Hey, Denzel, you feeling alright? Something here is messing with my squishy human bod.
Make sure my suit is sealed. Mark where the ill feeling starts with a small inukshuk. Wait a few minutes. does the feeling go away. get worse, or stay the same?
Your suit is sealed. You mark the spot where you started feeling bad and then back off a ways. You start to feel a bit better, but the feeling is lingering for a while.
How am I feeling? If I'm feeling robo-sick, then back off a bit and see if the feeling passes. Otherwise, throw a few rocks closer to the pillar, keeping on the lookout for trouble.
((I would go join Morul's team, but it would seem that we may just need some robots up top. That, and Nav already RP'd me up here, and Miya told me to explore, and my action said I was up here. It'll be fun, though! Just like mission 9!
Except hopefully with fewer death-crystals.))
You don't feel bad, so you keep heading forward, throwing rocks as you do. The rocks pass through the pillar without any effect, and the pillar itself doesn't seem to be doing anything to the area around it. It almost seems like it doesn't exist, or at least isn't corporeal. As you get closer, you notice there's something embedded in the ground at the center of the pillar. You take a few more steps but your vision starts to blur. Thats not good...
Teal looks around, wondering if all of this fleshwall has a heart, or just happens to be a lot of separate sheets.
And then shrugs.
floor 13: Continue searching for anomalies. Be cautious about standing on fleshfloor.
Move up alongside flamer crew.
You step carefully across the clotted blood shapes and look around. Nothing seems Overtly more anomalous then anything else around here; it's all pretty fucked up, from what you can see.
"I would like you to pull a couple nukes out your ass so we can blow this place sky high and be done with it, but I suppose that's not really an option yet. Right. Steve, is there gonna be some sort of core to this thing? Or are we gonna have to burn all of it? At any rate, might as well get off here and check things out a bit."
Get everyone onto the thirteenth floor, and set up a perimeter with the flamers on point. Have the more medicine oriented squaddies examine the goo, and collect samples if possible.
You get everyone to assemble on the 13th floor, with the flamethrower troops on guard around the perimeter. You order anyone with medical training to try and get a sample of the blood lattice.
I could, but I like being what I am and dislike the thought of overloading my amp.
Get in the front of the perimeter, flame breath ready.
Under no circumstances assimilate or absorb any of the goo - Xantalos no trust.
You sit around, ready to go dragon on anything that comes up.
Hop down to floor 13, stay in the middle of the group. Sniff the goo and figure out what it smells like (does it smell like humans?). Afterwards look around and watch for threats.
It smells like...well, it smells sort of like humans but there's something subtly wrong about it. Like the smell of apple pie with just a hint of chlorine; Familiar yet wrong.
"What the fuck have I gotten myself into... Is that big lizard fireproof? 'Cause if it isn't, it probably shouldn't be up front. Flamethrowers, and all."
Set up perimeter with Morul and Leo (and Xan, if he's feeling fireproof). Use copious amounts of flamethrower on anything that seems even slightly dangerous and isn't a teammate. Even the floor/walls/ceiling, if it reacts to our presence in any way that could be termed 'hostile'. If nothing happens, keep flamethrower at the ready, anyway. (Can I have that dynamic bonus, now?)
Sure. Dynamic bonus and Paranoid guarding ready.
((No time to post, will continue questionbarrage later.))
Which one do you want to head for first? I gotta ask so I know how to kill you.
((Cheeky bastard ))
Go to the 'mustard gas one first, use manip to raise a 1m high wall to indicate where the anomalous zone begins (using the info from my teammate's rockthrowing). Don't get to close to the electromelt zone itself!
If that whole anomaly gets mapped this turn, go stand 100m behind Gorat, move closer slowly to check where exactly the nausea begins to manifest itself.
[uncon:6+1+1 DECOMP: 5]
You wander around the gas, slowly raising the wall one chunk at a time. Luckily the anomaly isn't very big so you get it all fenced in with relative ease. You finish it off with a big "KEEP OUT, FLESH MELTING GAS" sign carved into the wall.
Slowly move closer to the next unmarked anomalous zone, chucking rocks.
The next one, that you can see at least, is extremely large. The entire sky behind the base seems to be dominated by a weird aurora like effect that stretches for miles. You could either go try and tackle that or look around the base some more for other, smaller, strange things.