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 RtD - Space [most recent roll: 12/03/2012] 
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Data Realms Elite
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Post Re: RtD - Space
"I guess you mean experiment 47. Anyway, to get to the docks via teleport we have to teleport twice, right? Well, if I teleport once near it and then walk the rest to the docks, how much would I take?


Sat Jul 23, 2011 10:14 pm
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Post Re: RtD - Space
I apologize for not being able to roll earlier, rolling now:


caekdaemon: Isaac Jones : 2
You look carefully at the lock trying to find a way to force it using your knife, but it appears solid, you try to slide the knife between the doors to use it as a lever, without success, the thing resists and if you had pushed stronger it would have broken the blade, then you begin to kick the thing hoping it will open... to no avail, as you are about to give up a small computer screen you didn't notice before activates on the locker, after a few seconds this appears on the screen: "Chief engineer Isaac Jones: access granted", and the door opens.(See game event)


Description: 6ft tall British male.

Inventory: 0.5/20kg
_big knife (0.5kg)

Abilities (2):
Technical Knowledge : +1/-1 when working using technical knowledge (Assembly and dissembling)
Engineering : +1/-1 to working with the ships engines


_____________________________________________________


Nighthawk: Alexander Forsius : 5

You open the casing of the PS-22 and see that the electronics and shield projector are undamaged several auxiliary capacitors are also undamaged, but the main one seems to have exploded, cutting a few wires, a moron must have reversed the polarity on the capacitor, you replace it with the one james just gave you in exchange for the bits of metal you have, then you reconnect the cut wires, you activate the device, it seems to work, IAMU-6452 tells you it can now charge to a maximum of 132% because you used superior capacitor. When you're finished you see Isaac succesfully opened the weapons locker.(See game event)



Description : Tallish human male. Slightly pale complexion, black hair, blue eyes.

Inventory: 1.152/20kg
_a screwdriver (0.2kg)
_a piece of paper (0.002kg)
_PS-22 (max charge = 132%) (0.75kg)
_unidentified grenade (0.4 kg)
_short and sharp knife (0.2 kg)

Abilities (2):
Tinkerer : +1/-1 to making stuff out of random junk.
Pain Resistance : Allows cancellation of -1 modifiers due to pain.


_____________________________________________________



Asklar : Charles Cross : 4

You watch Isaac try to force the locker open using his knife and then kicking it with great force. But it doesn't seem to work, then it surprisingly opens, when you approach you see a small computer screen with this written on it: "Chief engineer Isaac Jones: access granted".(See game event)

Description: Average human male.

Inventory: 1.03/20kg
_6 nails (0.03kg)
_a medikit (1kg)

Abilities (2):

Medical Knowledge : +1/-1 on medical related things.
Close Combat : +1/-1 on any type of close combat.


_____________________________________________________


Pseudorastafari: James Fisher : 5-2=3
You search the room for weapons while the others try to open the locker, you are still in terrible pain from your missing arm but manage to overcome it. You find a destroyed locker, it appears to have been forced open, on it their is a small computer screen, it is destroyed but you manage you salvage some parts from it. You also collect some bits of metal, from the broken locker, then you look inside: most of the weapons are gone but their is still something in the corner, you rech it with your left arm and pull it out: it's some kind of handle, you look at it and find a small swich on the side, you press it and some kind of blue glowing matter flows out of the handle, forming a blade about 20cm long, as you feel an intense heat coming ou of the glowing matter you identify it as a plasma dagger, you then remember something about it, something from your military training:
This blade can cut trough almost anything easily exept energy shields and its power cell can provide it with enough power to stay active for years, it can be used as a light source and as a lighter, it can also be used to cauterize wounds, however the plasma is highly sensitive to magnetic fields and this should not be used when in the presence of a powerful one, or plasma could begin to move due to the field and potentially become dangerous. You then deactivate it and attach it to your belt.


Description: Tall burly dude

Inventory: 11.357/15kg
_a plasma dagger (0.5kg)
_a flask of HNO3 (0.75kg)
_a small unknown electronic device (0.4kg)
_a hazmat suit (5.75kg)
_some cotton in a plastic box (0.3kg)
_a box of nails(181) (0.905kg)
_18 small bits of metal (18*0.15kg)
_26 electronic components (26*0.002)
_6 medium bits of metal (6*0.3kg)

Abilities (2)
Strong: +1/-1 to rolls involving strength-related tasks
Marksman: +1/-1 to rolls involving projectile weapons

Condition
_terrible pain: -1 to the next turn
_no right arm: -1 aiming with two handed weapons and any other task requiring this arm


_____________________________________________________


unwoundpath: Steve Master : 4+1=5
You give james your bits of metal and then begin to search the room you see several empty broken lockers, you manage to salvage a few bits of metal, electrical wire and some electronic components, you then see something in a dark corner of the room, you approach carefully, ready to hit a potential enemy, but then realize it's just storage crate. As you put your hand on it it automatically unlocks, inside you find a box containing 8 incendiary grenades and some kind of heavy pistol, after examining it you realize it is a light flamethrower using some kind of highly compressed fuel stored in the clip. On it their is a small indicator: it is full.

Description: 5ft 6in Michigan Male

Inventory: 8.024/20kg
_flamethrower pistol (100%) (1.5kg)
_8 incendiary grenades (8*250g)
_a steel rod (3.5kg)
_a small box containing electronic components (0.424kg)
_electrical wire(0.15kg)
_3 small bits of metal(3*0.15kg)


Abilities (2):
Gatherer : +1/-1 to finding/searching for things
Computer geek: +1/-1 to hacking most computers and electronics


Game Event:

You opened the weapons locker, in it there are 4 few assault rifles, 4 pistols, 8 frag grenades, 4 shield generators, 4 military knives, 4 small electronic devices, 4 clips.
IAMU-6452:
"These rifles are SDR-27, ship defense rifles, they are laser based short range weapons, their capacitors are powered by the ship using magnetic induction and are therefore very light(no clip, no ammo to carry), their effective range is 125 meters, when fully charged they can shoot five times, a shot takes 0.2 seconds to recharge making the maximal rate of fire to be 300rpm. The energy of one shot is about 475 joules, the laser's wavelength can be modified on the battlefield from 120 to 750nm to counter frequency specific shield. These ones are set to 520nm.

The pistols are PP-42, plasma pistols, they emit superheated plasma and shoot it using a magnetic pulse, the effective range is about 50m because the plasma tends to dissipate, it is highly effective at piercing shields and personal armor, they are powered by UPP-72: universal power packs(the clips), one of these can be used to shoot 30 times. The maximum sustainable rate of fire is 85rpm as these tend to overheat after a few rapid shots. If one of these overheats a security mechanism will prevent it from firing again until it is cool enough, thus preventing it from blowing in your hand. As the projectiles it fires are quite slow(about 40m/s), they can sometimes be dodged.

These are standard issue frag grenades, you all know what is a frag grenade right?

These are PS-22-S, like the one Alexander has exept thes are powered the same way the rifles are.

These are knives, I don't suppose you need me to tell you what they're used for.

These are combat detectors, they are connected to the ship's internal sensors(which are deactivated) and display the position of lifesigns around you, as well as a map of the ship, when not connected to the sensors they detect any life form in a radious of about 100meters, with less reliability however, and small or cloaked life forms may remain undetected, as the detection is mostly heat based it often won't detect cold organisms, also intense heat can interfere with these, for example plasma projectiles show up as life signs. It also detect electric and magnetic fields, useful to detect robots. Big organisms may be detected from a greater distance, small ones may only be detected from a very short distance, magnetic jamming can prevent the detection of robots, and robot detection won't work properly in areas containing a lot of electronic devices, as the device won't make the difference between a computer and a robot."

Choose what you take(won't be considered as your action).


Last edited by Mehman on Fri Jul 29, 2011 9:48 pm, edited 2 times in total.



Fri Jul 29, 2011 8:22 pm
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Post Re: RtD - Space
pseudorastafari wrote:
"So I guess once we get out of here we are going to planet 4 (15485S-5). I think that i will use experiment 47 to get there, once I have looted what I need. We should figure out a way to locate each other."


IAMU-6452:
"Based on the reports Planet 4 has hostile animal life, and we already know it has hostile human life too, and it is highly probable that the device will be heavily guarded by the looters, if we go there we would probably be overwhelmed, diplomacy seems to be out of the question based on our experience with the other guy, since he has been teleported back to the planet the others know someone on the ship killed him, and using the device they would instantly know where we come from. Plus you would need time to get used to heavy gravity, that can be a serious inconviegnent in a fight. And I wouldn't be of much use in a fight.

Planet 2(SS-3, aka Earth) is also an option, however siberia is not the best place to be, and we would be stuck in the past, unless we manage retransport to the present later.

Planet 1 is in my opinion our best chance of survival: a good climate, no hostile life forms, breathable atmosphere, normal gravity. However we would be lost in time and space.

Asklar wrote:
"I guess you mean experiment 47. Anyway, to get to the docks via teleport we have to teleport twice, right? Well, if I teleport once near it and then walk the rest to the docks, how much would I take?

ETA is 42min if you walk and 24min if you run, provided you don't encounter any problem on the way, I don't recommend this since we know nothing of the damage the rematerialisation projector may have been exposed to, our physical integrity would not be guaranteed. Also I cannot guarantee a working ship will await you in the docks, 1246.154 years of looting can do some damage as you may have noticed in this very room.
2642, 2641, 2640..."


Fri Jul 29, 2011 8:43 pm
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Post Re: RtD - Space
EDITED-Grab a rifle and one of the combat detectors.

"Activate internal teleportation grid, destination... Project 47."


Last edited by Nighthawk on Sat Jul 30, 2011 12:25 am, edited 1 time in total.



Fri Jul 29, 2011 9:38 pm
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Post Re: RtD - Space
Take a plasma pistol, one clip, two frag grenades, a combat detector, and a knife.
Activate internal teleportation grid, destination project 47


"I think I know how to get through the door. Just don't turn on your sheild generator. And I agree with IAMU-6452, we should go to planet 1."

Will my combat detector blow up my plasma knife? And do sheilds counter only energy, or can they also counter physical objects like a knife?


Fri Jul 29, 2011 11:01 pm
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Post Re: RtD - Space
"Well, we all got the shields now erm... there only is 5 of us. And I'll take a pistol and 1-2 clips as a backup for my Flame Thrower, I got plenty of grenades."


Fri Jul 29, 2011 11:02 pm
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Data Realms Elite
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Post Re: RtD - Space
"Guess I should take a rifle for heavy firepower."
Take a rifle, a shield and a knife.
"Now, we probably should get going."
Use the teleporter and go to Project 47.

"Might be a good idea for us to take all the rifles. Never know when their components might come in handy. Could also try adding one to the robot's chassis, I also think we should use the artifact to take us to Earth. Its our best bet, as we will know where we are, our survival training (OCC: Oh please tell me we had this) will help as well. And the fact that we wont be exposed to bacteria our immune system can't cope with. "


Last edited by caekdaemon on Sat Jul 30, 2011 2:10 am, edited 1 time in total.



Sat Jul 30, 2011 12:13 am
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Post Re: RtD - Space
Oh, yeah, Take a knife and teleport to "project 47"


Sat Jul 30, 2011 12:25 am
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Data Realms Elite
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Post Re: RtD - Space
"I'll take a pistol, a rifle, a knife and a shield."
>Head with the guys to Project 47.


Sat Jul 30, 2011 12:48 am
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Post Re: RtD - Space
pseudorastafari wrote:
Will my combat detector blow up my plasma knife? And do sheilds counter only energy, or can they also counter physical objects like a knife?

The magnetic field your combat detector emits is extremely low, and much lower than the ones produced by the other devices on the ship, only a very powerful magnetic field will blow up your knife. However since your knife produces intense heat it will be detected at a great distance by a combat detector, if used near your detector it will also reduce its heat detection range.

These shield counter any fast-moving object, a knife is usually too slow to be stopped, but a bullet will be stopped, unless it is too powerful, the shield can also stop plasma projectiles: it will entirely stop the kinetic blast but it will only partially stop the huge amount of heat, concerning laser weapons it is a bit more tricky: these shields can only stop a very narrow band of frequencies, but it will almost instanly adapt to the frequency of an incoming laser, but still not quickly enough to stop the first hit, however if the enemy misses you the first time, or hits one of the others your shield will adapt and provide some protection, powerful lasers can also pierce shields. When using a laser weapon you should always make sure your first shot hits, as it will surely do maximum damage. Some laser weapons are equipped with a frequency randomizer that randomizes the frequency each time you shoot to render shields useless, but these are still pretty rare and most laser weapons use a single fixed frequency, the frequency of the rifles you have can be changed manually (the thing IAMU told you about modifying the wavelength).
These shields are also very efficient at stopping shockwaves, they can also temporarily protect you from hostile environments such as intense heat/cold or radiation (however protection against gamma radiation will force the shield to adapt its protection frequency to the one of the radiation, meaning you will be vulnerable to any other frequency, be it from the radiation or light based weaponry.


Quote:
I also think we should use the artifact to take us to Earth. Its our best bet, as we will know where we are, our survival training (OCC: Oh please tell me we had this) will help as well. And the fact that we wont be exposed to bacteria our immune system can't cope with.

IAMU-6452:
"True, but we will be stuck in siberia approximately in year -600 (based on the calendar of the new era that started in year 2564 of the gregorian calendar, this would mean you would come back in 1964) that would be 1956 years ago, so it won't have anything to do with contemporary earth. And siberia is cold, with nothing to eat or drink(exept ice that will quickly get you into hypothermia) and almost no chance of rescue, and even if we are rescued communication will be very difficult as in this year the people living in siberia didn't usually speak english, and where quite hostile to an english speaking country called USA, so they would likely think we are americans, and that wouldn't be good for us, the capture of our advanced weaponry and of myself would also change history."
Quote:
Could also try adding one to the robot's chassis

"My arms allow me to use a rifle without structural modification, however my optics aren't optimized for long range since I'm only supposed to work at a fairly close distance."


rolling now:


caekdaemon: Isaac Jones : 5
You take a rifle, a shield and a knife from the weapons locker, then say: "Activate internal teleportation grid, destination: Project 47."
You then feel very light as your body begins to glow, then you feel a slight pain and hear: "teleportation successful".


Description: 6ft tall British male.

Inventory: 3.1/20kg
_big knife (0.5kg)
_PS-22-S (100%) (0.35kg)

_SDR-27 (5/5) (1.75kg)
_military knife (0.5kg)

Abilities (2):
Technical Knowledge : +1/-1 when working using technical knowledge (Assembly and dissembling)
Engineering : +1/-1 to working with the ships engines


_____________________________________________________


Nighthawk: Alexander Forsius : 1

You take a rifle and a combat detector from the weapons locker and then say: "Activate internal teleportation grid, destination: Project 47."
Your body glows faintly and you feel very light, then you feel a terrible pain in your whole body and hear: "teleportation succesful". You look at every part of your body to make sure nothing was left behind, and then realise it was just some kind of electric shock, the pain begins to fade and you are ok to continue.



Description : Tallish human male. Slightly pale complexion, black hair, blue eyes.

Inventory: 3.102/20kg
_a screwdriver (0.2kg)
_a piece of paper (0.002kg)

_short and sharp knife (0.2 kg)
_SDR-27 (5/5) (1.75kg)
_unidentified grenade (0.4 kg)

_PS-22 (max charge = 132%) (0.75kg)
_combat detector (0.2 kg)

Abilities (2):
Tinkerer : +1/-1 to making stuff out of random junk.
Pain Resistance : Allows cancellation of -1 modifiers due to pain.



_____________________________________________________



Asklar : Charles Cross : 3

You take a pistol, a rifle, a knife and a shield and then say: "Activate internal teleportation grid, destination: Project 47."
You feel very light and see some light coming out of your body, then you feel a sharp pain and hear: "teleportation successful".

Description: Average human male.

Inventory: 4.88/20kg
_6 nails (0.03kg)
_a medikit (1kg)

_PP-42 (30/30) (1.25kg)
_SDR-27 (5/5) (1.75kg)
_military knife (0.5kg)

_PS-22-S (100%) (0.35kg)

Abilities (2):
Medical Knowledge : +1/-1 on medical related things.
Close Combat : +1/-1 on any type of close combat.


_____________________________________________________


Pseudorastafari: James Fisher : 2(no pain modificator because pain doesn't affect teleportation)
You take a pistol, 1 clip, 2 grenades, a detector and a knife and say: "Activate internal teleportation grid, destination: Project 47."
You feel very light, you are terrified at the idea of losing some other part of your body, you feel a sharp pain, you hear:"Teleportation successful", you immediatly check to see if you are ok, but nothing is missing.


Description: Tall burly dude

Inventory: 16.107/15kg
_a flask of HNO3 (0.75kg)
_a small unknown electronic device (0.4kg)
_a box of nails(181) (0.905kg)
_18 small bits of metal (18*0.15kg)
_26 electronic components (26*0.002)
_6 medium bits of metal (6*0.3kg)
_some cotton in a plastic box (0.3kg)

_a plasma dagger (0.5kg)
_PP-42 (30/30) (1.25kg), 1 extra UPP-72 (0.3kg)
_2 frag grenades (2*0.35kg)
_military knife (0.5kg)

_a hazmat suit (5.75kg)
_combat detector (0.2 kg)


Abilities (2)
Strong: +1/-1 to rolls involving strength-related tasks
Marksman: +1/-1 to rolls involving projectile weapons

Condition
_no right arm: -1 aiming with two handed weapons and any other task requiring this arm
_overencoumbered(1.107kg): -1 to any roll until you get rid of something, discarding or giving an object isn't considered as your main action


_____________________________________________________


unwoundpath: Steve Master : 4
You take a pistol, two of the three remaining clips, a shield and a knife, then say: "Activate internal teleportation grid, destination: Project 47."
You see your body glowing and you feel very light, you feel a sharp pain and hear: "Teleportation successful".

Description: 5ft 6in Michigan Male

Inventory: 10.724/20kg
_a small box containing electronic components (0.424kg)
_electrical wire(0.15kg)
_3 small bits of metal(3*0.15kg)

_flamethrower pistol (100%) (1.5kg)
_PP-42 (30/30) (1.25kg), 2 extra UPP-72 (2*0.3kg)
_8 incendiary grenades (8*250g)
_a steel rod (3.5kg)
_military knife(0.5kg)

_PS-22-S (100%) (0.35kg)



Abilities (2):
Gatherer : +1/-1 to finding/searching for things
Computer geek: +1/-1 to hacking most computers and electronics


Game Event:

You arrive in front of the jammed door of project 47, the same one you saw earlier.


Sat Jul 30, 2011 12:41 pm
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Data Realms Elite
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Post Re: RtD - Space
Mehman wrote:

Quote:
I also think we should use the artifact to take us to Earth. Its our best bet, as we will know where we are, our survival training (OCC: Oh please tell me we had this) will help as well. And the fact that we wont be exposed to bacteria our immune system can't cope with.

IAMU-6452:
"True, but we will be stuck in siberia approximately in year -600 (based on the calendar of the new era that started in year 2564 of the gregorian calendar, this would mean you would come back in 1964) that would be 1956 years ago, so it won't have anything to do with contemporary earth. And siberia is cold, with nothing to eat or drink(exept ice that will quickly get you into hypothermia) and almost no chance of rescue, and even if we are rescued communication will be very difficult as in this year the people living in siberia didn't usually speak english, and where quite hostile to an english speaking country called USA, so they would likely think we are americans, and that wouldn't be good for us, the capture of our advanced weaponry and of myself would also change history."

"We could try and rig together a heating system from the parts we have. I'm pretty sure that I could use the energy cell from the rifle, link it to some wiring to make a small heating system, kinda like a toaster. 1964 don't sound too bad, and if we head south we should probably be able to escape the Soviet Union. If my history serves me well, the Vietnam War is probably going on."
Force the door open. Go to Earth.


Sat Jul 30, 2011 2:06 pm
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Post Re: RtD - Space
caekdaemon wrote:
We could try and rig together a heating system from the parts we have. I'm pretty sure that I could use the energy cell from the rifle, link it to some wiring to make a small heating system, kinda like a toaster. 1964 don't sound too bad, and if we head south we should probably be able to escape the Soviet Union. If my history serves me well, the Vietnam War is probably going on."
Force the door open. Go to Earth.


IAMU-6452:
"These rifles don't have energy cells, that's why they are so light, they just have capacitors that store enough energy to shoot five times they are charged by a high frequency alternating magnetic field emitted by the ship, but we could use the universal power pack, still this doesn't seem to be our best option, let's wait and hear what the others say, in my opinion we sould go to planet 1, we could also try an unknown address."


Sat Jul 30, 2011 2:23 pm
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Post Re: RtD - Space
"A concentrated blast is supposed to be able to crack open a door like this, right?

Why don't we try a grenade?"


Sat Jul 30, 2011 3:05 pm
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Post Re: RtD - Space
IAMU-6452:
"Indeed, however I doubt a frag grenade would have enough power to crack it, this door is supposed to be able to de able to withstand a standard demolition charge, but we might have something that would do the trick:
I noticed that James carries a bottle of nitric acid, he also has a large amount of cotton, if we let these two things react it will make nitrocellulose, a very explosive substance, although the quantity we have might not completely destroy the door it will certainly overload its structural integrity field, and I think I could modify a shield to focus the explosion in a single direction, thus making it much more efficient and less dangerous for us, this would be enough to completely breach the door.
A focused blast will probably destroy the door and anything behind it, an unfocused blast will probably overload the door's structural integrity field, allowing me to cut it with a plasma projector, but it will take 5 to 10 min and the explosion might come back towards us due to the shape of the corridor.
Or if you have another idea you're free to try.
Your choice."


Last edited by Mehman on Sat Jul 30, 2011 3:45 pm, edited 1 time in total.



Sat Jul 30, 2011 3:20 pm
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Post Re: RtD - Space
"So if we use a controlled explosion, we risk destroying whatever is behind the door? That doesn't sound like a good idea. What if we destroy our only way off of the ship?"


Sat Jul 30, 2011 3:41 pm
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