Vakar investigates the ship. Systems, hidden panels, what gear came with it, where various things are. No point in not memorizing the layout while he's at it.
On investigation, it soon becomes apparent that the merch has stripped the ship of anything value for extra profit. You'd wrangle the cheating scum's neck if he hadn't have gotten away - he hasn't even attempted to hide the damage; the majority of what has been taken has left bare holes in the wall and loose cables hanging low. The damage however seems cosmetic and health-and-safety danger more than anything; definitely not structural damage.
Saxson runs diagnostics on the ship's engines, power systems, life support capabilities, and navigational computers. He wants to make sure everything is perfect— the last thing he needs is another disaster like the Zephyr.
On booting up the power and a moment of loading, you access the system and find familiarity. On accessing the control centre, it seems all systems are running as expected. However the navigational records do not seem to be available - meaning, in essence, this ship cannot plot a course.
ventured into the Commons and examined what it contained.
On exploring the ship and on occasion crossing paths with the others and exchanging acidic words in relation to the Merch, you find the Commons in no greater shape than the rest of the ship. A large round table with a single mushrooming leg sits in the middle of the room. Any chairs or stools that might have gone with this are long scavenged by the Merch, and it's clear to see the only reason the table hasn't been removed is either because it's bolted down or because it's heavy and awkward to get down the corridor - any other furniture is long-gone, too.
A short bar extends from a wall, backed by empty glass-covered shelving attached to the wall, and both sides of the room have low concave wall-to-ceiling windows meeting to a single circle directly above the table, allowing a wonderful, unhindered view.
Aramal would go check out the medical bay for any supplies that might be man portable.
Afterwards, he would investigate what, if any pistols he managed to keep on his person. (assuming that the soldier bonus counts to earning a weapon.)
Not unlike the rest of the ship, any valuables are long-lost. The medic bay itself is little more than a glorified room conversion. By all appearances, it was once a captain's quarter, now furnished with barren storage, a sink for sterilization, cabinets and a few scavenged first aid kit boxes attached to the walls, left wide open.
(If your small arms is 3 or above, then yes, you have a pistol. I haven't made up for the character sheets yet, I'll have this done tomorrow night instead).
color=teal]investigating the entire ship for surprises, taking particular note of the current status for the turrets. Are they workable? Loaded? Can he remove the ammunition belts? Do the sights need to be zeroes? [/color]
((To what extent are we allowed flavor items other than armor/weaponry?))
The ship is, for all intents and purposes, barren and empty. You shimmy into the secondary cockpit seat and test the manoeuvrability of the turrets; they react quick enough, though the accuracy of the aim is somewhat off and will probably need a quick-fix over an hour or so with a spanner.
The ammunition is battery-based and on going into the crawlspace under the flooring to check the cells, surprisingly they're still in-tact. Either the Merch didn't have time to rip these out, didn't know they were here, or was too afraid of possible consequences of pulling on the wrong cable - which could of course lead to combustion.
The cell life is in decent shape, though you notice the replacement cell cage is empty.
"May as well see whats under the hood."
Rob heads over to engineering. He examines the engine systems as well as the power and life support systems.
(Take it to PM boys.
)
You power up the engine and give it a good listen; there aren't any clicks, clacks, clunks or chirps; just a smooth, ballsack-tingingly good
humming noise. You look around the room and find, unusually, no terminal. However you do discover a gaping, square hole in the wall with a loose cable sticking out. Looks like the Merch ripped it out for scrap.