The following is a central listing of all of the special rules, crunch and exceptions for GoHyaku. This setting is written with the Pathfinder roleplaying system in mind, but playing in other systems is encouraged. That said, if you’re running anything other than Pathfinder, feel free to skip this section.
Expanded Hero Points
Hero Points is an optional system first introduced in the Pathfinder Advanced Player’s Guide. GoHyaku can be a high-action roleplaying game, and as such we’ve changed and specified use of Hero Points to make a more dynamic system for your games. Just like in normal Pathfinder however, these rules are completely optional. You can read up on normal Hero Point rules here.
Awarding Hero Points
On top of the basic suggestions for awarding hero points GoHyaku has one additional rule:
Post-game Voting: At the end of every game session each player may vote for another player to receive a hero point based on whatever reason he or she deems fit (though, usually these are granted for good roleplaying or to give a down-and-out PC a bit more of an edge.)
Hero Point Maximum
No PC can have a number of Hero Points higher than 1/4th his or her level (minimum 1.)
Using Hero Points
The player (and sometimes the DM) may expend hero points to perform a number of effects. Hero points can be spent at any time and do not require an action to use (although the actions they modify consume part of your character’s turn as normal). You cannot spend more than 1 hero point during a single round of combat (Ougis are the only exception to this rule, however you may only spend extra hero points on your Ougi or the Ougi of another player.) Whenever a hero point is spent, it can have any one of the following effects.
Act Out of Turn: You can spend a hero point to take your turn immediately. Treat this as a readied action, moving your initiative to just before the currently acting creature. You may only take a move or a standard action on this turn.
Bonus: If used before a roll is made, a hero point grants you a +8 luck bonus to any one d20 roll. If used after a roll is made, this bonus is reduced to +4.
Extra Action: You can spend a hero point on your turn to gain an additional standard or move action this turn.
Inspiration: If you feel stuck at one point in the adventure, you can spend a hero point and petition the GM for a hint about what to do next. If the GM feels that there is no information to be gained, the hero point is not spent.
Recall: You can spend a hero point to recall a spell you have already cast or to gain another use of a special ability that is otherwise limited. This should only be used on spells and abilities possessed by your character that recharge on a daily basis.
Reroll: You may spend a hero point to reroll any one d20 roll you just made. You must take the results of the second roll, even if it is worse.
Group Influence: You may spend a hero point on behalf of another, for example you may spend a hero point to allow a fellow spellcaster to recall a spell, ala the Recall hero point rule.
Ougi: PCs may spend a hero point to activate an Ougi. This is the only rule exempt from the 1 hero point per combat round rule. You may only use an Ougi once per session, and the originator of the Ougi must expend all of his or her hero points to perform the Ougi. You cannot spend a hero point to activate another character’s Ougi, though if another player activates an Ougi you may add as many hero points from your pool as you want to the activating player’s Ougi pool.
Additional Rulings on Hero Points
Hero Point Feats, Hero Point Spells and Hero Point Items are not recommended additions for GoHyaku campaigns.
Ougi’s are powerful secret moves available to everyone, however only heroic and adventurous people are in situations to make regular use of them. Ougi’s are a great outburst of Psionic, Divine and Arcane might that coalesce into brilliant feats of fortitude and strength. Ougi’s do not normally manifest on command however, and only appear in times of great strife and turmoil.
To use an Ougi the PC must spend at least one hero point to activate the Ougi. Activating an Ougi is a free action that can occur at any time, though usually on the activating player’s turn. Next, the player must add any remaining hero points he or she has to their Ougi pool. Other PCs may choose to spend their hero points to add to the activating character’s Ougi pool. At the end of the activating player’s turn their character falls prone and gains the unconscious condition. A DC13 heal check or any spell or effect that would allow the target to regain hitpoints will remove the unconscious condition.
Players who come up with creative names for their Ougi and shout them aloud before activating the Ougi gain an additional point to their Ougi pool for free. Ougi are powerful, important and potentially game-turning events of great pomp and circumstance. When a player (or enemy) activates an Ougi feel free as a DM to go all out in describing the tension, energy or drama of the situation.
Ougi’s are feats, and as such players must meet the prerequisites in order to use them. Players can have no more than 1 Ougi.
Ikken Hissatsu Ougi
Prerequisites: Character level 9, +8 BAB
To kill in one blow is the aim of many martial arts around the world, and the Ikken Hissatsu Ougi represents the great outpouring and focus and power. Ikken Hissatsu Ougi can only be activated on your turn. Once activated the Ikken Hissatsu Ougi allows the activating character to make a single attack against a single opponent they can see. This attack is treated as if the character had just confirmed a critical hit. The character rolls 1d20, adding an extra +10 to the roll for every point in their Ougi pool. This number determines the amount of extra d6s added to the damage roll in accordance with the following chart:
- No additional damage is added
- 10-14: +1d6
- 15-19: +2d6
- 20-24: +3d6
- 25-29: +4d6
- 30-34: +5d6
- 35-39: +6d6
- 40-44: +7d6
- 45-49: +8d6
- 50+: +9d6
Note: Ikken Hissatsu Ougi damage can stack with other damage bonuses (like sneak attack or special rage damage.)
Boukyo Tate Ougi
Prerequisites: Character level 9, Fortitude 14
Nothing is more dramatic than a character sacrificing his life for those he loves or cares about. The Boukyo Tate Ougi is a powerful defensive Ougi that, once activated, allows the character to take damage in place of his party-mates. The Boukyo Tate Ougi can be activated at any time during combat. When it is activated any and all damage against other allies automatically goes to the activating character. This effect persists for a number of turns equal to the number of points in the activating character’s Ougi pool. Any damage that would put the activating character’s hit points below 0 is ignored. At the end of this Ougi, in addition to falling prone and unconscious the character’s hit points default to 0.
Saigo no Chansu Ougi
Prerequisites: Character level 9, Channel Energy class feature
The chips are down, everybody’s on the brink of death, and only a miracle can save the party. This is the time to use the Saigo no Chansu Ougi. This Ougi can be activated at any time, and begins a healing spell that affects all allies within 100 ft. + 10 ft./level. Targets gain a number of hit points equal to 1d8+10 (with an additional d8 for every point in the activating character’s Ougi pool.) This effect can restore hit points to living and undead allies, and regardless of alignment.
Prerequisites: Character level 9, access to spells
Not many who call themselves heroes use the Akumahou Ougi, its destructive powers are far too unreasonable to even think about. Once activated the Akumahou Ougi allows the activating character to cast a number of Evocation spells that she knows (or that is in her spellbook) equal to the number of points in her Ougi pool for free. There are two catches. The first is that the character cannot accept hero points from allies to add to her Ougi pool, instead the activating character can take a hero point from any ally that she can see within 50 ft. Character’s that loose hero points in this way are fatigued for one round. In addition, every spell that the activating character can cast because of this power must be cast. Should the activating character run out of enemy targets to hit the DM selects one of the activating character’s strongest evocation spell, and she is forced to cast that spell on any other character of the DM’s choosing (including, and especially, other player characters.) This is done until the activating character has no more points in her Ougi pool. This Ougi can only be used to cast spells on targets that are not unconscious. Should the activating character run out of targets the remaining points in her Ougi pool are expended.
Youyou Iji Ougi
Prerequisites: Character level 9, Rage class feature
Pronounced “yoh-oo yoh-oo ee-jee oh-gee”, this Ougi is used mostly by orcs and barbarians who posses a willpower so strong that they remain standing and fighting, even after taking wounds that would knock them unconscious. This Ougi can only be activated after a character has gained the unconscious condition. The activating player can ignore the helpless rule of the unconscious condition for a number of rounds equal to the number of points in his Ougi pool (minimum 1.) During this time the activating character can act as normal, and takes damage as normal. This power can stack with the similar barbarian power.
Prerequisites: Character level 9, At least 8 ranks in Stealth
Not all Ougi are loud and damaging, the O-Kamikaze Ougi is quiet and subtle, at least for the few seconds before the killing begins. The user of this Ougi may activate it as a free action at the beginning of her turn. This Ougi functions as Ethereal Jaunt with the following exceptions: O-Kamikaze Ougi lasts for 1 round for every point in her Ougi pool. The activating character can attack material creatures, and spells cast while ethereal can affect the Material Plane or the Ethereal Plane (chosen at the time of the casting.)
Shishi no Osakebi Ougi
Prerequisites: Character level 9, At least 9 ranks in Diplomacy
For the beloved leader, the Shihi no Osakebi Ougi grants the activating character a powerful surge of influence that he can extend to his allies. Once activated, the Shishi no Osakebi Ougi grants all allies the activating character can see and interact with a bonus to all d20 rolls equal to 10 + 1/4th his character level (minimum 1). This effect lasts 1 round for every point in the activating character’s Ougi pool.
Traits are another rule introduced in the Advanced Players Guide, and we encourage you to use them in your games. Traits function in the same ways as mentioned in the APG with the following exception: NPCs can have traits for free, without needing to purchase the Additional Traits feat. Not all NPCs should have, or need traits, but the enemies and allies in GoHyaku should be on par with the PCs, if not stronger in some cases. People die in this setting, every day, and the PCs aren’t exalted heroes (unless you decide to run that type of campaign.)
Traits are so expansive and involved that they require their own separate section, Traits.
From the book Psionics Unleashed, Autohypnosis.
Replace the skill Knowledge: Religion with Knowledge: Factions, which covers general knowledge of all factions. Characters can also gain the feat “Knowledge Factions Specific” for whatever faction they choose. This feat confers a +5 power bonus to all Knowledge: Faction rolls pertaining to one specific faction.
There is no Knowledge (psionics) skill, instead treat Knowledge (arcana) for all rolls related to psionic lore and information.