Dismay

Some of the creatures and entities that persist in the lands of the north and across Davokar fill those who even see them with a creeping sense of disquiet and distress. Oftentimes, that gnawing dread arises from the unearthly or deathless state of the monster bearing down on them; in the case of the Saar-Kahn, the horrific body mutilation and exaltation in the blood of the enemies tears at the very soul, filling even the hardiest with a sense of cold dread.

I Passive The creature’s presence forces player characters within melee distance to make a Resolute test at -2, each turn. Failure overcomes the character with a creeping dread. For the next turn, add 1D4 to any roll for non-Passive Abilities.
II Passive The creature’s aura of dismay effects all within ranged weapon distance to make a Resolute test at -4. One test is made each turn, and should the test fail, that character gives in to the chill in their soul. For the following two turns, roll and add an extra die to the throw for any test of non-Passive Abilities; first turn, add 1D6, second turn, step down to 1D4. In addition, they immediately add 2 points to their temporary Despair.
III Passive The creature’s overwhelming presence sends waves of despondency and consternation, which effects all of those within line of sight, forcing them to make a Resolute test at -8, each turn. Should the test fail, roll and add an extra die to the throw for any test of non-Passive Abilities; first turn, add 1D8, second, 1D6, third, step down to 1D4. In additional, they immediately add 4 points to their temporary Despair.

Note: The nature of Dismay makes Leader a valid defence, so a character with this Ability can choose to ‘defend’ themselves with Persuasive instead of Resolute.