Look for anything useful.
[4] After some digging through a few containers, you open one that seems to be full of medical supplies. Most of it is basic first-aid stuff - bandages and such - but there is a small case of combat stim in the corner. There is enough for five normal doses. You remember taking some back in Africa - the heady rush of power, the feeling of euphoria mixed with a hyperactive desire for action - brilliant tactical decisions flashing through your mind - wounds scabbing over in seconds... The heavy, suffocating numbness afterwards. You pocket the case.
Shock them with my hands to try reviving them. Try everybody.
You spend a lot of time opening glass coffins, trying to return life to the dead. The flesh is pasty under your hands, and your fingers leave black prints on the purple as you send hundreds of volts through the corpses. They do not move. There is no blood in their veins, and stasfluid can't support normal organ activity without outside motivation - it preserves and nourishes, but it also depresses the nervous system to the point where it barely works. The blood is stored in tanks, and ought to be poured back and heated quite precisely. Besides, you aren't sure if their hearts are even functional anymore - the hydrostatic shock could have torn them apart. You try another and another, but it doesn't seem to be working.
- Ah, do what you want, Will. I'll be looking for crash reasons.
Keep looking for things I've already described. Ah, and any electronics that seen to work.
You pocket the undies, just in case. Don't want any potty accidents, do we?
[4] You find a barrel grenade which can be fired from the Izhmash, carefully wrapped away in a case of socks. It is marked with a green stripe, and bears the letter C on one side. Somebody probably thought to smuggle it in, but you doubt they'll be needing it now.
There are wires on the walls, going down from the ceiling to go through and disappear in hermetically-sealed holes. You go to check: yes, they connect to the pods on the outside. [1] Maybe they deliver electrocandy to stop the robots from rising against their fleshy overlords? You bite your nails, fighting a sudden but acute case of the retardeds.
Well, lets see what they want me to do. And I wonder what kit they have extra...
Edgar goes looking for somesort of job, then for the armory.
Despite having an identity crisis about your name, you ask the comm system in general if there is any work for an engineer. After a few seconds, you are answered by Al-Radi.
"It's becoming increasingly clear to me that we need a wall of some sort - another colonist just got savaged by the wildlife. I don't know about the others, but I don't fancy checking around for chitterlings every time I decide to leave the ship. However, we have no materials except wood in the forest and containers, and no vehicles, either. If you could just manage something with what we have..?"There is a pause, then he adds:
"Feel free to ask the quartermaster for whatever you need for the task, if you take it up."
Markus shrugged. "Alright. Let's get home alive first, eh?"
Continue to the camp.
[environment:5] You get back without accident. Quite a crowd has gathered to admire your catch, as well as a few biologists with samplers.
"All right. I dunno about you, but I'm going to go have a drink. You going?"IMPORTANT NOTE: Pick one: Agility (general athletics and acrobatics), Dexterity (how good you are with your hands), Intelligence (science and operating with known data), Common Sense (making assumptions and extrapolation), Strength (punching people in the face), Toughness (taking it like a person of whatever gender you are and carrying weights). Then pick two profession bonuses, like marksmanship, engineering, or whatever. Don't make those too broad.