There is an illness in these islands. The person is sick with the curses and cancers from the unseen. The community is suffering the wrath of the gods and demons. The chiefdom is afflicted with war against those like and unlike them. And the islands are plagued with the ships and guns of colonizers.
There are those who continue the ways they know. There are those who prevent the disaster the sorcerors have seen will happen. And there are those who take the chaos and reap from it.
Take wealth, covet power, and 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 (unfinished) Cairn-based RPG for one referee (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 and history.
Many thanks to: Yochai Gal for Cairn, Chris McDowall for Into the Odd, makapatag for Gubat Banwa, Christian Merstam for Whitehack, Ben Milton for Maze Rats, Jim Parkin for Weird North, Jason Tocci for QZ, and sdragon for the advice.
Follow my blog as I discover more about Filipino history and culture, and figure how to fit them into RPGs. If you'd like to support my work, you could buy me a coffee!
Principles of the World
You are Tawo. Peoples of the Islands and raiders of the Sea. You descended from the Mother Coconut Tree, making you as much of a native as all others on the islands.
The Islands are the broken corpses of the familiars of Bathala. He sent them down from the stars so that we would have a home. No one lays claim on the Islands, for there is plenty of land for everyone.
Water connects all. They are roads, paths from one place to another. Boats and ships are exceedingly common. Those who do not have a boat know how to swim. Water is never a barrier.
Everything on the Islands is alive. Diwata is what gods and nature spirits are called, and Yawa is what demons are called, though the line separating the two are blurred. Diwata exist in the mountains, the trees, the seas, and even the stars in the sky. Give them their due respect and hospitality.
The face of the Islands is one covered in Nature. Forest-laden mountains, valleys netted with rivers, naturally-formed cave Underworlds, the expanse of the Sea. Anything constructed is still inexplicably natural; fortifications are made of bamboo and natural formations of the ground, mansions are made of hardwood, and temples are simply ancient trees.
Social castes are volatile. The Datu is head, judge, and general of his barangay. Timawa are free men who follow the Datu of their own volition. Oripun are debtor slaves owned by the Datu or wealthy Timawa. Rising through society is a matter of hard work, enterprising spirit, or martial might. And falling down the castes is an even easier, tragic task.
Each barangay (community) is a largely independent chiefdom. There are loose federations of Datu, but without a King figure. These alliances are built on trade and mutual protection. Barangays outside federations and alliances are trade partners or targets for raids and war.
Other island natives and folk have varied relationships with Tawo. Different cultures and values have caused indifference and wars many times before, but it is possible to choose harmony.
Monsters are the product of enmity and turmoil. There is no inherent evil, only unfortunate circumstances. Hate, destruction, war, colonization; to truly purge monsters, one must purge these first. Makes you wonder if it’s even possible.
Colonization is a disease spreading through the islands. From where the Sun rises came giant ships, each with an army of cannons and guns. The priests of the Sun enslave Tawo and burn through the resources of the Islands. If nothing is done about it, the fate of the Islands is sealed.
(A guide to the full setting can be found here.)
Roll 1d6 to determine your character’s Hit Protection (HP). HP represents your Binmanwa’s ability to avoid hits and wounds.
Roll 3d6 for each Attribute below, in order. You may swap any two of the results.
LAKAS: Brawn, fortitude, resilience.
LIKSI: Quickness, reflex, balance.
LOOB: Discipline, charisma, bravery.
If your highest attribute is 9 or less, roll on the bonus item table.
If your highest attribute is 7 or less, roll on the bonus item table twice.
Discuss with the Mangaawit what the words attached to your ancestry means for your Binmanwa. The Mangaawit has final say about any mechanical bonuses.
Smoothman: Versatile, Free, Proud
Crocodileman: Tough, Stubborn, Orthodox
Ratman: Tricky, Risk-averse, Unassuming
Carabaoman: Strong, Eager, Sympathetic
Treeman: Rooted, Mature, Aloof
Roll a d12 or choose from the list below. If the skill your Binmanwa has is ever relevant, you might automatically succeed at a task deemed simple for someone with that skill, or gain Advantage on a save.
|1. Magsasaka Farmer||7. Babaylan Healer Shaman|
|2. Manggugubat Land Warrior||8. Manggagaway Curse Sorceror|
|3. Mangangayaw Sea Raider||9. Paraawit Lore Singer|
|4. Karakal Merchant||10. Panday sa Puthaw Ironsmith|
|5. Mangingisda Fisherman||11. Panday sa Bulawan Goldsmith|
|6 . Mangangaso Hunter||12. Panday sa Kahoy Woodsmith|
Binmanwa have 10 inventory slots. They begin with: Three days’ rations, a torch, 3d6 gold tahil (g).
Roll on each of these Starting Gear tables (except Bonus Items) to determine your Binmanwa’s Armor, Weapons, Tools and Equipment. You can skip rolling for Armor to roll for Habit Sorceries.
Only roll on the Bonus Item table if your Attributes are low enough (See: Attributes)
*For D46, roll a D4 for tens, and D6 for ones
|None||Barote Cloth Armor||Batung-batung Chainmail|
|Pamalo Fighting Stick, Kalis Swordsword||Kampilan Sword, Bunang Axe||Sumpit Blowgun, Sikarom Bow, Sibat Spear||Songil Polearm, Luthang Musket|
|D46 Tools and Gear (Roll twice)|
|11. Axe Tuwad||31. Hammer Palo-palo|
|12. Alcohol Alak||32. Hunting Net Batung|
|13. Bamboo Pole Kawayan (3m)||33. Incense Bango|
|14. Caltrops Tinik||34. Jar Banga|
|15. Cooking Pot Kawali||35. Oar Sagwan|
|16. Crossbow Trap Balatik||36. Pickaxe Piko|
|21. Drill Abluwang||41. Rope Lubid|
|22. Fishing Net Lambat||42. Saw Lagari|
|23. Glass Beads Butil||43. Shovel Pala|
|24. Glue Pandikit||44. Sickle Salat|
|25. Gong Batingting||45. Snares Balolong|
|26. Grease Langis||46. Tongs Kupit|
|D20 Bonus Item|
|Tools & Gear||Armor or Weapon||Habit Sorceries|
Name your Binmanwa. You may use names in any language you like, if meaning is what's important to you.
But if you must adhere to the naming sense in the Islands, here are the names of 200 natives. Wear their names well and proudly.
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
One inventory slot is enough for most items. Small items like coins can be stacked up to 100 in one slot. Items tagged as bulky take up two slots.
Some items have their own quirks (as tags). Discuss with your GM about what the capabilities and limitations of those quirks should be.
Prices are in gold tahil (g).
|Kalasag Shield (+1 Armor)||10|
|Barote Cloth Armor (1 Armor)||20|
|Batung-batung Chainmail (2 Armor, bulky)||40|
|Sumpit Blowgun (d4 damage, fragile)||5|
|Pamalo Fighting Stick/Kalis Shortsword (d6 damage, concealed)||5|
|Sikarom Bow (d6 damage, bulky)||20|
|Kampilan Sword/Bunang Axe (d8 damage)||10|
|Sibat Spear (d8 damage, bulky, pulled back with rope when thrown)||20|
|Songil Polearm (d10 damage, bulky, far reach)||40|
|Luthang Musket (d10 damage, reloads in 2 rounds, fragile in melee)||100|
|Lantaka Cannon (2d6 damage, blast, too heavy to carry)||300|
|Tools and Gear||Price|
|Adventuring Gear Sari-sari (bulky)||50|
|Bamboo Pole Kawayan (3m)||5|
|Bamboo Section Kawayan||1|
|Bamboo Trumpet Bodyong||1|
|Bed Mat Banig||10|
|Betel Nuts Buyo||20|
|Cooking Pot Kawali||10|
|Crossbow Trap Balatik||50|
|Fishing Net Lambat||10|
|Glass Beads Butil||5|
|Hunting Net Batung||20|
|Nose Flute Tongali||20|
|Rope Lubid (15m)||10|
|String Instrument Kudyapi||20|
|Baroto Dugout Canoe (3 HP||100|
|Paraw Outrigger Boat (6 HP, 1 Armor)||2000|
|Balangay Seafarer (10 HP, 1 Armor, 1 Bow Lipun)||10000|
|Karakoa Warship (15 HP, 2 Armor, 2 Bow Lipun)||20000|
|Galleon (20 HP, 3 Armor, 2 Cannon Lipun)||-|
ABILITIES AND SAVES
When performing a risky maneuver or making a dangerous choice, the Binmanwa makes a Save. Players roll a D20 for an appropriate Ability score. If they roll equal to or under to that ability score, they pass. Otherwise, they fail. A result of a 1 is always a success, and a 20 is a failure.
Each of the three abilities are used in different circumstances.
LAKAS: Used for saves requiring physical power, like lifting, breaking, resisting poison, etc.
LIKSI: Used for saves requiring poise, speed and reflexes, like dodging, climbing, sneaking, balancing, etc.
LOOB: Used for saves to persuade, deceive, interrogate, intimidate, charm, provoke, invoking spiritual power, etc.
ADVANTAGE AND DISADVANTAGE
If a Binwanwa is particularly well prepared for a task, has useful equipment, or the task is related to their Skillset, the Mangaawit may grant them advantage. Roll 2d20 and use the better result.
The Mangaawit may grant disadvantage if a Binmanwa is ill-prepared, hindered, or outmatched. Roll 2d20 and use the worse result.
Resting for a few minutes and having a drink of water restores lost HP, but leaves the party exposed. Ability loss can usually be restored with a week’s rest, facilitated by a babaylan or other appropriate source of expertise. Some of these services may be free, while expedient or magical means of recovery may come at a cost.
DEPRIVATION & FATIGUE
Anyone deprived of a crucial need 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.
Binmanwa can carry multiple points of fatigue, either as a result of events occurring in the fiction, or by chanting Habit. It lasts until the Binmanwa is able to recuperate in safety.
Armor subtracts its score from the results of damage rolls against the wearer, before HP. Items such as shield 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.
Being weighed down by too much armor can have detrimental effects to the initiative of a group of Binmanwa (See: Turns and Initiative).
Players can hire horohan to aid their adventures in various ways. Horohan are usually paid between 1-3g a day, or a share of whatever treasure the party obtains.
To create a horohan, roll 3d6 for each Ability Score, then give them 1d6 HP and a simple weapon (d6).
WEALTH AND TREASURE
The most common medium of trade is the gold tahil (g).
Treasure is highly valuable, usually bulky, and rarely useful beyond its value. It’s allure sends the brave and foolhardy in harm’s way, against deadly foes.
Barangays, settlements, and tribes barter and trade based on the local rarity and value of any item or commodity.
War and Violence
There is no need to do strict time accounting. In a fight or circumstance where timing is helpful, use rounds to keep track of when something occurs. A round is roughly ten seconds of in-game time and comprised of turns.
TURNS AND INITIATIVE
The Mangaawit will telegraph the most likely actions taken by non-player characters (NPCs). When against unsuspecting foes, the ambushing side will get to act first. At the start of combat, the Binmanwa must make a LIKSI save to act before their foes.
Armor affects this save. A Binmanwa with 0 Armor rolls the save with advantage, while a Binmanwa with 3 Armor rolls with disadvantage. A Binmanwa must choose their armor wisely.
On their turn, a Binmanwa may move from one movement range to the next, and take up to one action. This action may be casting a spell, attacking, making a second move, or any other action deemed reasonable by the Mangaawit. Each round, players must declare what they are doing before dice are rolled.
If a character attempts something risky, the Warden calls for a save for appropriate players or NPCs. All actions, attacks, and movements take place simultaneously.
MOVEMENT AND RANGES
Movement ranges, from nearest to farthest, are ordered as: Close>Nearby>Far>Distant. Moving shifts a Binanwa’s position one step along the ranges, whether it be moving nearer or farther from an NPC, object, or location.
Melee weapons hit in Close range. Ranged weapons targets in Nearby and Far ranges, but not Close or Distant.
For less abstracted movement ranges, consider one movement range as 40ft or 15m.
ATTACKING AND DAMAGE
The attacker rolls their weapon die and subtracts the target’s armor, then deals the remaining total to their opponent’s HP. Unarmed attacks always do 1d4 damage.
If multiple attackers target the same foe, roll all damage die and keep the single highest result. The same is done when attacking with dual weapons; roll for both damage die and keep the single highest result.
ATTACK MODIFIERS AND BLAST ATTACKS
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.
Attacks with the blast quality affects all targets in the noted area, rolling separately for each affected character. Blast refers to anything from explosions to huge cleaving onslaughts to the impact of a meteorite. If unsure how many targets can be affected, roll the related damage die for a result.
Large groups of similar combatants fighting together are treated as a single lipun. When a lipun takes critical damage, it is routed or significantly weakened. When it reaches 0 STR, it is destroyed.
Attacks against lipun by individuals are impaired (excluding blast damage).
Attacks against individuals by lipun are enhanced and deal blast damage.
Equipping a lipun costs twenty times the individual item cost.
Ships ignore attacks weaker than a cannon, and are destroyed at 0 HP. Regaining lost HP takes a day of repairs.
Running away from a dire situation always requires a successful LIKSI save, as well as a safe destination to run to.
Damage beyond HP damages a target’s LAKAS. They must then make a LAKAS save to avoid critical damage. Some NPCs will have special abilities or effects that are triggered when their target fails a critical damage save.
Any Binmanwa that suffers critical damage cannot do anything but crawl weakly, grasping for life. If given aid and rest, they will stabilize. Otherwise, they die within the hour if left untended.
ABILITY SCORE LOSS AND DEATH
If a Binmanwa’s LAKAS is reduced to 0, they die. If their LIKSI is reduced to 0, they are paralyzed. If their LOOB is reduced to 0, they are delirious.
Complete LIKSI and LOOB loss renders the character unable to act until they are restored through intensive rest or by extraordinary means.
When a Binmanwa dies, the player is free to create a new Binmanwa or take control of a Horohan. They immediately join the party in order to reduce downtime.
Sorcery and magic
Habit are incantations made of two words. Chanting these words cause magical effects upon the caster or his surroundings.
There are 6 base words: Agaw (Seize), Tawag (Call), Bawi (Free), Kulam (Curse), Baliw (Change), and Tuga (Gift). The second words to a base word are gained in order, from the weakest (1st) to the most powerful (5th). Each word (base and second, separately) is gained at advancement (See: Advancement).
The nature of Habit can be different from one Binmanwa to another. One may learn of a word from studying the Diwata in the stars. Another may hear it from an spirit who is fond of them. There are ones who even have the words tattooed to their body.
THE WORDS OF HABIT
AGAW - Seize from your enemies from Near or Far. May what you take be helpful to you and harmful to them.
1. Agaw Bagay - Seize an object you can carry and pull it towards you. Remember to seize by the grip and not the blade. (1 Fatigue)
2. Agaw Isip - Seize the thoughts running through someone's mind. Their secrets, or passing monologues, are yours. (1 Fatigue)
3. Agaw Bunga - Seize the magical effects affecting an object or being temporarily, whether beneficial or detrimental. This Habit is a double edged kalis. (2 Fatigue)
4. Agaw Galaw - Seize someone’s momentum, forcing them in place while augmenting your own movement. Become an usa while your enemy becomes a pagong (2 Fatigue)
5. Agaw Katawan - Seize someone’s body, overtaking their soul and giving you control over their actions temporarily. Two souls aren’t meant to inhabit one body, and yet that is our way. (3 Fatigue)
Tawag - Call and speak to the souls of the natives of these islands. Do not think that calling their attention is the same as gaining their favor. For that, you have to work.
1. Tawag Halaman - Call the vibrant plants and trees. They are connected through the dirt and waters. (1 Fatigue)
2. Tawag Hayop – Call the magnificent beasts. Treat them with respect; they were here before you. (1 Fatigue)
3. Tawag Tawo – Call the selfish Tawo and eccentric Other-Folk. Careful, they are not used to voices speaking in their heads. (2 Fatigue)
4. Tawag Umalagad – Call the ancient Umalagad. Tell them of your exploits; they are like doting grandparents. (2 Fatigue)
5. Tawag Diwata – Call the phenomenal Diwata. Endure their labors and you will reap their favor. (3 Fatigue)
Bawi - Free others from what ails them. Long for the day there is true and lasting harmony between Tawo and his Banwa. That day will never come, and so your skills are needed.
1. Bawi Sakit - Free someone from the illness or sorcery that harms them. Ailments like the swelling of the body are exceedingly common in these islands. (1 Fatigue)
2. Bawi Takot - Free someone from the limits of fear. The recklessness coming from the lack of fear is a weapon in itself. (1 Fatigue)
3. Bawi Sugat - Free someone from their wounds and pain. Roll a d6, that is how much LAKAS you restore. (2 Fatigue)
4. Bawi Panganib - Free yourself from danger. Nearby enemies will strongly feel to leave your presence. (2 Fatigue)
5. Bawi Kamatayan - Free someone from the grip of death. You must do it within the hour since they have fallen. (3 Fatigue)
Kulam - Curse your enemies with the vilest of magics. These are the words of witches and cowardly datu, but one cannot deny its usefulness.
1. Ligaw Kulam – Curse a foe with a blindness to directions. For d8 days, they will roam the wilds like a lost child, never finding the exit, without the light of stars to guide them. (1 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 in their farms. (1 Fatigue)
3. Suko Kulam – Curse a foe and they will not harm you for a day. Plots and schemes too far removed from them are fair game, however. (2 Fatigue)
4. Maga Kulam - Curse a foe and cause one of their body parts to swell to grotesque size. The swelling turns common actions into hard labours and if left untreated, can be the cause of death in d4 weeks. (2 Fatigue)
5. Kamatayan Kulam – Curse a foe by ensuring their death. Someone with the mark of death shall perish with the slightest bump or the shallowest wound. (3 Fatigue)
Baliw - Change yourself and others, form and mind. Unchanging is not truly static; it is the way backwards and towards destruction.
1. Baliw Ugali – Change someone’s current temperament. Weaponize the consistency of personality and the trust a community has placed on it. (1 Fatigue)
2. Baliw Biyas – Change a part of your body into another form. Tongue into long bloodsucker, teeth into fangs, arms into wings. (1 Fatigue)
3. 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. (2 Fatigue)
4. Baliw Alaala – Change someone’s memory. Memories have always been unreliable; what difference does it make when the inaccuracies are molded by you? (2 Fatigue)
5. Baliw Anyo – Change your entire body into another form. What form do you take with this power? What does it say about you? (3 Fatigue)
Tuga – The spirits of your ancestors have given you a gift. Receive it, for they are versed in the methods of war and violence, and they will surely be of use to you 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? (1 Fatigue)
2. Lason Tuga – Receive the gift of venom. The beasts of these islands have long utilized the flesh eating properties of this substance; now you can augment objects with it. (1 Fatigue)
3. Sandata Tuga – Receive the gift of armament. Increase the force of your blows, by way of enhanced or blast attacks. (2 Fatigue)
4. Kalasag Tuga – Receive the gift of protection. Whatever may normally harm you will like a wind’s breeze, and the protection dissipates along with it. (2 Fatigue)
5. Luthang Tuga – Receive the gift of cannons. Wherever you point will explode with the force of Si-Gantar Alam. (3 Fatigue)
INVOKING THE POWER OF HABIT
A Binmanwa can chant the words of their Habit with hands free or wielding a weapon. Doing so gives them Fatigue, occupying a number of inventory slots based on the Habit’s intensity every time.
Given time and safety, Binmanwa can enhance a spell (e.g. affecting multiple targets, increasing its power, etc.) without any additional cost.
If the Binmanwa 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, forgetting the Habit, or death.
OTHER MAGIC DISCIPLINES
Habit is how the magical and spiritual forces are used in the islands, but it is not the only way. The Sea protector Kataw’s control of water isn’t covered by Habit, for example. There are nations across the Sea that chant sorceries from Spellbooks, and others that combine random words of power for a limitless number of effects.
For easy refereeing for NPCs with different magic disciplines, the Mangaawit should give them one or two appropriate spells and assign fatigue costs like with Habit (1 fatigue for weak effects, 3 fatigue for powerful effects).
MENTALA AND ANTING-ANTING
Mentala are bamboo slates with formulas and incantations etched onto them. They are similar to Habit, however they do not cause Fatigue, and they take up an inventory slot to carry, but burn up after one use.
Anting-anting are items, imbued with a magical power. They do not cause Fatigue. Anting-anting usually have a limited use, as well as a recharge condition. A few examples:
Manananggal Kalis, 3 charges. A shortsword with a blade that detaches and flies to Far ranges. Recharge: infuse the sword in oil and bat wings overnight.
Tuwaang’s Kalasag, 1 charge. A shield that grows into a dugout canoe and back. Recharge: feed it salt.
Tonina’s Headdress, 1 charge. When worn, no one can know who you are. Recharge: leave it on the roots of a Balete tree, with a plate of eggs beside it.
Oil of Lipad-lipad, 1 use. Spread on your arms to gain the ability of flight for an hour.
A Binmanwa advances by going out into danger and:
• Bringing back a large amount of treasure
• Completing a quest given by an NPC
• Bringing back an authentic and suitably epic story of valor and bravery
In advancment, players can pick one of the following:
• Increase HP by 1 (to a maximum of 12)
• Increase ability scores - Make a save against the attribute; if successful, improve attribute by 1.
• Gain a Habit word.
When the PCs encounter an NPC whose reaction to the party is not obvious, the Warden may roll 2d6 and consult the following table.
Enemies must pass a LOOB save to avoid 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.
A LIST OF NPCS
4 HP, 12 LAKAS, 10 LIKSI, 9 LOOB, fighting stick (d6)
• Young warriors looking to prove themselves in combat, and debt slaves looking to repay their debt with treasure.
8 HP, 1 Armor, 14 LAKAS, 12 LIKSI, 10 LOOB, Kampilan/Sikarom (d8/d6)
• Proven warriors who have taken part in many raids.
6 HP, 9 LAKAS, 10 LIKSI, 14 LOOB, Kalis (d6), 2 words from Bawi or Kulam Habit
• The Babaylan healer and Manggagaway curse caster are two sides of the same coin.
12 HP, 2 Armor, 18 LAKAS, 14 LIKSI, 12 LOOB, Songil (d10), 2 words from Tuga Habit
• Legendary warriors whose names are sung in epics. They have gifts of protection from the Diwata themselves.
OTHER NATIVES AND FOLK:
10 HP, 9 LAKAS, 12 LIKSI, 15 LOOB, unarmed (d4), Baliw Habit
• Nocturnal hunters, targets lonesome or weak individuals.
• Weak to salt, ash, or garlic.
• Critical damage: Flesh eater (1d6 extra LAKAS damage)
15 HP, 2 Armor, 18 LAKAS, 10 LIKSI, 10 LOOB, log spear (d10, blast)
• Proud and man-eating. Protective of their territories.
• Throws spears and rocks to inhuman distances.
8 HP, 1 Armor, 10 LAKAS, 14 LIKSI, 10 LOOB, kalis and kalis (d6+d6), 2 spells of water magic
• Protectors of the Sea; they look like a Tawo but with gills.
6 HP, 10 LAKAS, 6 LIKSI, 12 LOOB, draining touch (d6)
• Roaming souls of the dead. The caves of the underworld is home to many like these.
• Critical damage: Soul leech (1d4 LOOB damage)
10 HP, 1 Armor, 14 LAKAS, 10 LIKSI, 10 LOOB, Kampilan/Sibat (d8)
• The ancestor spirits are always happy to help descendants who follow their idea of good.
• The more well-known Umalagad appear as giant crocodiles.
2 HP, 6 LAKAS, 10 LIKSI, 14 LOOB, unarmed (d4), 2 spells of Kulam Habit
• Incredibly territorial creatures that look like tiny Tawo. They live in anthills, termites, and similar places.
• If their home and surrounding area are intruded on, they will not hesitate to curse the perpetrator. Pay respect to them by saying “Tabi-tabi po” while passing, and they may ignore you.
MONSTERS AND COLONIZERS:
4 HP, 6 LAKAS, 12 LIKSI, 6 LOOB, claws and bite (d6+d6)
• Abandoned infants, consumed by hate towards their parents; they now only desire the warmth of the blood of victims lured by their crying.
• Critical damage: blood loss (1 LAKAS damage every round until patched up).
6 HP, 12 LAKAS, 8 LIKSI, 15 LOOB, unarmed (d6)
• Unseen tree spirits angered by the destruction of their homes. They sit upon their victims, who then experience nightmares and suffocation.
• Critical damage: target is induced to sleep.
4 HP, 1 Armor, 10 LAKAS, 10 LIKSI, 8 LOOB, musket (d10)
• Foot soldiers of the colonizers. They form lines to destroy anyone who dares attack with musket fire. Anyone who gets close are stabbed with their bayonets.
10 HP, 3 Armor, 14 LAKAS, 10 LIKSI, 10 LOOB, polearm (d10)
• Mounted knights of the colonizers. They lead Mosqueteros atop gallant steeds.
Men of the Burning Cloth
8 HP, 1 Armor, 10 LAKAS, 8 LIKSI, 16 LOOB, mace (d8), 2 spells of fire magic
• Priests of Fire. They preach the goodness of god as they ride into war.
• Critical damage: Immolate the unbelievers (make a LOOB check to avoid catching on fire)