Close Combat Charms

 

Tactical Analysis Engrams

Cost: 2 motes

Installation Cost: 1 mote

Duration: Instant

Type: Reflexive

Minimum Wits: 3

Minimum Essence: 2

Prerequisite Charms: Transitory or Sustained Augmentation of Wits

Externally, this Charm appears as a cluster of metallic nodules on both sides of the Alchemical’s face, forming arcs centered at the temples. These nodules actually extend several inches into the Exalt’s brain as crystal spikes wrapped in jagged extrusions of wire. Together, these devices store a vast array of strategic patterns, unit and combatant profiles and interpolative simulation engines that allow for intuitive conjecture on the capabilities of unknown opponents.

When activating this Charm, roll the Alchemical’s Wits + Awareness (difficulty 2). Each success provides one of the following pieces of information as selected by the Exalt’s player. This information is gleaned instantly and may inform actions or defenses that immediately follow.

• The target’s rating in any one of the following Traits: any Physical Attribute, Wits, Archery, Athletics, Brawl, Dodge, Endurance, Martial Arts, Melee, Resistance or Thrown. Players may attempt to justify other Traits to Storytellers in extreme cases, particularly in cases where the target evinces overt combat powers not based on any of the above Traits. In these rare cases, the Exalt learns the rating of the associated Trait without actually learning what the Trait is.

• All the target’s specialties in any one of the above listed Traits.

• The target’s base initiative.

• The target’s current wound penalty rating (if any).

• The core statistics of any one weapon or attack that the Alchemical has seen the target use; this does not reveal unusual powers of artifacts, only such traits as damage, accuracy, etc.

• The core statistics of any one object qualifying as armor/shield the target is wearing.

• The function of any one directly combative Alchemical Charm installed in the target that is outwardly visible or that the target has previously used in the scene.

This can also determine the function of combative spirit Charms used in the Exalt’s presence, provided these Charms are known in Autochthonia. The Storyteller remains final arbiter of what constitutes a combative Charm. Analyzing the observed combat Charms of other beings (Exalted, Fair Folk, etc.) is only possible after a thorough exposure to such fighting methods as determined by the Storyteller (generally a month of regular encounters) and costs 3 experience points for each type of being the Exalt wishes to familiarize herself with.

Each full minute spent observing the same target allows the Exalt to activate this Charm once without spending Essence.

 

Accelerated Response System

Cost: 2 motes

Installation Cost: 1 mote

Duration: Instant

Type: Reflexive

Minimum Dexterity: 3

Minimum Essence: 2

Prerequisite Charms: Transitory or Sustained Augmentation of Dexterity

This Charm has two possible permutations, which must be purchased and installed separately. The first version fits into the character’s upper arms and shoulders, allowing her to a parry any single attack directed against her using her full Dexterity + (Brawl, Martial Arts or Melee) pool on activation.

The second version fits into the hips and upper thighs and allows the Exalt to dodge one attack against her using her full pool of Dexterity + Dodge (+ Essence, if using Exalted Power Combat). She can dodge without giving ground, contorting and blurring away from the attack with superhuman agility.

Both forms of this Charm require that an Alchemical be aware of an attack in order to defend against it. Characters with both variants installed may use both against the same attack.

 

Dynamic Reaction Enhancement System

Cost: 1 mote per +2 initiative

Installation Cost: 1 mote

Duration: Instant

Type: Reflexive

Minimum Dexterity: 2

Minimum Essence: 2

Prerequisite Charms: Transitory or Sustained Augmentation of Dexterity

This Charm takes the form of a complex mechanical assembly in the Alchemical’s spine. When activated prior to a character’s initiative, the device slows her perception of the world for the turn, adding +2 initiative for every mote spent (to a maximum bonus of Dexterity x 2).

 

Celerity Enabling Module

Cost: 5 motes, 1 Willpower

Installation Cost: 1 mote

Duration: Instant/One scene

Type: Extra Action/Reflexive

Minimum Dexterity: 4

Minimum Essence: 3

Prerequisite Charms: Dynamic Reaction Enhancement System

Implants on the Alchemical’s joints connect via wires to his Dynamic Reaction Enhancement System, linking the operation of his body with the accelerated functions of his central nervous system. This Charm has two modes of operation, but it cannot perform both functions simultaneously.

In its primary use as an instant-duration extra action-type Charm, the Celerity Enabling Module allows for brief bursts of superhuman speed, granting a number of extra actions equal to the Exalt’s permanent Essence. These actions may be used for any physical task, and the character may use any of them to declare a full dodge or a full parry or to refresh either of these defensive pools to their maximum value.

In its secondary mode, this Charm attunes the Alchemical’s reflexes to a specific threat rather than providing immediate general-purpose enhancement. This function is reflexive and has a duration of one scene. Upon activating the Celerity Enabling Module, the Exalt must select one target. For the remainder of the scene, he may dodge or parry every attack directed at him by the target using his full dice pool (with the type of defense selected on a per attack basis). He need not be aware of an attack to defend against it, and the Charm includes safeguards against inapplicable defense modes. For instance, the Charm automatically provides a parry against undodgeable attacks and a dodge against unparriable attacks. The Exalt may parry using Brawl, Martial Arts or Melee according to preference and available weapons and may parry lethal attacks unarmed without a stunt. If the Exalt wishes to select a new target or engage the primary mode for extra actions, he must reactivate the Charm at full cost. This immediately ends all defenses against the current target in order to perform the desired response.

 

Anticipatory Simulation Processor

Cost: Varies

Installation Cost: 1 mote

Duration: Instant

Type: Reflexive

Minimum Wits: 5

Minimum Essence: 4

Prerequisite Charms: Transitory or Sustained Augmentation of Wits, Accelerated Response System, Celerity Enabling Module

This Charm connects the assorted components of its many prerequisites with a central cortex of tangled starmetal monofilaments buried in the center of the Exalt’s brain. The design of the arcane mechanism allows the Alchemical’s consciousness to accelerate and expand outside the flow of time, preemptively simulating the most likely events of the next several seconds. The Exalt’s player may declare the use of this Charm at any point in a turn by spending 5 motes (this also awards the Alchemical 1 point of temporary Clarity). The rest of the turn proceeds as normal from this point on, but at any time before the end of the turn, the player may reflexively spend another 5 motes and 1 Willpower point to “rewind” the turn back to the initiative count when the Charm was first activated.

In-game, the character is assumed to have simulated all of the played-out events since the initial activation of the Charm, so none of these events have actually happened yet outside of the Exalt’s mind. Unless and until the Alchemical takes a different action than he did in the simulation, all events take place exactly as “predicted” by the earlier play of the turn. All rolls and actions are assumed to have the same results as before. Once the Alchemical deviates from the simulation, actual play begins again, and no character in the encounter is bound by the earlier “predictions” of the Charm, except to the degree that actions have already been declared within the turn. Because the Anticipatory Simulation Processor relies on intuition and raw mental acumen rather than actual precognitive capabilities, beings outside of fate may be modeled to a point. This Charm may not be activated during encounters in which Primordials, Malfeans or unshaped raksha are present and have directly acted, as the transcendent and ultimately alien nature of these beings defies all attempts at simulation by lesser beings.

 

Polymodal Joint Bearings

Cost: 2 motes

Installation Cost: 1 mote

Duration: Indefinite

Type: Simple

Minimum Dexterity: 3

Minimum Essence: 2

Prerequisite Charms: Transitory or Sustained Augmentation of Dexterity

All of the Exalt’s joints have been surgically enhanced with ball-bearing races and mechanical assemblies that grant superhuman flexibility. While this Charm is activated, the character’s player adds three dice to rolls for the Exalt to escape from manacles or other bindings, to control/escape a clinch, to dodge using extreme contortion or to perform any other feat in which preternatural flexibility would prove immediately advantageous. Storytellers may deny or reduce the benefit in cases of dubious or indirect applicability. The bonus dice provided by this Charm are a form of artificial specialty cumulative with all other relevant specialties.

The omnidextrous submodule for this Charm costs 2 bonus points/6 experience points and requires Wits 3+. Once installed, the Alchemical’s superior flexibility and coordination enable him to ignore the usual penalty for offhand actions. In addition, the character can use his feet as hands for gripping tools or for performing feats of fine dexterity without penalty. The overall structure of a modified leg remains such that unarmed strikes using a foot-fist are still considered kicks.

 

Limb Extension Armatures

Cost: 2 motes

Installation Cost: None

Duration: Indefinite

Type: Simple

Minimums Dexterity: 3

Minimum Essence: 2

Prerequisite Charms: Transitory or Sustained Augmentation of Dexterity

Depending on configuration and caste, the Alchemical features complex telescoping articulation in all limbs or moonsilver implants that actually stretch and warp. Regardless, this set of devices provides the same benefit when active. The Exalt’s limbs can reach up to (her Essence rating x 2) additional yards if her permanent Essence is 2-5 or (Essence rating x 4) additional yards if her Essence is higher. A character may extend or retract limbs as a reflexive action at will. For every two yards of extra reach this Charm grants at maximum extension, the Exalt adds 1 to the speed modifier of all hand-to-hand combat attacks. She may also attack mounted targets without penalty. Outside of combat, the advantages of added reach are largely situational and subject to player imagination and Storyteller approval.

 

Multi-Limb Frame

Cost: 1 mote/None

Installation Cost: None/1 mote

Duration: Indefinite/N/A

Type: Simple/Permanent

Minimum Dexterity: 3

Minimum Essence: 2

Prerequisite Charms: Sustained Augmentation of Dexterity

The Exalt has additional limbs surgically fitted into skeletal hardpoints. In most cases, these appendages have a blatantly mechanical, insectoid design, with spindly metal bones, pneumatic joints and delicately articulated pincer digits. Other limbs replicate humanoid design more closely, including a “natural” covering of artificial muscle and skin. Most exotically, members of the Moonsilver Caste grow tendrils of hardened quicksilver that weave into flexible appendages.

Each installation of this Charm in simple-type configuration provides one or two extra limbs as desired, anchored as selected at the time of installation. Without Essence, they remain paralyzed in a locked or folded position. When activated, the limbs come to life and may be used with all the utility of normal arms and hands. In addition, the character reduces multiple action penalties by one die for physical actions using any of his arms.

Repeated installations stack for the purposes of penalty reduction, but characters cannot install this Charm more times than their Dexterity or Wits (whichever is lower).

When not in use, extra limbs fold out of the way against the body but remain visible. A character with an Integrated Artifact Transmogrifier installed may opt to retract the appendages into hidden compartments even without activating that Charm.

Alternatively, Exalted may install this Charm as a permanent type with an installation cost of 1 mote. This configuration replaces the character’s arms with overtly artificial limbs rather than granting extra appendages, but does not count against the maximum permitted installations as explained above. The effects of replacement prosthetics are exactly like the activated effects of the simple-type variant, cumulatively applying to reduce appropriate multiple-action penalties. In addition, the prosthetics add 1 to the damage of all hand-to-hand combat attacks using them (or using a weapon held by them).

Alchemicals with any installations of this Charm no longer apply an offhand penalty to use any of their limbs (including normal hands as well as appendages provided by Multi-Limb Frame or Hyperdextrous Tentacle Apparatus), provided they also have Sustained Augmentation of Wits installed.

 

Hyperdextrous Tentacle Apparatus

Cost: 8 motes, 1 Willpower

Installation Cost: 1 mote

Duration: One scene

Type: Simple

Minimum Dexterity: 5

Minimum Essence: 3

Prerequisite Charms: Sustained Augmentation of Strength, Sustained Augmentation of Wits, Multi-Limb Frame

The Alchemical has a pair of flexible metal tentacles emerging from her torso, each ending in articulated grasping claws and stretching a length of (her permanent Essence) yards or twice this reach for Exalted of Essence 6+. The Limb Extension Armatures Charm can increase this reach even further. In their un-activated state, these appendages may be used as arms/hands to perform any tasks the character could manage with her normal limbs, albeit with greater reach. The character must still concentrate on each tentacle to use it as she would her own arms but reduces multiple action penalties for the tentacles exactly as if they were appendages installed with Multi-Limb Frame (penalty reduction is cumulative for all installations of the two Charms). As weapons, the tentacles have the following statistics when used for striking or parrying: speed +(Essence x 2), accuracy +(Essence), damage +(Dexterity)L, defense +(Essence).

In Exalted Power Combat, rate equals Wits. Their length allows them to perform a sweep maneuver. Alternatively, one or more tentacles may be used to seize opponents in a clinch, using the standard clinch rules and the same weapon statistics as for striking, with the following exceptions: accuracy and defense +(number of tentacles performing the grab). Assume rate 1 for Exalted Power Combat. This Charm may be installed a maximum number of times equal to the Exalt’s Essence.

By spending 8 motes and 1 Willpower, an Alchemical can simultaneously empower all tentacles granted by every installation of this Charm. In this state, localized neural clusters give independent life to every appendage. The character may take multiple actions normally at standard (and possibly reduced) penalties. In addition, each tentacle can take its first action in every turn at the Alchemical’s full dice pool. For every empowered tentacle gripping a victim in a clinch after the first, the Alchemical may carry out multiple constriction attempts every turn.

The first installation of this Charm gives an Alchemical 1 point of permanent Clarity.

 

Integrated Arsenal Upgrade

Cost: None

Installation Cost: None

Duration: N/A

Type: Permanent

Minimum Dexterity: 3

Minimum Essence: 2

Prerequisite Charms: Multi-Limb Frame

The Exalt has an array of hand-to-hand combat weapons built directly into his body (two per installation of the Charm). Each of these weapons fits into one of the character’s extra or replaced appendages provided by installations of Multi-Limb Frame. As a reflexive action, the Exalt may fold and retract as many of these weapons into compartments within their respective appendages as desired, while another reflexive action allows the reverse function, readying as much of the arsenal for immediate use as available limbs permit. Multiple weapons may be placed into a single arm if so desired, but the character can only have one weapon actually deployed per limb at a time.

Permutations of this Charm can take any form, from sword blades to lances to fighting chains and so on, but all weapons are normal (if nigh indestructible) versions of their type. Exotic weapons or tools with martial capabilities should use statistics approved by the Storyteller or the weapon type most closely analogous to the design (e.g., a rapidly spinning drill bit might use the statistics of a knife but inflict piercing damage). In order to make a particular weapon exceptional, the Charm must receive an hour of upgrade at the Vats as a submodule (costing 1 bonus point or 2 experience points). Exceptional weapons may be refitted as perfect weapons for the same cost. Two-handed weapons fold away into a single limb but often require two limbs to operate. Particularly mighty Alchemicals (i.e., those whose Strength is twice the required rating for the weapon in question or higher) may choose to wield such weapons without the aid of a supporting limb at -1 to accuracy and defense. As a final benefit, Exalted with this Charm cannot be disarmed of their built-in weapons, even with the aid of Charms or other magic. If an effect somehow destroys a weapon, it grows back over the course of a week.

 

(Material) Synthesis Wave Emitter

Cost: 2 motes

Installation Cost: None

Duration: Instant

Type: Supplemental

Minimum Strength: 3

Minimum Essence: 2

Prerequisite Charms: Transitory Augmentation of Strength

This Charm is actually six distinct Charms that must be purchased separately, one for each of the Five Magical Materials and one based on adamant. Alchemicals automatically consider the Charm associated with their caste as Favored, regardless of whether or not Strength is a Favored/Caste Attribute. In all six permutations, the device takes the form of a reactor assembly set in the Exalt’s torso, with branching wires threaded through all limbs.

When activated in conjunction with a hand-to-hand combat attack, the device conducts and transmutes the Exalt’s anima through the strike. The attacking weapon or limb glows and trails glittering dust of the appropriate material. For the Five Magical Materials, apply the respective Material bonus for melee weapons to the strike. The adamant version of this Charm makes bladed weapons extremely sharp or lends shattering force to blunt attacks, reducing the target’s armored soak by 4 if the strike connects.

Exalted can use this Charm when striking with a magical weapon of the same Material, in which case the identical bonuses stack. Alchemicals with multiple versions of this Charm installed may choose to apply different bonuses to different attacks during the same turn but cannot stack multiple forms of the Charm onto the same attack without a Combo.

 

Transcendent Multimodal Weapon Matrix

Cost: Varies

Installation Cost: None

Duration: Indefinite

Type: Simple

Minimum Dexterity: 4

Minimum Essence: 3

Prerequisite Charms: Transitory or Sustained Augmentation of Dexterity, (Caste Material) Synthesis Wave Emitter

The Alchemical has a complex assembly of her caste’s Magical Material fitted into one or more of her hands, allowing her to grow close-combat artifact weapons in her grip as desired. The device has a number of weapon templates equal to the number of times the Exalt installs the Charm, none of which can have an Artifact rating above 3. All weapons must be simple magical expansions of mundane weapons, such as daiklaves, goremauls and the like. Shock pikes, fire lances and other sophisticated melee/energy weapon variants are not permitted, nor are artifacts with secondary magical functions unrelated to close combat. Two-handed weapons follow the same usage rules as explained in Integrated Arsenal Upgrade. Activating a weapon costs a number of motes equal to the standard attunement cost of the weapon. Artifacts grown with this Charm are always formed of the same Material as the Alchemical’s caste, providing the appropriate Magical Material bonus.

Since weapons created with this Charm are actually extensions of the Exalt, she cannot be disarmed by mundane or magical means without amputation. Even in the case of such maiming injury, the severed weapon immediately shatters into fragments of its Magical Material (so this Charm cannot be used to mass produce artifacts through deliberate amputation). Unfortunately, the weapon’s nature also prevents the Exalt from using the hand wielding it for any other task. Deactivating this Charm is a reflexive action, causing the weapon to fold away back into the Charm. If so desired, Alchemicals may purchase separate installations of this Charm, allowing different hands (or Multi-Limb Frame appendages) to grow different weapons simultaneously. Limbs can only grow the weapons whose templates are anchored in them. In order to change the arrangement, the Exalt must have the Charm removed and reinstalled.

 

Electrification Onslaught Dynamo

Cost: Varies

Installation Cost: 1 mote

Duration: Instant

Type: Reflexive

Minimum Strength: 3

Minimum Essence: 2

Prerequisite Charms: Transitory Augmentation of Strength

This Charm fits into the Alchemical’s chest or back, with metallic conductor nodes riveted at chakra points along his body. When activated, the Charm electrifies as few or as many of these nodes as desired, which may be used in a variety of ways:

• The Exalt may release a deadly jolt in conjunction with a hand-to-hand combat strike that successfully hits a target. After resolving the normal damage of the blow, the victim additionally suffers 1L or 2B damage for every mote spent (to a maximum expenditure of the character’s Strength rating). This shock is soaked separately from the attack that delivers it, but only the victim’s natural soak applies.

• The Exalt may release a retaliatory jolt (using the same rules and damage as listed for the first use of the Charm) whenever an opponent successfully strikes him with a metallic weapon or unarmed attack — even if the attack does no damage. This jolt may also be activated if the Alchemical parries such an attack, using the blocking weapon or limb as the conductor, but the intermediary effect of the parry reduces the cap on Essence expenditure to half the Exalt’s Strength, rounded up. Used in this manner, the shock is a form of counterattack that cannot be evaded without a perfect defense or responded to with another counterattack effect.

• The Alchemical may release a jolt against an opponent as noted above immediately after making a clinch roll. If the opponent’s player wins the roll, this shock takes effect before her character has time to break the hold.

• The Exalt may deliver the aforementioned shock with any casual or nonviolent contact (such as a handshake), whether or not he initiated the touch.

 

Chemical Fog Generator

Cost: Varies

Installation Cost: 1 mote

Duration: Instant

Type: Reflexive

Minimum Manipulation: 3

Minimum Essence: 2

Prerequisite Charms: None

This bulky Charm fits snugly into the Alchemical’s torso, with an assortment of vent tubes of varying sizes branching out to exhaust ports in the Exalt’s skin and throat. When activated, the device churns out thick streamers of black smoke from as many of the vents as desired. The smoke billows into heavy clouds, rapidly filling a roughly spherical volume with a radius of (Essence) yards per mote spent. An Alchemical cannot spend more motes powering this Charm than her Manipulation rating per turn. If a character adds more smoke from a new point within an existing cloud or emits clouds while moving, the smoke assumes a more complicated geometry appropriate to the deployment. In the absence of wind and within an enclosed area, clouds linger for approximately 20 minutes before dissipating. Enclosed areas with mild breeze drop the duration to 10 minutes. A heavy breeze clears the smoke from an enclosed area within five turns. In an open area, the duration is five minutes for still air, one minute in a light breeze and three turns with heavy wind.

The smoke created with this Charm has a broad range of uses. First, it obscures vision, imposing murky vision penalties out to 10 yards for those attempting to see through it and inflicting complete blindness beyond that distance. In dim lighting, the murky radius drops to three yards. People outside the cloud can only see into the smoke as far as its murky vision distance, with everything deeper in the smoke completely shrouded from view.

In addition to blocking sight, smoke released by this Charm induces coughing and choking. Any being requiring air to breathe suffers one unsoakable level of bashing damage for every minute spent breathing the toxic fumes, although characters can hold their breath to delay this damage or breathe through a filter (such as a wet scarf) to slow the damage interval to five minutes.

In addition to the base effects of smoke, Alchemicals may upgrade their Chemical Fog Generators with additional formulas as submodules, costing 2 bonus points or 6 experience points each. Players may design their own formulas of comparable power with Storyteller permission. Only one submodule may be deployed with each use of this Charm.

Knockout Gas: The purple-tinged fog induces unconsciousness. Roll Stamina + Resistance for any mortal who breathes the fumes (difficulty 2). Those whose rolls fail immediately pass out for 30 - (Stamina + Resistance) minutes. Exalted and other beings with superhuman constitutions reduce the difficulty of resistance to 1 and reduce the interval of exposure checks from turns to minutes.

Every full turn or minute spent breathing the fumes requires a new resistance check. Breathing through a filter provides complete protection against the gas.

Tear Gas: Anyone who breathes the faintly yellowish smoke feels burning pain in his lungs and becomes dizzy. Exposure is handled as a poison with the following statistics (Difficulty: 2, Success: No Damage, Failure: 1B, Duration/Penalty: One Hour/-3). The interval of exposure is per turn, with damage accruing until the victim passes out. Note that the dice penalty is a one-time effect of the first failed resistance check; successive failures simply reset the duration of debilitation. Mortals receive a normal roll to resist tear gas. Breathing through a filter reduces the difficulty to resist exposure by 1.

Nerve Gas: Instead of its usual black, the bilious green smoke is a deadly toxin with the same statistics as arrow frog venom. New exposure checks must be made after every five-minute period spent breathing the gas. Mortals who breathe nerve gas convulse and die in a number of turns equal to their Stamina unless their players make a successful Stamina + Resistance roll at difficulty 6, in which case they suffer the effects of a failed roll for Exalted. Extras die automatically. Breathing through a filter reduces the difficulty to resist exposure by 2. Alchemicals must have Essence 3 to install this formula.

Soul Gas: This bloody-hued vapor induces soul-numbing horror. Roll the victim’s Stamina + Resistance (difficulty 1 for Exalted and other magical beings, difficulty 4 for mortals). On a success, nothing happens. On a failure, they temporarily lose a dot from every Virtue except Compassion and must roll their new Valor rating (difficulty 2). If this roll succeeds, the victim suffers no other effects. On a failure, the victim flees the cloud at best possible speed and suffers a one-die penalty to all non-reflexive actions for the next hour as a result of paralyzing fear. After one hour, all effects of the smoke pass. New exposure checks must be made for every minute spent breathing the gas, but only for those who have managed to avoid succumbing to the effects. Breathing through a filter reduces the difficulty to resist exposure by 1.

Alchemicals must have Essence 3 to install this formula.

 

Perfected Lotus Matrix

Cost: None

Installation Cost: 2 motes

Duration: N/A

Type: Permanent

Minimum Martial Arts: 2

Minimum Essence: 2

Prerequisite Charms: None

The Perfected Lotus Matrix fits as a circular port on the base and rear of the Exalt’s skull, with modular memory crystals set in a wheel around the circumference of the device. Because this Charm is not based on an Attribute, it is never considered Favored or Caste for any Alchemical character and must be placed in a General Charm Slot.

Once installed, this Charm enables an Alchemical to comprehend and learn Martial Arts Charms of the Terrestrial or Celestial level in the same manner as any other Celestial Exalted type. Such Charms cost 6 bonus points or 11 experience points each and do not require or use Charm Slots. Instead, these Charms are stored as submodule-like programs inside the memory crystals of the Perfected Lotus Matrix. Master sifus may even develop new styles as if they were Solar Exalted. If an Alchemical removes her Perfected Lotus Matrix, she also loses access to all the Martial Arts Charms stored in it but regains full access to her combat arts upon replacing the Charm. Alchemical martial artists may also develop standard Combos of their Charms at the usual cost and difficulty, accessible whenever they have those Charms available. They cannot incorporate any of their Attribute-based Charms into such Combos.

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