This is a set of rules I made in an attempt to mix First Edition with Second Edition Harmony trait.
The goal is to capture the 2nd edition's balance between Flesh and Spirit within the Morality-like system of 1st. I think one benefit of this system is that it re-introduces the threat of becoming a degenerate, low Harmony Zi'ir monster, which we kinda lost with 2e.
The best way to describe Harmony 1.5 is visually: if, conceptually, Harmony 1e is pictured as a column (10 being the perfect top, and 0 the degenerate bottom) and Harmony 2e is a horizontal line (0 being left-side Flesh, 10 being right-side Spirit), then this home-ruled Harmony would be a pyramid (more or less). At the top, the Uratha is perfectly centered between Flesh and Spirit. As his Harmony drops, he starts drifting more towards one side or the other.
Mechanically, assume Harmony to work like it did in First Edition. By committing actions considered sins against harmony, the character risks a degeneration roll.Each Harmony sin has a tag, telling the direction towards which the character is degenerating: Flesh or Spirit. Whenever a character’s Harmony drops, the player must note the Flesh/Spirit tag of the committed sin.
The Flesh/Spirit axis is mechanically governed by a new Trait, called Balance. Balance is represented by 9 empty dots, telling on which side the character’s Harmony is drifting: left dots represent Flesh, right dots represent Spirit.
Whenever Harmony drops towards Spirit, the character may obtain a spiritual Ban instead of a Derangement.
Harmony and Balance may influence some rules and rolls, for example when crossing the Gauntlet, depending on the direction of the transition.
The modifiers range from 1 to 3 in the following way:
Other 2e rules dependent on Harmony (such as shapeshifting) can be easily converted to corresponding Balance dots. On the other hand, 1st ed rules that require an Harmony roll can still do so.
For completeness, I will add a list of possible sins with the corresponding Flesh/Spirit tags. This is of course very debatable, feel free to modify it as you see fit.
The goal is to capture the 2nd edition's balance between Flesh and Spirit within the Morality-like system of 1st. I think one benefit of this system is that it re-introduces the threat of becoming a degenerate, low Harmony Zi'ir monster, which we kinda lost with 2e.
The best way to describe Harmony 1.5 is visually: if, conceptually, Harmony 1e is pictured as a column (10 being the perfect top, and 0 the degenerate bottom) and Harmony 2e is a horizontal line (0 being left-side Flesh, 10 being right-side Spirit), then this home-ruled Harmony would be a pyramid (more or less). At the top, the Uratha is perfectly centered between Flesh and Spirit. As his Harmony drops, he starts drifting more towards one side or the other.
Mechanically, assume Harmony to work like it did in First Edition. By committing actions considered sins against harmony, the character risks a degeneration roll.Each Harmony sin has a tag, telling the direction towards which the character is degenerating: Flesh or Spirit. Whenever a character’s Harmony drops, the player must note the Flesh/Spirit tag of the committed sin.
The Flesh/Spirit axis is mechanically governed by a new Trait, called Balance. Balance is represented by 9 empty dots, telling on which side the character’s Harmony is drifting: left dots represent Flesh, right dots represent Spirit.
- As long as the Harmony level is 6 or more, the character has achieved balance. The player marks a X on the central dot.
- Whenever Harmony drops after committing a sin tagged Flesh, the player moves the X mark one step to the left.
- Whenever Harmony drops after committing a sin tagged Spirit, the player moves the X mark one step to the right.
- Whenever Harmony increases, the player moves the X mark one step towards the central dot.
Whenever Harmony drops towards Spirit, the character may obtain a spiritual Ban instead of a Derangement.
Harmony and Balance may influence some rules and rolls, for example when crossing the Gauntlet, depending on the direction of the transition.
The modifiers range from 1 to 3 in the following way:
- One step from center: no modifier;
- Two steps from center: ± 1;
- Three steps from center: ± 2;
- Four steps from center: ± 3;
Other 2e rules dependent on Harmony (such as shapeshifting) can be easily converted to corresponding Balance dots. On the other hand, 1st ed rules that require an Harmony roll can still do so.
For completeness, I will add a list of possible sins with the corresponding Flesh/Spirit tags. This is of course very debatable, feel free to modify it as you see fit.
Harmony | Threshold Sin |
10 | Not shapeshifting for more than 3 days (Spirit) Staying outside the Hisil for 3 days (Flesh) Staying inside the Hisil for 3 days (Spirit) |
9 | Carrying a silver weapon (Flesh) Not obtaining your own food (Flesh) Not meeting your pack for more than 3 days (Spirit) |
8 | Disrespect to a spirit or elder Uratha (Flesh) Staying outside the Hisil for 1 week (Flesh) Staying inside the Hisil for 1 week (Spirit) |
7 | Spending too much time alone (Spirit) Significantly violating a tribal vow (Flesh) Discorporating a spirit needlessly (Flesh) |
6 | Killing a human or wolf needlessly (Spirit) Mating with other Uratha (Flesh) Inflict Lunacy on a loved one (Spirit) |
5 | Kill a werewolf in the heat of battle (Spirit) Staying outside the Hisil for 1 month (Flesh) Staying inside the Hisil for 1 month (Spirit) |
4 | Revealing the existence of werewolves to a human (Spirit) Using silver weapons against a werewolf (Flesh) |
3 | Torture (Spirit) Murdering a werewolf (Spirit) Profanate a Locus (Flesh) |
2 | Feed on humans or wolves (Spirit) Betray pack (Spirit) Spend too much time without hunting (Flesh) |
1 | Kill a packmate (Spirit) Discorporate the pack totem (Flesh) Feed on werewolves (Spirit) |
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