Debilities
During play, the steading can suffer debilities much like a PC can Debilities. There are three steading debilities:
- Diminished, by injury, sickness, doubt. Players have 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, then have the players mark diminished to reflect that. If they mark diminished because a move tells them to, then that means injury, sickness, and/or doubt plague the steading.
Steading debilities last until a move like Return Triumphant (page 339) says to clear them, or until the fiction changes such that the debility no longer applies.