Debilities
During play, a move or the GM might tell you to "mark a debility." There are three debilities:
- Weakened: fatigued, tired, sluggish, shaky. Take disadvantage when rolling +STR or +DEX.
- Dazed: out of it, befuddled, not thinking clearly. Take disadvantage when rolling +INT or +WIS.
- Miserable: greatly distressed, angry, unwell, in pain. Take disadvantage when rolling +CON or +CHA.
There's a space on your playbook to mark each debility, just below the stats.
Debilities both reflect the fiction and dictate it. If something happens that results in you being fatigued, tired, and shaky, you'll mark weakened to reflect that. If you mark weakened because a move tells you to, then that means you become fatigued, tired, and shaky.
Debilities last until a move like Recover or Make Camp tells you to clear them, or until the GM tells you to.
Your playbook lists a die for damage. When you have the chance to hurt a foe, roll this die to see how much damage you deal.
Your damage die is independent of your weapon. If you're the Heavy, you deal 1d10 damage; if you're the Lightbearer, you deal 1d4. It doesn't matter whether you wield a dagger or a maul, or you're choking them with your bare hands. Your damage die reflects how dangerous you are. Your weapon is just a tool. (Some weapons of war deal "+1 damage," but they're the exception.)
Some moves override your damage die. A Lightbearer using Purifying Flames deals 1d10 damage, but only when they wield a holy light against a creature of darkness.
(And, no, you don't add STR or DEX to your damage rolls.)