By Ian Turner for the Khmer bloodline
System: The Kindred must roll Perception + Stealth to conceal herself. The Difficulty varies with the amount of terrain available to hide in, from a Difficulty of 2 for a man in a jungle or nightclub, either of which offer superb cover, to a Difficulty of 10 for a black-clad ninja attempting to move across an open snow-covered field. Anyone with Auspex will automatically get a straight Perception roll (Difficulty 9 for a chance roll, Difficulty 6 if the individual is actually looking for a hidden individual) to notice the Hidden individual. Anyone without Auspex who is actively searching the area containing the user is also allowed a Perception roll (Difficulty 9) to spot the Hidden individual, but in both cases, the searchers must roll more successes than the Kindred did when Hiding. Thus, Maya has hidden in the ruins of Angkor Thom from a group of Khmer Rouge radicals. She rolls 3 successes to Hide herself as they enter the ruins, actively searching for their tormentress. However, the best of them only rolls two successes on his Perception roll and so they cannot find her.
System: The Kindred rolls Manipulation + Subterfuge against a Difficulty of the target's Willpower. A single success causes the target to jump at shadows, possibly embarrassing himself and frightening companions. Two successes creates a lasting impression that leaves the target jumpy for a time, but again has no special effect. Three or more successes causes the victim to react to whatever he perceives as if it were real, which can be extremely dangerous in the case of a gun-wielding individual. At this stage the victim must make a Courage check against a Difficulty of the Trepidus-user's Willpower or lose a temporary point of Willpower to reflect the unsettling nature of the experience. This is a subtle and powerful long-term effect that explains the effectiveness of Khmer attacks as they tend to whittle away one's Willpower over the course of a night and then close in for the kill with their Willpower-resisted attacks. The Storyteller may determine how the victim reacts depending upon the situation and the fear being preyed upon. Some will back against a wall and shoot anything that moves (even companions), others will flee screaming and still others will collapse into groveling heaps. The Khmer prefer the ones that run...
System: The user must spend a temporary Willpower point to activate this power and then rolls Wits + Subterfuge versus a difficulty of 6. The difficulty may be adjusted by the storyteller depending upon the situation; killing the President of the United States during his Inaugural address without being noticed would have a difficulty of 10 if the Storyteller allows any chance of success! Then again, slipping by a drunken bum in an alley unseen may only incur a difficulty of 4 at the most. The number of successes indicates how many people can be affected, 1 success limiting the effect to a single person, 2 successes to 2 people, 3 successes to 6 people, 4 successes to 20 people and 5 successes to all the people present (such as an auditorium full of viewers). Those affected are allowed a roll against Perception (+ Auspex if available) against a Difficulty of 6 if they are alert and aware. Each success cancels out one of the user's successes (for that viewer only), and if none are left versus that target, he is aware of what the character is doing and allowed a normal action during that turn. All who do not successfully resist are completely unaware of the user's chosen action until its effects are noticed, effectively canceling their turns. Thus, Maya can activate this power on a group of Cambodian soldiers passing her in the underbrush, step forth and slash one of the soldiers with her machete and then step back into the undergrowth unnoticed by the soldiers who do not successfully resist her power. The soldiers will almost immediately see their companion fall to the ground horribly wounded, and that particular soldier will obviously be aware that he was slashed with something, but they will not initially have any idea how this happened and may not react to her attack unless she chooses to stop her actions in their midst, in which case they will see a madwoman with a bloody machete suddenly standing over one of their companions and will be allowed to react normally.
System: By spending a Blood Point, the user can paralyze another by rolling Manipulation + Intimidation against a Difficulty of the target's current Willpower. The number of successes attained on this roll determines the number of turns that the target is immobilized.
The target is allowed to spend a temporary Willpower point to gain a Courage roll to throw off the fear (Difficulty 6), with each success shortening the duration of the paralysis by one turn. Of course, breaking free of this effect in this way, even if attempted immediately will cause the target to expend his action. By raising the Difficulty to the Willpower of the strongest-willed victim +1 per additional target, the user can attempt to affect multiple targets with this power, although the successes must be divided amongst those affected (in any way the Kindred sees fit). With the increased difficulty reducing the number of successes overall and the dividing of successes, this option is not particularly common except amongst the eldest of the Khmer or against the weakest-willed of foes, such as the opium-sotted dregs that they tend to employ.
System: At a cost of one temporary Willpower point and one Blood Point, the user can generate a deadly fright. She rolls against Manipulation + Occult against a Difficulty of the target's current Willpower. Each success scored results in a single Aggravated wound level being inflicted upon the target, who may attempt to soak them using Courage in the place of Stamina. Fortitude (but not armor) may also be used normally to help soak these wounds.