THE DANCE * Fury of Vengance: By rolling Stamina vs 7 the Hantu cancels out wound penaltys of up to (success) levels for (Wits) rounds. ** The Shadows Coil: By dodging and weaving the Hantu may cancel out any attacks made on him by any one opponant as long as he does no other actions. *** The Woven Mist: By a series of confusing dodging and taunting the Hantu can reduce the dice pool of her opponant by one for every success on a Manipulation + Athletics vs opponants Wits +3. **** Transfix: By hypnotic song and gesture the Hantu is able to plant subconcious thoughts into the mind of their subject (this takes about 5 minutes) on a successful Manipulation + Subterfuge vs Wits +3. ***** Storm Of Blades: By spending 3 willpower points and rolling Dexterity + Athletics vs 7 the Hantu can increase her number of melee or brawl attacks by the number of sucesses. She then must rest for two turns or take two points of aggravated damage from fatigue. ****** The Whirling Death: By spending 2 blood points the Hantu becomes a fighting machine. All HTH attacks are incresed by the number of successes on a Dexterity + Athletics roll vs 7 , Strength increses by 2, Dexterity increases by 2, Stamina increases by 2 and no wound penaltys apply until the combat is over. The penalty for this is two aggravated health levels lost due to fatigue.