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T i m e fo r N i g h t - img.fireden.net · Maginoo Mananaya is a white-haired woman, tall and...

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Time for Night The shimmering starlight shines, but you... ...where are you looking at? I think you’ll be gone soon.  A FOREWORD  Mabuhay, Arbiter, welcome to this module for the MAHARLIKA RPG. For this  module, keep in mind the following things: Tables never play the same. As such, this module is written as more of  an outline and guide for help in running a game set in the dying  planet of Banwa-Banwa. The planet of Banwa-Banwa is Earth-like when it comes to time  tracking. Don’t be afraid to change things about the module to better fit the  Player Characters. Player Characters are usually referred to as The Player Maharlikas or   PMs, while everyone else are usually Non-Player Characters or NPCs. Whenever the Module tells you to “tell the PMs something”, you don’t  need to say it word for word, change it according to context. As of current writing, Time for Night is written for a 4 to 8 hour    one-shot session, although you can definitely make it longer. I might  make Time for Night longer as more interest in it or more playtest  sessions pass.  OPENING  The session should start with the PMs aboard the salimbal named SUNDER-1.  Tell them this:  A planet that wishes to be memory. You [number of players] are now  sailing through the Starsea within the SD-SK salimbal named SUNDER-1.  This is an SD-SK ship. They are not authorized to go to most of the rooms,    although they may go to the cafeteria, where they can meet an NPC (you may  roll one from the NPC table below). Usually, though, SD-SK working in  Maginoo Salimbals are principled: they are brave military men, encompassing  a wide spectrum of people.  Assume the PMs have caught the attention of Maginoo Mananaya. When the PMs    look to you for what to do, tell them this:  The salimbal’s speaker system hum to life. A mechanical voice calls:  “Maharlikas (say your Player’s Names), Maginoo Mananaya beckons you to the  salimbal’s bridge.”  
Transcript
Page 1: T i m e fo r N i g h t - img.fireden.net · Maginoo Mananaya is a white-haired woman, tall and slender, albeit her form is wrapped in an intricate robe of neon indigenous markings.

Time for Night 

The shimmering starlight shines, but you... ...where are you looking at? I think you’ll be gone soon. 

 A FOREWORD  Mabuhay, Arbiter, welcome to this module for the MAHARLIKA RPG. For this                       module, keep in mind the following things: 

● Tables never play the same. As such, this module is written as more of                           an outline and guide for help in running a game set in the dying                           planet of Banwa-Banwa. 

● The planet of Banwa-Banwa is Earth-like when it comes to time                     tracking. 

● Don’t be afraid to change things about the module to better fit the                         Player Characters. 

● Player Characters are usually referred to as The Player Maharlikas or                     PMs, while everyone else are usually Non-Player Characters or NPCs. 

● Whenever the Module tells you to “tell the PMs something”, you don’t                       need to say it word for word, change it according to context. 

● As of current writing, Time for Night is written for a 4 to 8 hour                             one-shot session, although you can definitely make it longer. I might                     make Time for Night longer as more interest in it or more playtest                         sessions pass. 

 OPENING  The session should start with the PMs aboard the salimbal named SUNDER-1.                       Tell them this:  

A planet that wishes to be memory. You [number of players] are now                         sailing through the Starsea within the SD-SK salimbal named SUNDER-1.  This is an SD-SK ship. They are not authorized to go to most of the rooms,                               although they may go to the cafeteria, where they can meet an NPC (you may                             roll one from the NPC table below). Usually, though, SD-SK working in                       Maginoo Salimbals are principled: they are brave military men, encompassing                   a wide spectrum of people.   Assume the PMs have caught the attention of Maginoo Mananaya. When the PMs                         look to you for what to do, tell them this:  

The salimbal’s speaker system hum to life. A mechanical voice calls:                     “Maharlikas (say your Player’s Names), Maginoo Mananaya beckons you to the                     salimbal’s bridge.”  

Page 2: T i m e fo r N i g h t - img.fireden.net · Maginoo Mananaya is a white-haired woman, tall and slender, albeit her form is wrapped in an intricate robe of neon indigenous markings.

Maginoo Mananaya is a white-haired woman, tall and slender, albeit her form                       is wrapped in an intricate robe of neon indigenous markings. Her skin is                         perfect porcelain, and you can see the lines that betray the seams between                         platings. Her eyes burn cyber blue.   Once they are inside, Maginoo Mananaya calls to them and tells them this:  

“Mabuhay, Maharlikas. I am Ginoong Mananaya, a Maginoo that serves the                     SD-SK Datu Prakash Arsiya. I am honored to have had caught your interest,                         after the last fiesta. You are sure to succeed.”  She places a wooden staff in front of her, which suddenly grows great                         branches, each one emitting green light which converge to create a                     holographic image. It showcases a single planet, drifting along, orbiting a                     binary star. Tell them this:  

“Your Mission Area is the planet of Banwa-Banwa, a simple SD-SK planet                       at the end of our mandala. It is dying. Thankfully, only a single, 500                           population city resides here. Batong Malake has become an outpost for many                       travelers and has become a pit stop for many salimbal.   

Your mission is simple: evacuate all the people living in Batong Malake                       in the passenger salimbal that we will bring with you, and bring it to the                             closest SD-SK space colony. In this case, DANUMSIGWASAN 7. This is because the                         planet of Banwa-Banwa is in its death throes. Its Planetary Diwata: Salinlahi,                       is dead. In less than a century, it will die completely, crumbling into dust,                           becoming nothing but another Gahum source.  

That is the Primary Objective for this Mission. If you accept this, you                         will be compensated accordingly. However, a catch is this: as we are in the                           farthest reaches of Arkipelago, right beside Horizon, we do not have access to                         Blink-Gates here. You need to travel along Secret Roads of the Diwa to get                           there within 10 days. However, the planet of Banwa-Banwa is 50 years away from                           us, still. Thus, only 10 days will pass for you, but you will have traveled                             for 50 years.”  If there are any qualms with this, or player conflict, try to give them a                             good compromise, give them what they want, or offer to let them resolve that                           quickly beforehand. It might help to tell your players of this caveat before                         they create characters.  If the character ask about the planet of Banwa-Banwa, give the following                       information when asked or by Ginoong Mananaya’s own accord: 

● A single settlement, Batong Malake, with a population of 500. To                     Batong Malake’s south is the Brimwood, a forest of glass trees. To its                         west is the Asin Sea. Its Guardian Diwata’s altar is a single balete                         tree to the north of it. 

● There is a single Balete that lets them connect to the Lambat here. ● Covered mostly in water, with continents no bigger than Australia. ● Only one known civilized settlement, being Batong Malake. 

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● It has 3 moons orbiting it. They are named Bulan, Mayari, and Haliya                         respectively. 

● Banwa-Banwa is part of the Agsuntan System, Agsunta being Ag and                     Sunta, binary stars. 

● The atmosphere and time measurements are mostly earth-like. ● Banwa-Banwa is by the far edge of the SD-SK mandala, nearly                     

overlapping with the KOMSA mandala. ● The dead Planetary Diwata was supposedly named Kayan-Kayan. Their                 

Planetary Dambana can be found in a volcano.  Once that’s done, continue with this:  

If there are no more questions, the salimbal that will take you there,                         piloted by a Pilot Diwata OYAYI, will be ready in 3 hours. Make any necessary                             preparations, and depart as soon as possible. Take care out there, Maharlikas.                       And remember: exceed the Horizon.   [IF FOR ANY REASON, A PLAYER IS READING THIS, STOP NOW OR SUFFER FUTURE                           SPOILERS]     

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A HISTORY OF BATONG MALAKE and Banwa-Banwa Current Time is 100 PaKa (Panahon ng Karimlan, or Time of Darkness).  32 PaKa: KOMSA arrives at Banwa-Banwa with the intent of killing its Planetary Diwata to make it look like it was a natural death so that the SD-SK wouldn’t call foul and usher in a Second Corporation War (something all Megacorps are trying [and failing] to prevent). They drive out a settlement living north of the volcano, forcing them into the sea. That settlement has become the advanced underwater city of the Anira, where humans have been genetically modified by automata to live underwater and develop gills. Secret: Anira has a salimbal that can get the Maharlika to one of the three moons of Banwa-Banwa.  50 PaKa: The Virus Launcher finishes construction over the Volcano of Kayan-Kayan (known as Inasa). The past Katalonan: Katalonan Asinta, mother of Kostela, is too late to stop it, and sends a message to SD-SK. She is quickly sniffed out and murdered (through ‘natural’ means) and thus Kostela (then only around 3) is forced to become the new Katalonan.  89 PaKa: Dambuhala have begun to roam after a generation. The Virus Launcher is 90% done with the uploading of the Diwata killing Virus.  100 PaKa: 3 weeks left before the Virus annihilates Kayan-Kayan. The Maharlika arrive.  A Quick Summary for the Arbiter: The Mission is meant to play out as                           written: Batong Malake is in danger and they only have 3 days to save it, as                               on the 13th day it is theorized that the planet will crumble.  However, keep the following secrets in mind: 

● Firstly, Banwa-Banwa has an extra Planetary Diwata living in the                   Haliya moon. It needs to be awoken and properly performed a ritual at,                         however. 

● Secondly, the Batong malake settlement is not the first settlement in                     Banwa-Banwa. There was a settlement here before, but they have escaped                     deep into the city to create an underwater settlement, free from                     Megacorporate meddling, because they were driven out by KOMSA 100                   years prior to the Maharlikas arrival. This city is from another                     island. 

● Thirdly, KOMSA is the main instigator of Banwa-Banwa’s death. In their                     drive to expand the No Name God’s reach through expanding their own                       mandala, they seek to destroy Banwa-Banwa’s spot in that system’s                   circumstellar habitable zone and create a space colony.  

    

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GETTING TO BATONG MALAKE  Once their ship breaches atmosphere (which has turned red and is perpetually                       covered in foreboding clouds), the PMs will be attacked by a (number of PMs                           + 3) Anti-Air Missiles, which is picked up by the OYAYI’s radar. OYAYI is                           currently admin-locked into autopilot, so the PMs have to find a way to deal                           with the problem, especially since that ship will be the passenger ship for                         evacuation. Here are some suggestions: 

● A PM that has some knowledge or skill in Spirit-Speaking can try to                         convene with OYAYI, or someone that can hack or interact with                     technology can try to brute force their way into the system. 

○ If someone tries to Spirit-Speak with OYAYI, you may use the                     following dialogue and scenario to enforce the Maharlika setting                 and showcase the strangeness of the Diwa. It’s up to you to                       choose. Tell them this:  

You speak with OYAYI, tapping into the machine godmind living                   within the salimbal. You perform the ritual, speak the words,                   light the candles, finish the dance: you are pulled into                   blackness, leaving behind the sound of ice being crushed. You are                     in empty black sea, and the form of OYAYI appears before you: a                         single pink orb, floating, infinitely expanding. It speaks               hollowly, with a voice the sound of ice being crushed and stirred                       and blended:  ...speak you who are you speak you are not here to be you are not                             meant to be you are not meant to be i know your intentions all                           know your intentions all are one within diwa diwa diwa...  OYAYI is a transcendental being, so it understands it wishes the                     admin-lock to be removed. Let the PM roll here, with the                     consequence that they will suffer 2 damage as the chill of the                       Diwa consumes them, but the Diwata still pilots the ship to                     safety without harm. They are not killed thanks to their Kalagyo.                     On a failure, their Kalagyo pulls them out of the ritual after                       suffering damage. They have to look for another way to avoid the                       missiles.  

○ The technologically skilled can choose to brute force their way                   as well, with the consequence being that the ship is partially                     damaged and they will need to look for a repairman, but the                       defensive maneuvers kick in to get them to safety. 

● The PMs can make it action-packed by getting into their Mekas and                       jumping out. If they want to do this, let them receive a one encounter                           AGIMAT that gives their Mekas flight (such as LS Propulsion Mechanics                     or LS Flight Mechanics). You can then let all of them roll a single                           CRD Check against the missiles’ EVADE of 10. If more than half of them                           succeed, most missiles are destroyed, and the ship suffers minimal                   damage, forcing an emergency landing but not needing a Panday ng                     Salimbal. 

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 Whatever happens, the salimbal lands on the northern end of the island, and                         they have to travel through some forestry and plains before reaching Batong                       Malake.   First note: There is no Lambat connection here in the planet for some                         strange reason. This usually means there is no Balete, which is weird since                         they were able to contact the SD-SK ship 50 years ago.  Second note: Earthquakes will be constant here. If you would like, make them                         happen every once in a while, or once every two encounters. If it happens                           during an Encounter, let the PMs make a MBR check. On a 10+, they stay up.                               Below that, they will become Prone. Don’t roll for the enemies.  On their way, they will find 2 PAKIL-Frame Pilots and one                     SALAMANGKERO-Baluti NEO Meka fighting with a large, bipedal water buffalo                   Dambuhala (Size 3), with veins of green lava burning through its black hide.                         The KOMSA agents will eventually notice them, forcing an Encounter. Let                     Encounter 1 playout.  If they destroy one of the KOMSA Agents at all, the KOMSA Agents will flee,                             and so will the Dambuhala. If they attack the Dambuhala first, the Dambuhala                         will attack them as well, and the KOMSA Agents will treat them well.  If they meet and get to know the KOMSA Agents, they are the following (these                             are important and major characters): 

● KOMSA Maharlika Hwang Eunbi. A seasoned KOMSA Maharlika residing                 within the shell of a 19 year old East Asian looking woman. She works                           for the KOMSA to lengthen her life as she is afraid of death. She will                             do anything to stay alive. Her life is more important than this                       mission. Is the pilot of the SALAMANGKERO-Baluti Meka named FLOWER                   GARDEN. She is the director of the whole KOMSA Planet Destruction                     plan. If talked with or if helped during Encounter #1, she will tell                         them to leave before 3 days is over if they value their lives. 

● KOMSA Pilot Kakaasar. A friendly pilot who only wishes goodwill, works                     for KOMSA because he was born as an Alipin to Hwang Eunbi. Would do                           anything for Hwang. 

● KOMSA Pilot Salina. An abrasive pilot who doesn’t respond well to                     orders. Is another KOMSA Alipin that was conscripted for the job.                     Doesn’t really like what they’re doing in KOMSA. Won’t hesitate to                     tell the truth of the matter (that KOMSA is killing the Planetary                       Diwata with a Diwa Virus) if bargained with safety and transference to                       SD-SK or a good life in Danumsigwasan 7. 

 Dambuhala Lore: A Dambuhala is a Giant Being found within planets and are                         usually the wrath of the Planetary Diwata personified (think the forest                     spirit from Mononoke no Hime/Princess Mononoke). If a planet is nearing a                       non-natural death (in other words, being killed), most of the Dambuhala come                       out of hiding to try to end the problem.  

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After this encounter is relative safety. One way or another the KOMSA Meka                         all leave and vanish. If you want you can force some sort of Maharlika roll                             to check their survival, with a consequence that they lose ST or some                         equipment as they go through the dense jungle, interact with strange,                     fey-like fauna, that seem to be intensely angry at the sight of humans.                         (This is because they know that the KOMSA is actively killing the Planetary                         Diwata).  Planetary Diwata Lore: A Planetary Diwata is attuned to the entire planet’s                       biosphere. If something is wrong with the Diwata, the life within it may                         respond. While animals usually are afraid of the Diwata as they are cold                         others, intelligences rising from the unknown truth of reality, the                   Planetary Diwata still technically is the planet itself, and with animals                     being part of the planet’s ecology, they’re bound to react.  Eventually they come across a great white narra tree. This is the Dambana of                           Batong Malake’s Diwata, SIBALAK, who guards the settlement.  Batong Malake itself is a quaint town: two large establishments made of                       brick and marble. Then everything else around it is either made of a mix of                             cement, thatch, bamboo, and wood. People live in relative peace and ease:                       all of them lounging about, enjoying the (unrenovated) asphalt roads and the                       streetlights, although no cars can be found here: only carabaos (water                     buffalos) and horses. The people here speak the Lakanate tongue.  Batong Malake’s predisposition: As soon as the PMs enter they are greeted                       with questioning gazes and wondering eyes. The current disposition is to                     respect and listen to the KOMSA and only the KOMSA, as the KOMSA have                           managed to tell them that they are trying to prevent the end of the world                             (by creating machines around the Planetary Dambana), especially since they                   believe the SD-SK won’t help them.  BATONG MALAKE: POINTS OF INTEREST  Home of Mayor Runongan: The largest house in the entire place is the Mayor’s                           House, Runongan (roo-NONG-ahn). It is made of lavish marble, has three                     floors, and even houses a single SD-SK PINUNO baluti Meka. The only one in                           the entire settlement.  City Hall: The second largest establishment is the City Hall, which resides                       beside the plaza in the middle of the settlement, where the SD-SK flag and                           the Lakanate flag are both flown. Many officials lounge about here:                     secretaries and department heads alike.  The City Plaza: The City Plaza is shaped like a large square, with a                           beautiful recreational park in the middle topped off with the statue of a                         tall man wielding a spear and a rifle. This is Datu Umalinga, a brave past                             SD-SK Datu that fought in the Corporation Wars. By the edges of the plaza                           the PMs will be able to find various shops. From here they can buy                           Equipment, allowing them to use a Trade Activity to do so. In addition,                         

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there are various tasty Lakanate meals here: fish sinigang, pork sisig,                     pancit bihon, and much more. Eating from here will heal a single point of                           Maharlika ST.  The Chapel: Directly north of the plaza is a quaint, stone chapel with                         pillars built around trees, where Father Asuncion leads prayers to God. He                       is a firm believer in the KOMSA truth, and says that they came at a time the                                 SD-SK could not because they are sent by Bathala (God) above. If the PMs can                             manage to persuade him (usually either through religious belief or some                     other manipulation), Father Asuncion can easily persuade half of the                   settlement to leave with him to the ship. Father Asuncion is zealous and                         unswayable, but his beliefs can be manipulated. His faith is more on God,                         with the KOMSA being second.  Mama’s Gotohan: Gotohans are places similar to ramen shops or booths wherein                       you are served rice and pork porridge, usually with many condiments and                       spices, perfect for on the go travelers or those needing a midnight snack.                         Mama is a large woman in her fifties, who is very matronly and helpful to                             the players, although she knows nothing about the current state of affairs                       of Banwa-Banwa. While the PMs are here, they may be able to meet 1-2 of the                               NPCs detailed below.  Barracks: The Barracks, located to the east of the City Plaza, is where the                            city militia is trained. They are mostly made up of volunteers and teenagers                         past 18. Morale is low here, especially since all they do is patrol around                           safe perimeters, do odd jobs, help the occasional lasinggero (drunkard), or                     help when it’s time for fiestas. Maron, a young brown haired and awfully                         skinny boy (his combat fatigues are too big for him!) lives here. He wishes                           to leave the militia life and go with the Maharlika. Maron is taught by his                             father, a Panday who has left for Danumsigwasan 7 for work, to repair Mekas,                           meaning the PMs can perform Maintenance here, albeit only once. He knows                       that there are Mekas being made down there in the Fractalwood.  The White Narra: The White Narra is the dambana of SIBALAK, who apparently                         has become completely quiet as of late. Seemingly as if he has been                         silenced. The truth is this: the KOMSA, 50 years ago, have replaced him with                           another Diwata to actively help the destruction of the planet and to keep                         the people believing that KOMSA is doing good. If the Dambana is destroyed,                         the Diwata is unchained and will immediately leave and vanish back into the                         Diwa.  The Living Houses: All around the plaza are the houses, set up so that                           they’re more or less in rectangular rows. These houses are mixes of cement,                         stone, wood, and bamboo, usually looking like bahay-na-batos. Many people                   live here, usually with up to 5 living within one house. The sidewalks are                           usually covered by drinkers as well. One can find 1-2 NPCs from below here.  The Port: On the west side of the settlement is a simple port for both                             seacraft and spacecraft. There is a single ship here, a simple bangka. The                         

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PMs can use this to travel north, to the Planetary Dambana, without going                         through the Fractalwoods.  Exit Gate: To the south is the exit gate, where heavily armored militia                         (although not meka pilots) are stationed. They will not allow the PMs to                         leave without their Meka. Directly in front of the Exit Gate is the fabled                           Fractalwood.  SETTLEMENT FOLK Runongan: The Mayor of the Settlement. A large person, with a single                       mechanical leg replacing an amputation, and a mechanical arm attached to his                       spine. He loves chocolate cake, and is very loud and brash. He loves his                           wife Kostela, the only Katalonan left living in their settlement. He                     believes in the following: 

● He believes that KOMSA is trying to save them. ● He is the only one that can pilot the SD-SK PINUNO baluti Meka                         

outside. ● He is hard-headed, and will not believe the PMs unless they are from                         

KOMSA.  LAGO: LAGO is the original Diwata of the Settlement, now refreshed of                       memories and made into a tractor Kalagyo. If the Maharlika near the Exit                         Gate, their Kalagyos will inform them of a strange spiritual signature                     coming from the tractors. If they meet LAGO, LAGO will leave and live within                           their PaDas, within the Lambat there. LAGO can materialize as a large                       hunting dog.  Katalonan Kostela: Katalonan Kostela is the Katalonan of the Settlement. She                     is kept in quiescence of the truth. If the Maharlika tell her, that would                           necessitate a Maharlika roll (w/ +1 Suwerte): on a partial success or                       success, she believes, since she has been receiving strange nightmares about                     the death of the planet. However on a failure, the consequence is the                         Maharlika are pushed out of the Settlement, and the folk of Batong Malake                         become even harder to negotiate with.  She will also eventually tell them that LAGO was the original Diwata of the                           Settlement. If they replace SIBALAK with LAGO, LAGO will be able to persuade                         the settler folk to board the passenger ship and leave.  Chief Silas: Silas is the chief of the Settlement’s Militia. Silas is a                         stoic and obsessed with machismo. He follows his commander-in-chief,                 Runongan, until the end (and he has a hatred of Maharlikas and Corporations                         in general, as his entire family was killed because of them). Silas pilots                         the SD-SK PINUNO Baluti in the Mayor’s house. If angered, the Maharlika will                         have to fight him. He will become one of the main stopping forces of the PMs                               since the Mayor generally won’t trust them, and Silas inherently distrusts                     them.   

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During here the Player Maharlikas should be able to take a single Trade                         Activity while they rest. Using this Trade Activity they can gather the                       information they need. Keep in mind that they can use the “Buy an Asset”                           activity to buy Information. This information can be from people within the                       area.    STOPPING THE END OF A WORLD  Once done, the Player Maharlikas should be able to travel south, through the                         Fractalwood, or around using the port. Either way, after almost a day’s                       worth of travel, they arrive at the volcano of Kayan-Kayan.  >Interjection: Fractalwood Random Encounter, roll a 1d6. 

● 1 - 2: They are buffeted by the Fractalstorm: a kind of wind made up                             of angered and demonic glass Diwata that effectively crystallizes and                   glassifies any object, even humans. Thankfully, the Mekas Luzbel helps                   them fight against it. However, a MCH Check is needed. On a 9, lose                           one AGIMAT of your choice. On a 10+ nothing happens, but they suffer 1                           RG loss. 

● 3 - 4: Nothing happens, although the earth shudders.  ● 5 - 6: They are visited by forest Diwata, which are hostile to them.                           

Those that can Spiritspeak may attempt to converse with them. If they                       have the Katalonan with them, give a +2 Suwerte to the roll. On a                           failure, they will be forced into the sea by the Forest itself. On a                           partial success, the Diwata take a single AGIMAT, the Arbiter picks,                     from each Pilot, as a sacrifice. On a success, the Diwata let them                         pass and grants them additional RG. 

 >Interjection: To take the boat route (which is large enough to house all of                           their Meka), roll a 1d20. On a 13 and above, they will be attacked by a                               Dambuhala. In this case, a gigantic crab known as a Talangkante. Refer to                         Encounter 2 below.  As they arrive at the Volcano of Kayan-Kayan, have all of them make a MVR or                               FTH Check and take the highest roll. If the highest is above 12, they aren’t                             detected. However, below that, they are detected by KOMSA people in the                       outpost.  Either way, the KOMSA outpost is mostly a bunch of warehouses with a single                           Balete that the people of Batong Malake could not attune to. The Encounter                         #3 plays out here, unless the players are not detected and wish to sneak in,                             either by superior Meka control (very hard, give them +3 Malas) or by                         climbing out of their Meka and sneaking in to disable it from within.  If the Virus is ended this way, the launcher is thwarted. On a complete                           success they can try to sneak back out. However, on a partial or failure,                           they are detected, and they must fight against Hwang Eunbi and her crew, as                           with Encounter 3. 

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 THE VOLCANO OF KAYAN-KAYAN  Snaking around the grand, perfect cone volcano is a wicked, black steel and                         glass structure filled with wires and circuitry, prayer pipes and spirit                     processors. The Virus Launcher is a larger cannon firing a contiunous stream                       of Virus data through the Lambat straight down the mouth of the volcano.  If the PMs encountered something during their travels, they will be too                       late. The volcano is now bursting with corrupted data, slowly dying.                     Encounter 3 will be affected: the volcano erupts, and a huge humanoid                       creature made of lava erupts from it. This is Rabot, a dambuhala from the                           heart of Kayan-Kayan itself. Rabot will join the fight and will attack                       either sides. He is a third side.  If the PMs didn’t encounter anything, they fight Encounter 3 without Rabot                       first, and Rabot comes after half of the enemy side have been destroyed. After Rabot is reduced to Broken Status/Half ST, the Encounter ends.  Rabot at Broken Status must be plead with. Someone who can Spiritspeak can                         do it. If not, then the Katalonan Kostela arrives to speak with Rabot,                         saying that her curiosity got the best of her and she followed the PMs.  The Virus Launcher must be stopped. However, if Encounter 3 lasts longer                       than 6 Rounds, the Virus Launcher has done its work, and Kayan-Kayan is                         killed. They must escape the planet.   If it lasts lesser than 6 rounds, the Virus Launcher can be stopped. The                           Control Center is the building right beside the Balete. There someone that                       can interface with technology can attempt a Maharlika roll with a +1 Malas                         to stop the Virus Launcher. The consequence is that the Virus Launcher gets                         stronger, and the only way to stop it would be to deal 15 points of damage                               (either material or energy) to the pipes within two rounds.  Once done, the Virus Launcher is stopped, and Rabot is calmed by the                         Kaalonan, who reveals herself to have been Kayan-Kayan. Kayan-Kayan is                   healed by Katalonan Kostela and the KOMSA are thwarted from their plans of                         establishing a space colony.   All of this will go on your record.  Either way, the mission will be recognized as accomplished. However, the                     Maharlika must return first, unless they managed to spare the Balete from                       destruction, in which case they can attune that to SD-SK’s frequency. To                       complete the mission.  If you wish to go on, they will receive a Lakanate Directive, telling them                           that all Maharlika within the planet of Banwa-Banwa must investigate the                     Deep Sea City.  

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 NPCs of Batong Malake 

1d8  Name and Job  Problem  Twist  Asset 

1  Sinya-Sinya; Fisherman 

Has no more money and         needs to feed his       daughter, who is an       automata he found     washed up on the       beach, with no memory       of where she came       from. 

  He owns a large boat         that can transport     Meka. 

2  Sininlukan; Hunter 

His girlfriend is lost       in the Fractalwood.  

His girlfriend   is a KOMSA     agent. 

He knows how to avoid         the Fractalstorm. When     you roll a 1-2 on the           1d6 roll for the       Fractalwood, you can     reroll that roll. 

3  Mayumi; Militia 

She wishes to leave       the planet and travel       with the Maharlika as       well 

The Commander   finds her   beautiful and   wishes to wife     her, despite   her being a     teenager. 

She is in good terms         with the Militia, and       can use her connection       to rally the militia to         the Maharlika’s cause. 

4  Piraya; Panday 

A Panday (Smith) from       another planet. Wishes     to study a Meka but         can’t get close to       any, even the one that         the Mayor has.  

Knows how to     hack into the     Lambat. Hates   KOMSA. 

Can help the Maharlika       with technological   needs. Can also grant       all of MPs a single         piece of equipment.     More importantly, he     can fix any damages       upon the passenger     ship. 

5  Atalia; Poet  His inspiration and     muse is lost. He needs         a new one. He       apparently needs to     talk with his long       time crush, Hoshwa, so       that he can write once         again. 

  Through his dreams he       dreams of a vast       underwater city, so     vast it is     incomprehensible. If   you get him a date with           Hoshwa, he can point       you in the general       direction of the city,       but not exactly where       

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it is. 

6  Onsi; Farmer   Diwata 

A lonely, sentient     diwata that lives in       the live trees near       the Exit gate. He       materializes as a     large civet cat that       can curl around     shoulders. 

  He has knowledge of the         past happenings, all     the way until PaKa 1.         He knows that the       Planetary Diwata still     had a lifespan of       50,000 years. 

7  Hoshwa; KOMSA Pilot 

A pilot that betrayed       and left the KOMSA       operations. Left   because he knew Sela,       a popular teen Lambat       idol, lives here now. 

  If the PMs manage to         get the two of them         together, Hoshwa will     tell them everything     they need to know about         the KOMSA operations     (as much as a field         agent can know). 

8  Sela; Retired Idol 

A once popular Lambat       teen idol, who now       lives alone in a       dormitory with two     matronly women, Sasha     and Basha. Wishes only       peace, and has a lot         of money. Is a huge         Maharlika fan, and     wishes to come along       with them on their       journey. 

In truth is     actually a   fragment of   Kayan-Kayan, although she   herself does   not know this. 

If Sela travels along       with them, Rabot will       not fight them, as Sela         immediately realizes   who she is, and she         fuses with Rabot.     Everything else plays     out completely the     same, save for Rabot       being a combatant. 

9  Lola; KOMSA   Fixer 

One of her former       underlings (the KOMSA     Fixer Gatos, who is in         truth actually really     good and respected by       higher ups, and is as         good as Lola, but       needs to prove     herself) thinks the     only way to really be         respected (now that     she has taken Lola's       place as a KOMSA       fixer), is to kill       Lola.  Lola needs a ride to         

The settlement   folk actually   know about   Lola's past,   and this is     not the first     challenger she   has received,   just the first     one that made     it past the     townspeople. 

She gives the much       coveted “Lola’s   Cookies” as a reward.       She can lend her       expertise in the     future, although she     cannot pilot a Meka,       she can kill one       non-important NPC for     the players. Treat this       as an asset. She can         also be a source of         information about the     KOMSA. 

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the challenge ground     without the towns     people finding out     about this, because     this would just make       them all worry, since       Lola is widely loved       by all the residents       of Batong Malake.  

10  Kuneho; Diwata of   Fertility 

Sinana frequents the     Gotohan. She usually     materializes as a     young girl covered in       farmer’s clothes and     works as a solitary       field worker for her       home, and she can also         materialize as a     large, semi-anthropomorphic rabbit. She is seeking       a proper mate and       companion, either from     Batong Malake or     KOMSA. 

In truth she     is a Diwata,     which definitely complicates things. She   will seek   proper offerings, usually romantic or   sexual in a     way, due to     her nature. 

She can become a       potential love   interest. Or she can       use her charms to       persuade a person to do         something for the     Players. 

          

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Encounters 

 

Encounter 1: Creatures of Light and Darkness 

 Encounter 1 comprises of four combatants at most: KOMSA Fariq Hwang Eunbi, and her two attendants, along with a Size 2 Dambuhala, whose name is occult to the players but is supposedly Pampalinis.   Hwang Eunbi is an important character that will appear once again on Encounter 3. However, if she gets killed here, simply upgrade one of her attendants to ACE status.  KOMSA Maharlika Hwang Eunbi’s Meka: FLOWER GARDEN LEVEL 1 ACE GRADE (+3 to all Safety Systems Rolls)(Immune to Stunned) BARILERO FRAME Size: 1 Speed: 3 ST/RG: 21/5  Spiritual Warfare:+1  EVADE/RESOLVE: 9/9 Toughness: 2 Attacks  KOMSA[LAYO]///Assassin Rifle: +4 w/ +1Suwerte vs. EVADE. Reach 25. Ranged. Deals 6 material damage. If this Meka did not move during the past round, deal an additional +2 damage.  Mekanized CQC-Type Kutsilyo: +4 vs. EVADE. Melee. Watch 1. Deals 4 material damage.  FRAME TRAIT Mechanics: HEART SHAKER You may reroll one attack that missed, once every Round.  AGIMAT ❖ Mechanics: RUSHING:Cool Down 6. This Meka may attack twice. ❖ SYSTEM: Coldpoint Apex: Activate this during the Activation Phase. 

This Meka’s next attack has +1 Suwerte. ❖ SPIRITECH: SPIRITIST BULLET: Cool Down 6. When this Meka attacks using                     

a RANGED weapon, they may replace the damage they deal with Fraying 2. ❖ SPIRITECH: LANTAKA TURRET: During the Action Phase, as an Action,                   

deploy a turret within Reach 5. All enemies are within or move into                         Reach 3 of the turret are attacked every Activation Round. +1 vs.                       EVADE, dealing 3 material damage. 

❖ Protocol: Left for Dead: If the target of the Meka has no other beings                           other than the PAKIL adjacent to it, deal +3 damage on a hit. 

 KOMSA Pilot Kakaasar’s Meka: Bantay LEVEL 1 COMMONER GRADE 

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PAKIL FRAME Size: 1 Speed: 5 ST/RG: 9/3 Toughness: 3 Spiritual Warfare: +1 EVADE/RESOLVE: 11/9 Attack ArmaKarga SMG: +2 vs. EVADE. Reach 7. Ranged. Deals 4 material damage. Mekanized CQC-Type Kutsilyo: +2 vs. EVADE w/ +1 Suwerte. Melee. Watch 1.                       Deals 3 material damage. AGIMAT Protocol: Left for Dead: If the target of the Meka has no other beings other                             than the PAKIL adjacent to it, deal +3 damage on a hit. SYSTEMS: TUNNEL VISION: Cool Down 6. During an Activation Phase, choose an                       enemy within Reach 10 and perform Spiritual Warfare. On a spiritual breach,                       the target has +2 Malas on all attacks that don’t include this Meka until                           the Upkeep Phase of the next Round.   KOMSA Pilot Salina’s Meka: Peste LEVEL 1 COMMONER GRADE PAKIL FRAME Size: 1 Speed: 5 ST/RG: 9/3 Toughness: 3 Spiritual Warfare: +1 EVADE/RESOLVE: 11/9 Attack ArmaKarga SMG: +2 vs. EVADE. Reach 7. Ranged. Deals 4 material damage. Mekanized CQC-Type Kutsilyo: +2 vs. EVADE w/ +1 Suwerte. Melee. Watch 1.                       Deals 3 material damage. AGIMAT Mechanics: DON’T MESS UP MY TEMPO: If the Meka has Evaded an attack, it may                             Disengage 3 spaces as a Reaction. SPIRITECH: PUMPED-UP KICKS: Cool Down 6. During the Activation Phase, this                     Meka may Stride towards one of the closest enemies, without triggering any                       Watchstrikes. If the movement ends with the Meka adjacent to its target, it                         may attack.  DAMBUHALA Pampalinis The Dambuhala known as Pampalinis is a creature with the body of an ape, the                             head of a prawn, the tail of snakes, and the arms of a lobster. It can swim                                 in water, and is an ocean Dambuhala that slumbers beneath the waves. It is                           known to be wild and fast, and can summon powerful jets of water or spit                             jets of acid from its snake tail.  “Pampalinis is new, having been awoken only 10 years prior. He has since                         destroyed underwater structures and oil rigs and is now breaching and coming                       

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on shore to destroy the mechanical monstrosities of KOMSA. Due to this,                       Pampalinis is not widely known as a myth, but more as an urban legend, like                             Mothman or the Jersey Devil.”  DAMBUHALA PAMPALINIS ELITE Grade (May perform Sumiklab once) GIANT BEING Frame Size: 2 Speed: 3 ST/RG: 48/0 EVADE/RESOLVE: 12/5 TOUGHNESS: 10 ATTACK CLAWS AND BITES: +3 vs. EVADE. Melee. Watch 2. Deals 6 material damage. BEING TRAITS (CHOOSE 3) Quick: Once per Encounter, this being may perform 4 Actions in an Action                         Phase. Regen: During every Activation Phase, the GB heals 6 ST. Grabbing Claws: +2 Suwerte to all grab attempts by the GB. Snake Tail Poison Beam: This GB may make the following Ranged Attack: Blast                         3. +1 w/ +1 Suwerte vs. EVADE. Deals 5 energy damage.  Fight Conditions: 

● It is a sunny day, with red skies and gray clouds. ● The fight takes place in a clearing with a river (two spaces wide)                         

cutting horizontally in the middle.  ● The Dambuhala and the KOMSA Unit are fighting across the river. ● There are large boulders and huge trees that can act as cover. Place                         

at least 3 sources of Simple Cover and 2 sources of Superior Cover.  Victory Condition: 

● The Dambuhala is Broken (brought to half health) or ● One of the KOMSA Meka is destroyed (no seat ejections here. The pilot                         

of that Meka will be killed).  If the Dambuhala is Broken, it leaves, ending the fight. If the KOMSA Meka                           is destroyed, the KOMSA escape.   

Encounter 2: Crab Mentality 

Talangkante is a huge Crab that is Size 4. It will cling onto the boat which                               the Maharlika are in, and they must use their Meka to destroy the two claws.                             Each has the following stats.  DAMBUHALA Talangkante: Talangkante is a titanic crab that protects deep                   sinkholes near the shore. It is said that caves underground that house                       precious artifacts are guarded by this gigantic creature. The titanic crab                     has a tough carapace that can only be destroyed by Burning Star level heat                           

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weapons, or Gahum Annihilators. Its claws can pulverize through steel                   easily.   Talangkante is an eater of moons. It is said that its eyes blitz with                           lightning, and its froth comes from the depths of Sulad, hell itself. It is                           biding its time to leap to the sky to eat one of the moons. Believe in this,                                 for it is true. Talangkante is one of the three Moon Eaters of Banwa-Banwa.  TALANGKANTE Claws COMMON Grade Size: 2 Speed: 0 ST/RG: 24/0 EVADE/RESOLVE: 12/5 TOUGHNESS: 10 ATTACK CLAWS AND BITES: +2 vs. EVADE. Melee. Watch 2. Deals 5 material damage. Resistant: All energy damage is halved. Grabbing Claws: +2 Suwerte to all grab attempts by the GB. Wide Claws: If the GB attacks, it may affect all those within Reach 2.   Every Upkeep Phase, the eyes of Talangkante will peek from the water, and                         then Talangkante will spit out a gigantic beam of corrosive froth that                       covers half of the entire boat. Each Meka caught in the area of effect must                             make a SGW Check and get 10 or higher, or suffer 5 Material Damage and FIRE                               2 (until a successful Safety Systems check).  Fight Area and Conditions 

● The boat is 3 spaces wide and 10 spaces long.  ● Meka that are Size 2 and above are Immobilized. If they move, the                         

space they started on becomes impassable terrain as it shatters and                     falls into the ocean. 

 Victory Conditions: 

● They destroy both of Talangkante’s arms in three rounds.   If it goes past three rounds, the Talangkante will capsize and cut the boat                           in half, necessitating escape. Unless built for it (usually given by an                       AGIMAT), a Meka cannot survive under deep water. It is up to the Arbiter how                             to do this, but some suggestions are: 

● A MVR Check to maneuver out of the water. ● Those that give them the ability of Hovering or Flight are safe. ● Using parts of the boat to maneuver themselves to shallow waters. ● Using Movement AGIMAT to move to safety. ● Those with Flight AGIMAT can carry other Meka (although usually the                     

limit is 1 Meka due to weight).     

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Encounter 3: Goodbye to a World 

This is the fight with the other KOMSA Agents. Those Agents that lived and                           left with Hwang during Encounter 1 appear here as well. The number of agents                           will be equal to (the number of players) + 2, including the surviving KOMSA                           Agents.  Battle Conditions: 

● The Battlefield is littered with barracks and steel housing that can                     be used as Simple Cover. 

● A single Balete stands in the middle of the battlefield. Destroying                     this takes three confirmed hits, and can cut off comms between KOMSA                       agents. 

● The volcano is erupting. Every round, the Arbiter may roll a 1d20. On                         a 10+, volcanic debris hits one of the players. Roll a dice equal to                           the players (1d4 if 4, 1d6 reroll 6 if 5, etc.). This deals 5 material                             damage and they must make a MVR or SGW check vs. 11. On a fail, they                               fall Prone. 

 Victory Conditions 

● These can be found detailed in the VOLCANO OF KAYAN-KAYAN section                     above, due to the complexity of the situation. 

 KOMSA CU-Farscrapper LEVEL 1 COMMONER GRADE ARTILERYA FRAME Size: 2 Speed: 5 ST/RG: 15/4 Spiritual Warfare: +1 EVADE/RESOLVE: 10/10 TOUGHNESS: 5  ATTACK: RemSau LANTAKA GU-01: +2 vs EVADE. Ranged. Reach 10. Attacks all within                       Burst 1 of the target space. Deals 4 energy damage. KAMAO Fist Mount: +2 vs. EVADE. Melee. Watch 1. Deals 3 material damage.  FRAME TRAIT DIVERGENCE MODIFICATION: When the ARTILERYA misses an attack, it still deals                     half the damage, rounded down.  AGIMAT SPIRITECH: SHAPE///EXPLOSION: If this Meka launches an attack that has an                     Area-of-Effect (like Burst, Line, or Blast), it may choose one space to not                         include in the effect. SPIRITECH: STRENGTHENING: This creates a glowing symbol upon a hit. If this                       Meka hits an enemy using any attack, they may activate this. The next attack                           against the marked enemy has +1 Suwerte. 

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   KOMSA CU-Terraformer LEVEL 1 COMMONER GRADE HUMUHULMA FRAME Size: 1 Speed: 3 ST/RG: 7/10 Spiritual Warfare: +1 EVADE/RESOLVE: 8/13 TOUGHNESS: 1  ATTACK: KLL TERRAFORMER Funnels: +1 vs. EVADE. Ranged. Reach 12. On a hit, the                         target suffers 2 energy damage and is pushed back 1 space. On a miss, choose                             one free space adjacent to the target. That area is now impassable terrain                         and grants superior cover until the next Upkeep Phase. If anything attacks                       it, the terrain immediately collapses and vanishes.  FRAME TRAIT Natural Dambana Carapace: When attacking with a Ranged weapon, they may                     choose to teleport 1 space anywhere before or after the attack, once per                         round.  AGIMAT Transmute Rain Mount: Cool Down 6. Choose three squares within Reach 15.                       Those squares become Impassable Terrain.  SPIRITECH: GHOST PETAL: Cool Down 6. On a confirmed hit with a physical                         attack, this Meka may convert the damage it was dealt into Fraying.   KOMSA CU-Frontkeeper ESGRIMA FRAME Size: 2 Speed 4 ST/RG: 14/3 SPIRITUAL WARFARE: +1 EVADE/RESOLVE: 8 TOUGHNESS 10  ATTACK ArmaKarga MISSILE LAUNCHER: This is a Missile (see Missile tag on p. XX).                         Reach 15. +1 vs. EVADE. Deals 7 material damage. KS CQB UNIT: TAKTIKAWIT Tactical Hook: +2 vs. EVADE. Melee. Reach 3. Watch                         2. Deals 4 material damage. On a hit, the target is Grabbed until the next                             Activation Phase.  FRAME TRAIT 4 WALLS: This Meka gives superior cover to all adjacent allies. 

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 AGIMAT SYSTEMS: TUNNEL VISION: Cool Down 6. During an Activation Phase, choose an                       enemy within Reach 10 and perform Spiritual Warfare. On a spiritual breach,                       the target has +2 Malas on all attacks that don’t include this Meka until                           the Upkeep Phase of the next Round. SPINNERET FUNNELS: Deploy these during the Activation Phase and choose a                     target. These Spinneret Funnels launch attacks that are +2 vs. EVADE and                       deals 3 material damage on a hit, and also Immobilizes the enemy. The enemy                           attacked can break free from the Immobilization on a successful SGW Check.      


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