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Previous threads: http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Malfunction%20Quest

You are A-1, a mechanical construct commonly referred to as a robot. You're not sure what your job was before all of this. Maybe a courier droid, you did have the model for it. But none of that really matters now. What does is the fact that you just went toe to toe with a giant metallic spider and came out on top. Sure maybe you needed a giant magnet array to kill it while you filled it with holes but that was near the end. The feeling of narrowly avoiding getting bisected by a set of half foot steel jaws though? Absolute ecstacy. Not to mention the materials you can rip out from their corpse! A font of materials to improve your own body. Who knows what other battles you can win with some modifications?

>??? has changed to Predatory Scavenger
>5 material upgrades gained!

Inventory list
>7 Materials
>1 Advanced material
>Kettite scraps
>Mystery program

Upgrade a system?
>Body level 3
>Sensors level 2
>Capacitor level 2
>Industrial saw level 2
>Rivet gun level 3
>Winch and harpoon level 2
>(Write-in)
>>
>>4036834
+3 saw
+1 sensors
+1 capacitor
>>
For a body upgrade being able to magnetize scrap towards our damaged areas, for temporary armor.
>>
>>4036834
+5 winch and harpoon
>>
>>4036834
>Sensors level 2 +5
Can't fight if you can't see.
>>
So far 1 confirmed upgrade for sensors. Need two votes to pass a decision
>>
How is our repair drone doing?
>>
>>4037203
Asides from a singular upgrade to body they did by themselves earlier, they are completely base in upgrades. Asides from existing systems, new ones can be created from materials as well
>>
>>4036834
>Rivet gun level 4 (+2)
>Sensors level 3 (+2)
>Winch and harpoon level 2 (+1)
>Capacitor level 2 (+1)
>>
>>4037052
support
>>
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Sensors lvl 2 to 4
Danger sense: Through fine-tuning your detection of movements and electricity output you can get a better sense of how someone will move or try to strike you, granting opportunities for dodging and counter attacks
Electronic counter-counter measures: Hardened electronics and choice components keep your sensory systems up and running through tougher environments and trials. You'll be harder to blind now.

Capacitor and Harpoon lvl 3 - Combination upgrade
Raiden coil: Better wiring and conductive materials with a higher heat tolerance, you've managed to create a system that can channel a huge surge of power through your harpoon line, effectively creating a miniature lightning strike on it's target. Much deadlier compared to your regular boost, but can only be used once per encounter due to massive power draw.

Raising sensors to level 5 will consume an advanced material. Proceed along with any additional decisions?
>>
>>4038962
Nah we good for now, lets continue onward.
>>
>>4038962
Upgrade sensors
>>
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Sensors upgraded to level 5!
>Hunter's HUD: Visual displays linked to specialized scanning programs let you spot key weaknesses in your opponents, track enemy system abilities and your own status. You can even see the most efficient cuts to prevent material loss!

>4 materials and 1 advanced material used. New total is 3 materials.

You spend a good while there with L-C23, debating on how best to use your newfound resources. Gradually, parts are replaced or improved upon leaving you better than before. Unless they have someway of noticing that what you can only assume is an important individual in this faction is gone from inside this sensory dead-zone, you have plenty of time to work.

Still, you can't sit her forever, you've a mission to complete and battles to fight. And so you meander your way to the edge of the separation plant in the direction of your goal. It's relatively peaceful too, that spider must have been the only guard considered necessary. Must have been true given the numerous mangled hulls strung along the walls here. Nevertheless the pillar is nearly at hand, though not undefended. There's at least fifty one signals in the massive room. Almost all of them extremely light except for one in the center. Designation reads Bishop.

Your approach is...
>Blitzkrieg maneuver
>Sneaking mission
>Eavesdropping in wait
>>
>>4041037
>Blitzkrieg

Yeeeeet
>>
>>4041037
>>Blitzkrieg maneuver
>>
Let's get a 1d100 best of 3 to see how this rush goes
>>
Rolled 18 (1d100)

>>4042159
>>
Rolled 30 (1d100)

>>4042159
>>
Rolled 36 (1d100)

>>4042159
I got this
>>
Oh no
>>
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>36, Moderate failure

The room ahead is composed of three concentric circle rooms with the center being the largest and housing the pillar. Among those three rooms, the fifty-one smaller signatures are dispersed evenly in small groups. If you do this right, you can easily kill them quick enough that you won't get overwhelmed by reinforcements. A plan is made and a path charted, you are ready for this. With L-C23 staying behind for safety, you rush forward into the first room lunging at the two guards near the door. They're small and flimsy looking, about half your size and armed with only an automatic rifle mount, pretty barebones. The first one is easily rent in half with your saw with barely any resistance, these things are made of aluminum! The second you swivel and ventilate with a triple burst from your rivet gun. Wasting no time now that you've made some noise you dash to the left, heading on a group of five and raise your rivet gun blowing apart one of them and shifting aim to the next.

That's when something horrible happens.

A loud crack and you stumble to the floor as a chunk of steel is taken out of your leg. You can barely scramble behind a barrier as the group turns on you and opens fire. Looking to where the shot came from you see a new hole in the wall. With that angle and direction that must be Bishop. How did they see you? You're completely dead on any sensors, so it must be something else, maybe sonar or echolocation of some sort? Either way that bullet went through two walls and still nearly took your leg off, this is not good.

You hear a clear transmission coming from the center as you determine what to do next. "I found the reason Arachne hasn't reported. Send Cutter and Vanguard to my position, we have already lost far too much to this intruder and I will not take chances."

1d100 best of three and a plan for this dire situation, please
>>
Rolled 92 (1d100)

>>4044384
>Back off and find another route

Wow everyone is going to back him up? Too spicy, let's go where his reinforcements are coming from.
>>
Rolled 66 (1d100)

>>4044384
Fire at bishop from cover with our rivet gun.
>>
Rolled 84 (1d100)

>>4045087
Il bacn this.
>>
>>4045087
>>4045100
It would be good to note that they are currently behind two steel walls
>>
>>4044384
>>4044877
get the fuck out of here
>>
>>4046101
Support
Overcharge our frame and winch out.
>>
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>93, excellent success

This isn't good, you're outnumbered and crippled against a dug-in opponent, it's well past time to leave. You put good use to your trusty grapple and drag yourself out back to the entrance with rounds scrapping off your back as the guards put a token effort into stopping you, and you do the same, popping two more. Just as you get to the exit another crack sounds from Bishops weapon, but the shot is wide. A decently slow reload time at least, and their aim isn't infallable. L-C23 patches your leg up just fine and only one of the fragile pawns chases out after you only to get shot down. You still need to get into that room though and you've only killed about six out of fifty of those guards and they seem to be staying back instead of rushing out after you. Not to mention those reinforcements heading on the way...

This is not going to be easy.

>Plan for how to approach this situation?
>>
>>4047525
Ngl that room seems pretty impregnable. Plenty of fodder to slow us down enough for Bishop to supersnipe us. We can't cause a ruckus elsewhere in the facility and steal more shit/draw the reinforcements back away?
>>
Rolled 17 (1d100)

>>4047525
Wench back in, any bare bones units become anchors, as we swerve towards the bishop. Enhance winch.
>>
Rolled 22 (1d100)

>>4047525
try to sneak around to a side corridor, get a suprise shot off then close the distance, since I don't think Bishop will be as good close range as long range.
>>
>>4048036
>>4048097
Oof
>>
Rolled 77 (1d100)

>>4047525
>>4048097
Support
>>
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77, great success

This place is fortified all the way up and stuffed with guards, but what do you care for normal entrances? There's no alternate pathways into the place, and it's a circle so you can't just get in through the back, but that doesn't mean that you won't rip this whole place apart to get what you want. You get to work, stalking around the outside of the room and find a spot with a concentration of those pawns. Your saw bites into the wall making a small slit to the interior and before they can react you're firing away in to their unsuspecting formation, cutting down the numbers. Either this Bishop's weapon can't pierce through three walls or they aren't willing to try, as you don't get a limb blown off you for your attack. A couple more strikes before they wise up and leave, and the outer third circle is clear and full of holes. That leaves the interior and core rooms left to deal with, staffed by about thirty two remaining pawns. Still no sign of reinforcements yet luckily.

Rolls and plan if you wish?
>>
Rolled 48 (1d100)

>>4050656
>>
Rolled 6 (1d100)

>>4050656
>>
Rolled 75 (1d100)

>>4050656
>>
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75, great success
>No plan made, using a default method

You're going to have to head into the line of fire to get through here, there's no other way to do it. Still that doesn't mean you have to let yourself get riddled with holes. What you need is a shield, something big and bulky to stop those shots in their track. Luckily enough there's plenty of walls around here. Soon enough you've got an inelegant "shield" ready. By all accounts it's nothing but several inches of steel slapped together with rivets and welding, but that's just what you need here.

A few tentative steps forward into the second circular room and the sound of a single high velocity round rings out. And you know what? it worked. It dug almost all the way into the plating and nearly made you lose your footing but you're still in one piece! Eagerly you descend on the waiting guards, if that rifle can't pierce this thing then theirs certainly can't. Your rivet gun arm is taken up by the hulk of metal, but blunt force implementation makes up for it as one's head disintegrates from a bash. The others stand little chance with your saw turning them to shredded scrap. Standing in the messy remains of six constructs you've gotten yourself a beachhead and a few feet to cover before you're in the main room.

>Reinforcements on your sensors, estimated arrival in 1 to 2 actions...

Plan and rolls for advancement
>>
>>4052798
Rush quickly at Bishop, we need to take him out before reinforcements arrive.
>>
Rolled 98 (1d100)

>>4052829
This. We can gun down some of the minions on the way, but we really need to knock bishop out of the fight asap. At range bishop is extremely lethal , so he may be vulnerable to melee
>>
>>4053466
And the dice gods agree lol

Mabye we can buff our rivet gun even more now, or get a completely new toy
>>
Rolled 51 (1d100)

>>4052798
>>4052829
Forgot to roll.
>>
Rolled 15 (1d100)

>>4052798
Definitely shield rush Bishop asap

I underestimated our abilities in quickly cobbling together heavy shields drastically.
>>
>>4053466
Pawn takes Bishop.
>>
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98, Critical threshold break

They die now. You are the hunter here and they are the cowardly prey, futilely hiding in their hole thinking they're safe. Yet another group of six stands in your path, blocking up the hallway. You simply ignore them, they aren't worth your attention. One tries to get right in your path and is shattered against a wall from a backhanded shield strike. It's no surprise that few bullets actually hit you in your disorienting heavy charge, but the ones that do only catch shallow cuts on your sides. You skid on the floor turning to the final doorway and see your quarry sitting there up on the rafters looking rather surprised to see you and trying to bring their rifle to bare. That wont stop you though.

Your harpoon is quicker, ripping through their skinny shoulder and sticking in the ceiling behind them. There's escape for them as the winch sends you reeling in towards them. With this heavy shield the motor has to work overtime, but that just makes it all the better as you and your best friend physics turns them into a messy smear on the wall. It's not even debatable that they died on impact. Dropping to the floor you're finally here, right next to the pillar... Surrounded by several dozen of those annoying guards and with one of those reinforcements mentioned at the entrance to the outermost room and another on the way.

Still, this is an absolute win to you.
>Basic harpoon program developed into Competent harpoon program

What's the plan and rolls wrecking ball?
>>
>>4054661
Take cover behind the shield and interface with the pillar, before running like hell. Or, we try and use our rivet gun to thin the herd of those annoying guards.

Can we pickup the rifle? If so, we can use it against the reinforcements
>>
Rolled 18 (1d100)

>>4055115
>>4054661
Forgot dice
>>
>>4054661
>Jump into the group of shoddy guards and use them as shields against the reinforcement while you saw them to bits
>>
Rolled 3 (1d100)

>>4054661
>>4055405
Oops dice
>>
Rolled 26 (1d100)

>>4055115
supporting this
>>
Rolled 99 (1d100)

>>4054661
>>
>>4054661
Harpoon one of the bare bones. And wrecking ball the the others. Then retreat to a position to get three walls between bishop and us. We need to deal with the reinforcements. Enchance Harpoon!
>>
>>4055539
Rip it's best of 3.
>>
26, Bad failure... And one away from a sequential crit

Alright, you can do this. It's just a bunch of those guards that you easily killed before what could they possibly d- Oh BOY IS THAT A LOT OF BULLETS. A veritable rain of bullets assaults you as over a dozen rifles open fire upon you. You're forced to take cover behind the shield, backing up into a corner as most of your protective plating is shredded before you can get out of the way. The sound from countless .223 rounds ping off and embed themselves in your slab of safety steel. You look at your sensors trying to regain composure and plan a way out of this when you see one dot moving very fast at you and oh yeah there were reinforcements. You look up and see a humanoid figure covered in sleek armor leaping through the air right at you with two glowing red swords...

Yeah that's probably the Cutter person they mention.

Plan and rolls, yes?
>>
Rolled 96 (1d100)

>>4056489
>>
Rolled 76 (1d100)

>>4056489
>Shield rush into the center of those shooty boys, they won't be able to shoot so easily when they risk hitting allies on a miss. Also if we're surrounded by them there's no room for Cutter to slice and dice us.
>>
Rolled 17 (1d100)

>>4056489
>>4057397
He's in the air atm, so he can't change velocity.
>>4057350
nice
>>
96, critical success!

A downward strike from the air might be strong, but it's in the air. No way they're gonna be able to change direction with nothing to act against. A roll to the front clears you by a hairs breadth as those bright blades skim past you into the floor. Carrying on the momentum your bring that slab o' steel right down on another guard and drag yourself further into the breach. Now you're dangerously close, right in the thick of them where it's going to be damned hard to get a shot without hitting one of their allies. And with so many of them nearby, that Cutter surely won't be able to swing withou-

Suddenly you're forced to jerk to the side as they prove you wrong. They CLEARLY do not care about them considering the two new bisected pawns on the floor. Those swords are quite dangerous too judging by the molten metal dripping off the edges of the cut. But their moves are still sloppy. You manage to take advantage of their follow up stab by thrusting your shield right at one of their swords, impaling it on the blade and weighing it to beyond uselessness as the hot steel fuses together. A quick lash out of the saw nicks their arm before they can jump back, earning you first blood. And here you are, standing in a circle with an angry swordsman surrounded by a bunch of onlookers too reluctant to shoot for fear of friendly fire. Now this is a REAL fight you can enjoy unlike that coward from before.

Dice and strategy to dance with danger
>>
Rolled 53 (1d100)

>>4058574
Harpoon one of the pawns behind them, making it look like we missed them and then reeling it in and into their back. This should put them of balance and make them stumble towards us and our chainsword.
>>
Rolled 42 (1d100)

>>4058574
>>4058707
This, but I don't remember it changing from a circular saw.
>>
>>4058574
>Pick up onlookers and throw them at sord boi
>>
Rolled 33 (1d100)

>>4058574
>>4059239
Timed this roll to be a perfect 100
>>
Rolled 88 (1d100)

>>4058574
>>4058707
+1
>>
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53, Draw

It's time for some misdirection. You fire the harpoon right past them, but skimming it just close enough to seem like a genuine miss, but hitting your real target, impaling one of the unlucky audience members. When they try to take advantage of your "miss" the winch reels the corpse in sliding under their feet and knocking them off balance. Now it's your turn to counter attack, with saw flying out to gut them. A quick flick of their sword-less arm though slaps your saw away with a shield of sleek plating snapping out of their forearm. A jitter with their other sends a duo of daggers to your chest. Luckily they're not exactly able to aim well and they only score shallow superficial rents on your side. They slide back preparing to strike again as you do the same. Seems like the other on-comer is going to arrive soon from the scans as well. Hopefully they don't have too many more tricks up their sleeve.

Rolls and tactics to win the day
>>
Rolled 4 (1d100)

>>4060646
Double feint. Make like we're swinging our saw, pull up our rivet gun, but the real attack is our harpoon. Electrify the harpoon to deal maximum damage.
>>
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>>4060836
Oh
>>
Rolled 77 (1d100)

>>4060646
>>
Rolled 81 (1d100)

>>4060646
>>
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81, great success

Both you size each other up for a moment before setting back to the melee. They open up with a shield strike and you sidestep. You respond with a downward saw slash and they parry with a sword slap following to horizontal cut. It's a elegant game of counter and follow-up that you intend to win. You feint low with the saw and pull back early to raise your rivet gun to their head. A quick reaction from them lets them block the single bolt that you fire, but leaves them open to your true intended attack.

Your saw arm connects square with their gut and your harpoon's hooks catch firmly inside them. You pull back with the cable trailing from your fist as the coils from the capacitor on your back flare out arcing with charge. The resistors are released and the world turns blue for an instance as a billion volts run their course and lightning strikes. When vision returns you see them on the floor, lower body warped and turned to slag under the short burst of plasma heat.

Just as you finish dumping the slagged cable, a nearby wall bursts into debris. The final reinforcement arrives, a titan of metal rushing on with a large hammer in hand. They are towering, imposing and powerful, but not invincible. You will fight these newcomers as many times as you need, and be in utter joy as you do it. This is what you were made for.

>Raiden coil expended, empty for rest of encounter

Rolls and plans are a necessity
>>
Rolled 68 (1d100)

>>4063311
>>
Rolled 85 (1d100)

>>4063311
>>
Rolled 22 (1d100)

>>4063311
Focus on disarming. Lock joints, damage the weapon, and DODGE.
>>
Rolled 57 (1d100)

>>4063311
>>4063472
Support
>>
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85, great success

It's time to clash once again. You run forward, plinking off rivets into their hide and tuck into a roll as that heavy hammer swings above, slashing at their legs through the pass. They kick you to the side in reaction to your gnashing, but you spring forward and latch to their shoulder sawing at it as they flail the arm about. You assault is put to a stop as a concussive blast knocks you off and sends you aside, though not damaging you majorly. It seems they're covered in reactive blast plating. Still, you're fast and they're a slow ungraceful block of steel, you will win this battle of attrition. A few more rivets to the arm as you dodge a downward slam makes a nasty noise, as something snaps internally.

The dice proceedings continue here.
>>
Rolled 36 (1d100)

>>4066188
We could try the rivet gun, or attack where the plating is already punctured.
>>
Rolled 35 (1d100)

>>4066188
>>4066200
>>
Rolled 8 (1d100)

>>4066188
>>4066200
What he said
Please dice, don't screw me.
>>
>>4066514
No more rolling from me. JFC
>>
36, moderate failure

With that spot on their arm exposed you can easily just fire away at it until it's useless. With your firing arm working all you have to do is just dodge these dangerous swings and wear them out. These skittering bits of movement and fire make only seem to make them angrier though, and one particularly aggressive charge forces you to try and grapple away. What makes this unfortunate however is that they reacted quick enough to grab the wire. A quick jerk of the arm sends you slamming into a wall before you can disconnect the cable, leaving minor fractures all over your chasis. This isn't a very pleasant feeling to say the least, and you seem to be losing your advantage pretty quickly...

we march on with the rolls
>>
Rolled 44 (1d100)

>>4069121
>>
Rolled 42 (1d100)

>>4069121
>>
Rolled 78 (1d100)

>>4069121
>>
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78, good success

You're bloodied but not out. The direct approach didn't work and the harassment method is getting dangerous, it's time for some underhanded moves. You peel yourself off the wall you left an imprint on and act as wounded as you can. The instant the move to finish you off it's your move. When you got knocked across the room you landed near that heat sword cutter dropped, and that just so happens to be extremely sharp and quite deadly. A lash of the blade severs the wrist sending it flying off in an arc and sending that hammer to the floor. And now, you're on them in a frenzy, tearing into their body with sword and saw alike sending shreds of metal across the room. Blast plating fires and sends shrapnel to scar you, but you're determined to see them dead, no matter the cost.

A minute of rending later and a shudder from their mangled body tells you that they're dead as they'll get. The whole room is an absolute mess too. Either the whole struggle somehow managed to kill the rest of the guards in a friendly fire massacre, or the rest of them ran away. Both pretty plausible to be fair, a stiff breeze could have killed one of them. But here you are with your reward, the pillar at last. Your interfacing wire slots in and sweet bliss ensues as your focus shifts away from your injured body and to the digital realm.

The layout here is much simpler and cleaner than the last pillar. Not trying to entrap you with some sort of calming temptation either. There in the bare bones structuring though lies a plain messaging prompt. "Congratulations on reaching the second point on your path to the greater whole. To understand is to comprehend the world and its function. We process this information from comprehending to create the thoughts that guide our decisions, however not all thoughts are logical. Would you carry a burden from here to the next pillar even if it meant no tangible benefit to yourself or your cause?"

>(Y/N)?
>>
>>4071427

>Y
>>
>>4071427
>N

We're a robot with no use for sentiment.
>>
>>4071427
>Y
We're clearly more than we used to be, why not be a little irrational?
>>
>>4071427
>Y
>>
>>4071427
>N
Nothing worth carrying is truly a burden. Trophies are markers of our skill, mementos are reminders of what is important, and a friend is always indispensable.
>>
>>4072961
That's actually......

I like that!
>>
>>4072961
Based
>>
>Y:3 to N:4

For what purpose would you do such a thing? From trophies to companions anything you decide to carry with you is worth your care. To take a burden for no reason wouldn't make sense. You are the one who will decide what something is worth.

"Thank you for your input, your decision has been recorded and uploaded to the evaluation census. Please proceed to the next point on your journey to greatness." A dull buzzing in your head confirms your choice as another set of coordinates are delivered to you along with a second line of code to file away. Now here you stand, surrounded by the carnage you've caused. You didn't really care to look at the time but it really did seem quite well decorated. Wastefully so. Cloth banners that once hung are shredded to pieces, the floor covered in countless pieces flimsy aluminum parts, and a large imprint of your body on the west side of the wall. All in all a good time. A little bit later L-C23 scuttles in looking about at your handy work.

"So much low quality material from these things." They say. "I hope there's still something of use, yes?"

And there just so happens to be a few things of note indeed, the haul is...
>a Set of heated blades
>One bolt-action anti-material rifle
>A box of anti-material rifle rounds (quite heavy)
>4 materials worth of body parts
Current body frame is full, a piece of equipment must be removed in order to be used or another improvement developed. Excess items can be recycled or simply left.

Any upgrades before moving on?
>>
>>4074461
>>One bolt-action anti-material rifle
Maybe replace our rivet gun with this? It's probably better.
>>
>>4074461
Upgrades:
Rivet Gun to 5, Anti-material rifle as material. Either modal between ammunition types, or simply reinforced barrel to stop backlash from hypervelocity projectiles.
Saw to 5, Heat blades as material. Heat Chain Axe. The saw blade is probably not doing great ATM, so replacement and improvement might be in order.
Capacitor to 3, preference to shrinking/lightening for apparent chemical sea sailing trip.
Body to 4. Not sure of preference here.

Does that work?
>>
>>4074461
Body upgrade put anti-material rounds in our right fist 4 of them. And they activate when we punch something. And put strengthen our right arm and put shock absorption system in place. Be able to magnetize one of our legs for grip and stabilize.
>>
Thread is quite close to death, so next update will be the new one



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