                                  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.
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