H. Debilities
As you suffer hardships and setbacks in your quests, you may need to mark debilities as a result of moves or narrative events. Moves will tell you which debility to mark, or give you a choice. Debilities represent temporary, long-term, and permanent disadvantages. Some can be easily cleared through an appropriate move. Others will forever become a part of your character.
There are three categories of debilities: conditions, burdens, and banes.
Debilities have a mechanical impact by reducing your max momentum. Each marked debility reduces your max momentum (normally 10) by 1. Two debilities would thus cause your maximum to be 8.
Debilities also reduce your momentum reset.
- If you have one marked debility, your momentum reset is +1 (instead of +2).
- If you have more than one marked debility, your momentum reset is 0 (instead of +2).
Conditions
- Wounded may be marked when you are at 0 health and fail to Endure Harm. You are severely injured and need treatment to recover.
- Shaken may be marked when you are at 0 spirit and fail to Endure Stress. You are despairing or distraught and need comfort to recover.
- Deprived is marked when you Sacrifice Resources and are reduced to 0 supply. You and your allies share the same supply value, and will mark deprived together.
- Encumbered is marked if you are trying to carry more notable items than your inventory has space for, or if you are transporting something of significant heft.
As with all debilities, conditions impact your max momentum and momentum reset. In addition, if you are wounded, shaken, or deprived, you cannot increase the associated track
- If you are wounded, you cannot increase health.
- If you are shaken, you cannot increase spirit.
- If you are deprived, you cannot increase supply.
If a move gives you an opportunity to raise your health, spirit, or supply while the associated condition is marked, you can’t take that option. You must clear the condition before improving the related status track.
Wounded, shaken, and deprived can be cleared when you succeed on appropriate moves. For example, scoring a hit on the Heal move can clear the wounded condition. Once you clear a condition, you restore your max momentum and momentum reset, and you can once again increase the associated track through moves.
Unlike other conditions, encumbered is not specifically triggered or resolved by a move. Instead, it is marked when you attempt to write down another noteworthy item you have but your item sheet is already full. You may also find narrative situations where it is applicable. For example, you would mark encumbered if you are carrying an unconscious ally to safety in a perilous situation. Encumbered is cleared when you lighten your load.
Burdens
- Maimed may be marked when you are at 0 health and fail to Endure Harm. You have suffered a wound which causes you ongoing physical challenges, such as the loss of an eye or hand. Or, you bear physical scars which serve as a constant reminder of a harrowing incident.
- Hardened may be marked when you are at 0 spirit and fail to Endure Stress. Your experiences have left you emotionally distant and uncaring. You are at the threshold of losing yourself to darkness.
- Cursed may be marked as a result of the Mystical Backlash table or when you Face Death.
Burdens are permanent. They forever impact your character through the momentum penalty and - more importantly - through the narrative impact of being maimed or hardened. You should factor this debility into how you perform moves and how you interact with the world. You may have physical or emotional limitations you must cope with. Your outlook may change. Your goals and methods may change. How others behave toward you may change.
If you are maimed, envision the injury and make note of it. Consider how this impacts your approach when facing physical challenges, and weave it into your roleplaying and the narrative of your moves.
When you are hardened, envision how this impacts your personality and motivations. You might struggle with trust, empathizing with others, or avoiding self indulgence.
Banes
- Doomed is marked when you Face Death and return with a soul-bound quest. This bane can only be cleared by completing the quest.
- Tormented is marked when you Face Desolation and undertake a quest to prevent a dire future.
Burdens are a result of life-changing experiences that leave you bound to quests. Clearing a burden can only be accomplished by resolving the quest.
When you are doomed or tormented, you should consider the physical or emotional manifestations of these conditions. You have walked the lands beyond death or suffered visions of your greatest fears. What signs do you bear? How do these experiences affect your relationships? You may want to roll on the Cursed table to represent this if you wish for it to have a lasting impact on your character.