI, 14 ● A bipedal creature with long, slender limbs
LOOB, sword or saber (d8), 1 Anting-anting or and hair all over.
Magical Item ● Known to stalk folk they are fond of and
● Only the toughest survive at sea, and only the capture them; their victims are never seen
best and most charismatic among them are again.
followed as a captain. ● Critical damage: captures the victim and
flees.

Gawigawen, 6 HP, 3 Armor, 16 LAKAS, giant axe


(d10/d8 blast)
● Six-headed giant composed of viscera and
flesh found on battlefields.
● Does not roll for Morale.
● The abundance of corpses around them
sustains them for 3 HP per round; they are
persistent, like the War they are born from.

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Lower Diwata
Salot ni Makaptan, 6 HP, 6 LIKSI, 16 LOOB, Anak Amihan, 15 HP, 18 LIKSI, claws (d10)
unarmed (d6) ● Giant birds whose wings could change the
● Moist, bloated corpses with ever open currents of the winds.
mouths, swarmed with mosquitoes. ● They start their flight in Amihan’s season,
● Generally stays in swamps and rivers, but are blowing away the remnants of Habagat’s storm
sometimes sent to terrorize a barangay. clouds.
● Out from its gaping mouth comes clouds of ● Immune to strong winds, but weak to
bloodsucking insects, carrying a multitude of lightning.
diseases. ● With the flap of wings, a gust sweeps away
lighter creatures and materials.
Bantay Alimugkat, 10 HP, 3 Armor, 16 LAKAS, 18
LOOB, tail slam (d10) Anak Bakunawa, 10 HP, 3 Armor, 18 LAKAS, 16
● Whale sharks whose backs reflect the clear LIKSI, bite (d10)
night sky. ● Giant flying sea serpents; children of the
● Gentle giants to all but the enemies of the moon eater Bakunawa.
Sea. ● They come out at night, desiring the moon.
● Immune to the push and pulls, and pressures ● Immune to the push and pulls, and pressure
of the Sea, but weakens when away from the of the Sea, and weak to the Sun and its light.
Sea. ● From its mouth, a devastating beam
● With a graceful movement, giant waves are powered by the six moons eaten before
spawned, currents are redirected, and tides are damages for d10 (blast).
reversed. ● Critical damage: victim is swallowed.

Bantay Banwanun, 12 HP, 2 Armor, 12 LAKAS, 14 Anak Minokawa, 13 HP, 1 Armor, 14 LAKAS, 18
LIKSI, 18 LOOB, bite or antlers (d10) LIKSI, claws (d10)
● Large, stalking tigers, or giant, graceful deers. ● Giant fiery birds residing in volcanoes.
● Guardians of the forests; hunters offer their ● They stoke the fires of volcanoes, waiting for
first kill of the day as a tribute. Minokawa’s awakening.
● Immune to weapons made of iron, but weak ● Immune to the heat of fire and lava, and
to fire. weak to water.
● Critical damage: blood loss (d4 LAKAS ● With a shriek, the ground cracks and out
damage every round); they will accept the comes lava, the fiery blood of the Islands.
fallen as offering and leave with them. ● Critical damage: victim is swallowed.

Anak Habagat, 15 HP, 18 LAKAS, storm dance


(d8)
● Dancing, swirling condensed clouds of
Habagat’s storms, followed by bigger storms.
● They continue Habagat’s seasonal dance,
without a care for the destruction it causes.
● Immune to lightning, but weak to other
sources of winds.
● A crackling arc of pure energy reaches out
from inside to anyone close.

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Building a Barangay
Eventually, a Binmanwa or a group of Actions
Binmanwa may be well-known and valorous A Lipon can perform one action a week. A lipon
enough that other Tawo would want to follow can be forced to make a second action but
them. If they accept, they will become Datu of doing so will make them deprived. Deprived
their own Barangay. Lipons’ loyalties are challenged (see Morale
● A Barangay will need to settle somewhere to and Loyalty. Page 25) and must take the next
grow. week to rest.
● Datus are responsible for the well-being of
their followers, leading Lipon in war, and Below are some example activities, but the
passing judgement in trials within the Mangaawit and players can invent other
Barangay. activities:
● A Barangay does not need upkeep; each ● Provide for the Barangay. Farm, fish, hunt,
household provides for their own, so long as mine, create, trade. Do whatever you can to
they are not overworked. make wealth for the Barangay. Make a LAKAS
● Most Barangays in the Islands are founded on or LIKSI save (depends on what work they do)
debt slavery. But building a Barangay without to obtain 1d6x100g.
relying on this inhumane power structure ● Scout Ahead. Specify a place for the Lipon to
should be a possible, albeit difficult, path. scout and roll a Die of Fate to see if they
recover any information or if they’re able to
Gaining Lipon return at all.
There are two kinds of Lipons, based on the ● Muster Lipon. Battle-ready warriors step up
social castes: Timawa Lipon and Oripun Lipon. in the face of War. Typical stats: 1d6 HP, 3d6
Whether they follow a Datu because of LAKAS, LIKSI, and LOOB, d6 damage (pamalo).
admiration or because of debt, both kinds of ● Reinforce Barangay. Construction is
Lipon will leave or rebel if they deem they are underway. Make a LAKAS save to see if the new
not treated well enough. constructions hold up (See: Barangay
Upgrades, page 24).
A Timawa Lipon is a group of households led
by a Timawa. Barangay Upgrades
● Gaining Timawa Lipons should be a rare Certain upgrades can be constructed to
occurrence, like after Datus perform improve a Barangay’s defenses against attack.
phenomenal feats.
Some examples:
An Oripun Lipon is a group of households of ● Palisades and moats, to restrict invaders from
Oripun with debts to the Datu. storming the Barangay.
● Gained by raiding another Barangay, buying ● Bamboo tower, to enhance attacks from atop
from merchants, or as tribute from other and impair attacks from the ground.
Datus. ● Ambush point, established somewhere
outside the Barangay.
● Traps, to cause d6 damage to one enemy
Lipon (starts at 1 use, can be upgraded 3 uses)
● Treehouse refuge, to save one Lipon from
destruction.

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Morale and Loyalty Travel and exploration
Datus must take care of their Barangay, for an
unsatisfied and exhausted community will Travel over land and sea is measured in hexes
have difficulty growing. (10 km/6 mi) and watches (6 hours). Typically, 1
watch is needed to travel 1 hex. Difficulty of
Making generous gestures towards a Lipon terrain, naval vessels, weather and other
makes them unlikely to leave the Barangay. external factors may place modifiers to this.
This is called Debt of Gratitude. Some
examples: Once per day, spend 1 watch to rest or become
● After a raid, give a significant portion of the deprived.
loot to participating Lipons.
● Holding a feast as a reward for the week’s
Travel Modifier Examples
+1 Watch Difficult terrain (forests, swamps,
labor.
rough waves, reefs)
● Granting an Oripun Lipon their freedom, +1 Watch Ascent (hills, mountains)
turning them into Timawa Lipon (permanent +1 Watch Rough weather (heavy rain/winds,
Debt of Gratitude). storms)
+1 Hex Sailing with favorable winds
Certain events affects a Lipon or the whole +1 Hex Sailing with seafaring ships
Barangay’s morale. Each affected Lipon takes (balangay, karakoa)
LOOB damage and will have to make a LOOB
save. Lipon with Debt of Gratitude may make Long Actions
the save with the Datu’s LOOB instead. Some Watches may be spent to do actions that may
examples: take a long time. Binmanwa may do different
● The death of a Datu. (d8 LOOB damage) actions from each other, at the risk of getting
● The annihilation of a Lipon. (d6 LOOB separated during random encounters. Some
damage) examples:
● Dissatisfaction with a Datu’s actions. (d4 ● Hunt/Fish/Forage – find d4 food rations.
LOOB damage) ● Search thoroughly – the Mangaawit provides
● Forced to do a second action in a week. (d4 more specific details about the hex.
LOOB damage)
● Forced labor while deprived. (d6 LOOB Encounter Die
damage) Different events may happen while traveling
and exploring. The Encounter Die Table below
Failing a LOOB save means the Lipon leaves gives the Mangaawit a prompt for such cases.
the Barangay, whether peacefully or violently.
A Lipon’s LOOB is restored every change of the Roll a d6 every time it is appropriate for the
season. type of terrain being traveled.
● On the open Sea, roll every watch.
Growth and Change ● On the Islands, roll every 2 watches.
Every 6th month, the season changes and so ● In confined spaces in the wilderness and
does the Barangay. Growth comes naturally, underworld, roll every 2 turns.
but with growth comes problems. Roll a d6 for 1 Encounter
every Lipon the Barangay has. The two events 2 Sign (clue to nearby room/event/
below can happen simultaneously. encounter)
● On a roll of 6, the Barangay gains another 3 Change (to weather/area/quest/timer)
Oripun Lipon. 4 Exhaustion (rest or take fatigue)
● On a roll of 1, the Barangay is under serious 5 Expiration (ongoing effects end or mark 1
threat (e.g. War, disaster, treachery). use on torch or other resource)
6 Discovery (something interesting and
possibly beneficial)

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Generators
These generators are tools for the Mangaawit to craft adventures with. Roll for random
generation, or just pick and choose prompts for each element. Use these tables in however way
it is helpful to your creative process as a Mangaawit.

Community Generators
When generating a community, first roll a d4. If the result is 1, the community is a Pueblo, an
amalgamation of Barangays by the Colonizers. If the result is 2-4, the community is a Barangay
of the Tawo. Roll on the respective generators below.

Barangay Generator Pueblo Generator


Roll a d6, d8, and d10. Treat the results as a Roll a d6, d8, and d10. Treat the results as a
prompt to create a Barangay. prompt to create a Barangay.
d6 Size
d6 Size
1-4 Frontier Pueblo (2d12 Lipon)
1 Semi-Nomadic Community (d4 Lipon)
5-6 Major Pueblo (2d20 Lipon)
2-3 Small Settlement (2d6 Lipon)
4-5 Growing Village (2d8 Lipon)
d8 Special Defenses
6 Established Chiefdom (2d10 Lipon)
1 Stone fortifications
2 Oppressive Caballero Captain
d8 Special Defenses
3 Zealous Preacher of the Fire
1 Fleeing to caves or tree houses
4 Formidable Galleon Man-o-war
2 Legendary Karanduun
5-6 Cannon placements
3 Bamboo palisades and watchtowers
7-8 Conscripted Tawo forces
4 Trained beast sentinels
5 Other-Folk allies
d10 Pressing Issues
6 Formidable fleet of ships
1 Nuno playing with locals
7 Potent Babaylan/Manggagaway
2 Curses envelop the Barangay
8 Lantaka Placements
3 Residents lost to the Sea
4 Dambuhala wants strength proven and
d10 Pressing Issues tested
1 Nuno playing with locals 5 Aswang terrorizes the night
2 Curses envelop the Barangay 6 Internal turmoil
3 Residents lost to the Sea 7 Resisted by Tawo
4 Dambuhala wants strength proven and 8 Incoming disaster by Diwata
tested 9-10 War
5 Aswang terrorizes the night
6 Internal turmoil
7 Harassed by Colonizers
8 Incoming disaster by Diwata
9-10 War

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Spark Tables - Barangay Details
Roll 2d20, take the results and smash them together for inspiration in creating NPCs, places,
objects, and events.

d20 Spark One d20 Spark Two


1 Iron 1 Monstrous
2 Gold 2 Destroy
3 Sea 3 Violent
4 Feast 4 Foreign
5 Love 5 Secret
6 Tribute 6 Wild
7 War 7 Overgrown
8 Debt 8 Fiery
9 Forest 9 Dead
10 Song 10 Artisan
11 Boat 11 Divine
12 Spirit 12 Free
13 Farm 13 Cursed
14 Creature 14 Survive
15 Mountain 15 Mysterious
16 Night 16 Hunger
17 Cave 17 Tricky
18 Blood 18 Allied
19 Storm 19 Venomous
20 Corpse 20 Strong

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Adventure Generator d100 Native Creatures
Roll 5 six-sided dice to generate the elements Below is a list of 50 kinds of creatures that call
of a Labor or Raid. These prompts are merely the Islands their home. Choose from the list or
suggestions, mix and match however you think roll a d100 if you ever need one.
is best. 1-2 Archerfish (Ataba)
d6 Activity 3-4 Bat (Paniki)
1 Rescue or retrieve part of 5-6 Bee (Bubuyog)
7-8 Boar (Baboy Ramo)
2 Destroy or kill
9-10 Centipede (Alupihan)
3 Escort or protect 11-12 Cockroach (Ipis)
4 Raid or steal from 13-14 Cone Snail (Balisungsong)
5 Explore or discover 15-16 Crocodile (Buwaya)
17-18 Crab (Alimango)
6 Fix or rehabilitate
19-20 Cloud Rat (Ulapdaga)
21-22 Dog (Aso)
d6 Target 23-24 Deer (Usa)
1 A precious item 25-26 Eagle (Haribon)
2 A Halimaw or Lower Diwata 27-28 Elephant (Gadya)
29-30 Fire Ants (Hantik)
3 A Tawo, Other-Folk, or Colonizer
31-32 Firefly (Alitaptap)
4 A community 33-34 Flying Fish (Bolandor)
5 A ship 35-36 Flying Squirrel (Lipadilaga)
6 The Location (rolled below) 37-38 Frog (Palaka)
39-40 Gecko (Tuko)
41-42 Grasshopper (Balang)
d6 Location 43-44 Hermit Crab (Umang)
1 The Underworld 45-46 Jellyfish (Dikya)
2 Deep in a forest or swamp 47-48 Leech (Linta)
49-50 Leopard Cat (Maral)
3 On or under the Sea
51-52 Macaque (Matsing)
4 Atop a mountain
53-54 Mantis Shrimp (Alupihang Dagat)
5 On flatland or valley 55-56 Monitor Lizard (Bayawak)
6 On a small, offshore island 57-58 Moray Eel (Igat)
59-60 Octopus (Pugita)
61-62 Owl (Kuwago)
d6 Obstacles 63-64 Pangolin (Halintong)
1 Obscured or difficult to reach 65-66 Python (Sawa)
2 Guarded by a powerful being 67-68 Rhinoceros (Sungaykuda)
69-70 Salamander (Balubid)
3 Surrounded by hazards
71-72 Scorpion (Alakdan)
4 Another group of Binmanwa 73-74 Scorpionfish (Alakdanisda)
5 Occupied by a hostile army 75-76 Sea Cow (Dugong)
6 Protected by sorcery and curses 77-78 Sea Turtle (Pawikan)
79-80 Shark (Pating)
81-82 Snake (Ahas)
d6 Incentives 83-84 Spider (Gagamba)
1 Knowledge and information 85-86 Squid (Pusit)
87-88 Stingray (Pagi)
2 Wealth
89-90 Swordfish (Malasugi)
3 Valor and glory 91-92 Tiger (Musangbatuk)
4 Peace and safety 93-94 Turtle (Pagong)
5 A mystical Anting-anting 95-96 Wasp (Putakti)
6 Trust 97-98 Water Buffalo (Kalabaw)
99-100 Whale Shark (Butanding)

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