Debilities

During play, your steading can suffer debilities much like your PC can Debilities. There are three steading debilities:

  • Diminished, by injury, sickness, doubt. Take disadvantage to Deploy, Muster, or Pull Together.
  • Lacking, due to shortages, hoarding, distrust. Treat Prosperity as if it's 1 lower than it is.
  • Malcontent, from fear, anger, and/or despair. Fortunes reset to +0 each season, instead of +1 Seasons Change, and folks need Persuading more often than usual.

There's a space on the steading playbook to mark each debility.

Debilities both reflect the fiction and dictate it. If something happens that results in the village's capacity being reduced by injury, sickness, or doubt, you'll mark diminished to reflect that. If you mark diminished because a move tells you to, then that means injury, sickness, and/or doubt plague the steading.

Steading debilities last until a move like Return Triumphant says to clear them, or until the GM tells you to.