Half-Swording in d20 & HERO

This is pretty much covered in Ultimate Martial Artist, but since it came up in a discussion I thought it easier to post it here. The focus of that discussion was on Half-Swording, both as a grappling technique and an armor minimizing technique. I think both of those approaches requires training, so I don’t think it is something that someone who hasn’t studied sword fighting as a martial art could do (as opposed to simply being able to not wound themselves while swinging a sword).

In the Martial Art below you can see there are 3 Half-Sword maneuvers for disarming, grappling, and penetrating. The Half-Sword Strike maneuver adds +4 Damage Classes, which for an average man using a Broadsword doubles the damage of the weapon. HERO is a “Armor Stops Damage” type system, and plate armor stops 7 points or more, depending on the craft of the armor. This is perfect, because the average man wielding a broadsword has a max damage of 7. However, even without additional strength or magic weapons, that combatant could deliver, essentially, their normal damage to a fully armored opponent which, ultimately, is the point of the maneuver.

Now, in d20 armor doesn’t stop damage, so applying this maneuver directly (by increasing damage) doesn’t really translate well. However, negating the target’s Armor Bonus to AC does. Since in d20 Plate is AC +8, reducing that to +4 has roughly the same intended effect as in HERO. Now, whether you interpret that to be cutting the Armor Bonus in half or reducing it by 4 is up to you. I’d go with cutting it in half to allow this maneuver to work on all types of armor without totally eliminating the value of that armor.

So, the Half-Sword Strike maneuver in d20 would be a Standard Action that reduces your AC by 2 while cutting your target’s Armor Bonus in half. Whether that is a Feat or just something that Fighters can do is up to you. Of course, you can always just play HERO either in an established setting like Narosia: Sea of Tears or by rolling your own with Fantasy Hero Complete.

Swordfighting

Those familiar with HERO will have no problem understanding this. However, I thought I might describe it in d20 terms (see below).

Maneuver Phase OCV DCV Effect Cost
Counterstrike 1/2 +2 +2 Weapon +2 DC Strike, Must Follow Block 4
Lock 1/2 +1 +0 Bind, +10 STR 4
Parry 1/2 +2 +2 Block, Abort 4
Slash 1/2 +0 +2 Weapon +2 DC Strike 4
Thrust 1/2 +1 +3 Weapon Strike 5
Trip 1/2 +1 +1 Weapon Strike; Target Falls, Requires Both Hands 3
Half-Sword Disarm 1/2 -1 +1 Disarm, +10 STR to Disarm roll, Requires Both Hands 4
Half-Sword Trip 1/2 +2 +0 Weapon Strike, Target Falls, Requires Both Hands 3
Half-Sword Strike 1/2 +0 -1 Weapon +4 DC Strike, Requires Both Hands 4
Weapon Element Blades and clubs (no unarmed use) 1
Total Cost 36

Phase: 1/2 means that this is a Standard Action
OCV: This is the modifier to your Attack Roll
DCV: This is the modifier to your AC until the start of your next Action
Effect: This is the result of the maneuver. Weapon Strike is your base weapon damage, +X DC is a damage bonus, and STR is Strength. Block, Abort, and Bind are all HERO-y things that don’t really apply in d20.
Attack Roll & AC bonuses are on a 3d6 curve; rough conversion to d20 is to double them

Spell-A-Day: Sense Truth

Sense Truth

This blessing bestows the target with the ability to separate falsehood from truth in any communication she hears. The target may not understand what is being communicated, but the target will know whether that is truth or not. Use of the blessing does require an INT Roll, which is reduced by -1 per point of Power Defense (vs. Magic) active on the speaker.

Enaros: Toletren
Target: Single
Range: No Range/Hearing
Duration: Blessing
Class: Utility (Restricted)

Common Modifiers

  • Orison (+0)
  • Time Limit (Blessing; Persistent or Continuing-effect Power; +0)
  • Costs Endurance (Only Costs END to Activate; -1/4)
  • Usable On Others (+1/2)
  • Invisible Power Effects (Fully Invisible; +1/2)
  • Power Defense Subtracts From The Roll (-1/4)
MAG EFFECT
1 Detect Falsehood +0 (Hearing Group)
2 Detect Falsehood +4 (Hearing Group)
3 Detect Falsehood +8 (Hearing Group)
4 Detect Falsehood +11 (Hearing Group)
5 Detect Falsehood +15 (Hearing Group)
6 Detect Falsehood +19 (Hearing Group)
7 Detect Falsehood +23 (Hearing Group)
8 Detect Falsehood +26 (Hearing Group)

Spell-A-Day: Blessed Logic

Blessed Logic

This blessing bestows the target with expanded logic and correlation capabilities, increasing her Intelligence.

Enaros: Toletren
Target: Single
Range: No Range
Duration: Blessing
Class: Utility

Common Modifiers

  • Orison (+0)
  • Time Limit (Blessing; Adjustment Power; +2)
  • One Use At A Time (-1)
MAG EFFECT
1 Aid INT 1/2d6
2 Aid INT 1d6
3 Aid INT 1 1/2d6
4 Aid INT 2d6
4 Aid INT 2 1/2d6
5 Aid INT 3d6
6 Aid INT 3 1/2d6
7 Aid INT 4d6
8 Aid INT 4 1/2d6
9 Aid INT 5d6
10 Aid INT 5 1/2d6
11 Aid INT 6d6
12 Aid INT 6 1/2d6
13 Aid INT 7d6

Spell-A-Day: History

History

This blessing allows the channeler to witness events in the past. The channeler makes a PER Roll to see 1 year in the past from where she is, or with a single object. More recent history increases the bonus, while greater distance in the past increases the penalty per step on the Time Chart. While the blessing continues (each step on the Time Chart requires a Blessing Continuance Roll), the channeler can explore the history using any skills she possesses.

Enaros: Toletren
Target: Single
Range: No Range
Duration: Constant
Class: Utility

Common Modifiers

  • Orison (+0)
  • No Range (-1/2)
  • Time Limit (Blessing; Constant Power; +1/4)
  • Costs Endurance Only To Activate (+1/4)
MAG EFFECT
7 Retrocognitive Clairsentience (Sight Group), -3 to PER Roll
8 Retrocognitive Clairsentience (Sight Group)
10 Retrocognitive Clairsentience (Sight And Hearing Groups)
12 Retrocognitive Clairsentience (Sight, Hearing And Smell/Taste Groups)
13 Retrocognitive Clairsentience (Sight, Smell/Taste And Hearing Groups), +7 to PER Roll

 

Spell-A-Day: Blessing of the Watcher

Blessing of the Watcher

This blessing bestows the target with knowledge talents in the service of The Watcher. These blessings are gifted collectively and in order (e.g., MAG 4 grants Absolute Time Sense through Bump of Direction).

Enaros: Toletren
Target: Single
Range: No Range
Duration: Blessing
Class: Utility (Restricted)

Common Modifiers

  • Orison (+0)
  • Time Limit (Blessing; Persistent or Continuing-effect Power; +0)
  • Usable On Others (+1/2)
  • Costs Endurance (Only Costs END to Activate; -1/4)
MAG EFFECT
1 Absolute Time Sense
+2 plus Absolute Depth Sense
+3 plus Absolute Range Sense
+4 plus Bump Of Direction
+5 plus Lightning Calculator
+6 plus Any Single Language

Spell-A-Day: Unbalance

Unbalance

This spell upsets the balance of all targets in the area, making it difficult to move, maneuver, and attack. Once a target succeeds on their DEX Roll they are no longer affected by the spell.

Arcana: Apatus (Perception)
Target: Area
Range: Limited
Duration: Constant
Focus: An earbone from any creature
Class: Offensive

Common Modifiers

  • Spell (+0)
  • Limited Range (-1/4)
EFF EFFECT
4 Change Environment (-2 to DEX Roll) **plus** Drain BODY 1d6, Spell (+0), Expanded Effect (x3 OCV, DCV, PER) (+1); Limited Range (-1/4)
7 Drain BODY 1 1/2d6, Expanded Effect (x3 OCV, DCV, PER) (+1) **plus** Change Environment (-4 to DEX Roll), Spell (+0); Limited Range (-1/4)
10 Change Environment (-4 to DEX Roll), Spell (+0); Limited Range (-1/4) **plus** Drain BODY 2 1/2d6, Spell (+0), Expanded Effect (x3 OCV, DCV, PER) (+1); Limited Range (-1/4)
13 Drain BODY 3 1/2d6, Spell (+0), Expanded Effect (x3 OCV, DCV, PER) (+1); Limited Range (-1/4) **plus** Change Environment (-4 to DEX Roll), Spell (+0); Limited Range (-1/4)

 

Spell-A-Day: Invisibility Sphere

Invisibility Sphere

This spell makes all willing targets in the area invisible. The number of targets and subtle energies required to maintain the power limit all targets to non-agressive action (except at EFF 8). At lower EFF the targets must remain still and the Invisibility only affects normal sight.

Arcana: Apatus (Light)
Target: Area (4m Radius centered on shaper)
Range: No Range
Duration: Enchantment
Focus: Two small bat eyes
Class: Utility (Restricted)

Common Modifiers

  • Spell (+0)
  • Time Limit (Enchantment; Constant Power; +1/4)
  • Costs Endurance Only To Activate (+1/4)
  • Usable Nearby (+1)
EFF EFFECT
4 Blending: Invisibility to Sight Group ; Only When Not Attacking (-1/2), Normal Sight Only (-1/2), Chameleon (-1/2)
5 Lesser Unseen: Invisibility to Sight Group ; Only When Not Attacking (-1/2), Normal Sight Only (-1/2)
7 Lesser Invisibility: Invisibility to Sight Group ; Only When Not Attacking (-1/2)
7 Unseen: Invisibility to Sight Group, No Fringe; Only When Not Attacking (-1/2), Normal Sight Only (-1/2)
8 Bend Light: Invisibility to Sight Group ; Bright Fringe (-1/4)
2 New Spells: Share Senses, Unbalance (CE DEX roll), Spell (+0), Time Limit (Enchantment; Constant Power; +1/4), Usable On Others (+1/2)

 

Spell-A-Day: Silent Step

Silent Step

This spell allows the target to move silently. At lower EFF the target must remain still. At the highest EFF the Invisibility to Hearing Group is almost impossible to detect even if the target is adjacent to the observer.

Arcana: Apatus (Perception)
Target: Single
Range: No Range
Duration: Enchantment
Focus: A tiny pillow
Class: Utility (Restricted)

Common Modifiers

  • Spell (+0)
  • Time Limit (Enchantment; Constant Power; +1/4)
  • Costs Endurance Only To Activate (+1/4)
  • Usable On Others (+1/2)
EFF EFFECT
2 Silent Stand: Invisibility to Hearing Group ; Only When Not Attacking (-1/2), Chameleon (-1/2)
3 Peaceful Step: Invisibility to Hearing Group ; Only When Not Attacking (-1/2)
3 Whisper Step: Invisibility to Hearing Group ; Bright Fringe (-1/4)
4 Silent Step: Invisibility to Hearing Group
5 Peaceful Step True: Invisibility to Hearing Group, No Fringe; Only When Not Attacking (-1/2)
8 Silent Step True: Invisibility to Hearing Group, No Fringe

 

Spell-A-Day: Invisibility

Invisibility

This spell makes the target invisible. At lower EFF the target must remain still and the Invisibility only affects normal sight. At the highest EFF the Invisibility is almost impossible to detect.

Arcana: Apatus (Light)
Target: Single
Range: No Range
Duration: Enchantment
Focus: A bat’s eye
Class: Utility (Restricted)

Common Modifiers

  • Spell (+0)
  • Time Limit (Enchantment; Constant Power; +1/4)
  • Costs Endurance Only To Activate (+1/4)
  • Usable On Others (+1/2)
EFF EFFECT
3 Blending: Invisibility to Sight Group ; Only When Not Attacking (-1/2), Normal Sight Only (-1/2), Chameleon (-1/2)
4 Lesser Unseen: Invisibility to Sight Group ; Only When Not Attacking (-1/2), Normal Sight Only (-1/2)
5 Lesser Invisibility: Invisibility to Sight Group ; Only When Not Attacking (-1/2)
6 Bend Light: Invisibility to Sight Group ; Bright Fringe (-1/4)
6 Unseen: Invisibility to Sight Group, No Fringe; Only When Not Attacking (-1/2), Normal Sight Only (-1/2)
8 Unseen True: Invisibility to Sight Group, No Fringe; Only When Not Attacking (-1/2)
8 Invisibility True: Invisibility to Sight Group