Harmony, younger sister of the team captain, has a lot to live up to. Her sister Honour was highly sought after for her leadership skills after the War, and it’s only so long you can stay in someone else’s shadow before it’ll start to swallow you up. Harmony doesn’t need the excitement and thrill of the Game like her sister; she sees it as a means to an end. With rich dignitaries, princes and guild masters being so involved in the game, she’s hoping to pick up a husband before she suffers the same fate so many others have.
All of that doesn’t mean Harmony doesn’t belong on the pitch. She has some skills and abilities that aren’t common in the game, let alone in the Guild. One of her abilities means that her statistics aren’t really her statistics!
MOV – The normal 6”/8” (noticing a pattern here yet?) as with Honour & Marbles. Not the slowest, but by no means the quickest. Harmony has a nice steady number here.
TAC – 3 is a little low, in fact it’s horribly low outside of Mascots. However, don’t worry; Harmony usually has that covered through other means. Harmony’s Playbook is also fairly well-balanced around the Family skill, however she like her sister has some pretty decent low Momentous results, including Tackle on 1, Dodge on 2 and 2 Momentous Damage on 3.
KICK – For someone who’s not that fighty or super quick you’d expect her to shine somewhere; however it’s not her KICK. At 2/6” it’s at least got 6” on it, but with only 2 dice you’re only at 75% chance to make an easy pass. She needs to get in some kicking practice!
DEF – Something unique to the Mason human players outside of Union representation, a DEF better of a 3+! At 5+ Harmony presents a different aspect to the defensive skillset of the Masons. Defensive Stance against charges combined with a Counter Attack against 2” melee range opponents will mean they’ll only hit you once, maybe twice at best (which isn’t an issue if Brick is close to protect her). After that she can Counter, pick up a couple of hits herself and Dodge out of melee without taking any damage.
ARM – The reason Harmony is far more nimble than the rest of the Masons Team is that she’s forgotten to wear the armour they normally provide. In her defense, how would she be able to show off her assets to suitors if she covered herself up like the rest of the squad?
INF – at 2/4 we’re back to the standard outfield player statistic you’d expect from most players. The 2 INF Harmony brings to a team will be farmed out in most turns; however, when she’s fully buffed her 4 Maximum INF will turn her into a little wrecking ball.
Family [Honour] – Always in her sister’s shadow, that Harmony; it actually seems that suits her perfectly. When activating within 4” of her older sibling, she replaces her TAC (3=6) and KICK (2/6=4/6) with her sister’s. That TAC of 3 is now a 6, 4 Dice KICK, who cares if I’m engaged, this is easy! This means you’ll have two players (three, as Marbles is normally near Honour) grouped up; however, having two TAC 6 players is something not many teams can boast, and when you’re allowed to activate them back-to-back without reply due to Honour’s Linked skill you can really bring them to bear.
Protected [Brick] – Remember how I said you’ll have three players close together due to Family? You’ll now have four due to Protected if Brick is on the team. This 1 ARM can help save Harmony’s life due to her only having a small amount of hit boxes, but coupled with her high DEF it’s usually all she needs.
Harmony has a decent playbook; it’s not as good as her sister’s (few are) but she still has the previously mentioned three good, easy to generate, Momentum results. She also has a 5 Hit trigger for Scything Blow (covered in a moment), and even a 4 damage result at 6 Hits. She’ll normally need to charge or have Family active to even dream of achieving these higher scoring results.
Acrobatic – Harmony is the only player to have this skill. I’m not 100% sure why it isn’t Nimble instead so it could have more general uses, but it’s Acrobatic so we just have to live with it. +1 DEF to Parting Blows is still useful; activating Acrobatic and advancing out of combat into a nice, easily hit target (Kraken, Stave, etc.) to generate Momentum is my normal plan. However, being able to move out of combat when in possession of the ball is still fantastic. If Brick is close enough they’ll only hit you on 6’s with you having 1 ARM. You’ll be keeping the ball in most situations unless you’re really unlucky.
Scything Blow – Requires 5 hits (which isn’t easy) to trigger this play, as it has no INF cost attached to it. It deals 3 damage to everyone in her melee range, that’s everyone, friend or foe. If you’ve got more than 1 enemy in melee with you, they’re likely ganging up on you, making your chances of getting 5 hits even more difficult. However I’m going to give you one piece of advice here that you should always remember: NEVER EVER use Harmony against an Alchemist team containing Midas. He’ll copy the play, then use it for a single (Momentous!) hit, which means your players will start to fall over at an alarming rate.
That’s Part Two of the Sister Act for you. You’ll never take Harmony without Honour, and at the moment (Season 1) that isn’t an option anyway. In future Seasons, who knows? She may no longer see Guildball as just a means to an end, but instead something she wants to progress in. Maybe stepping up to become Captain herself? As I mentioned before, she’s fairly tanky due to DEF 5+ along with 1 ARM (if Brick is on the team). She can also be a bit of a bruiser and scoring threat, due to her Family skill when activating near Honour. However, if she gets picked on and ends up on the floor with no ARM to protect her she’s going to go down quickly, so be careful. Most importantly, don’t let her anywhere near Midas!
Original posts can be found here LINK