<div class="floatright">(http://)</div><strong>Name:</strong><br/><strong>Location:</strong>Engineering, Various ship areas<br/><strong>Station Time:</strong>Early Afternoon<br/><strong>Tagging: </strong>Ghrreigh<br/><hr/><br/>In the cargo bay before heading deeper Ghreigh finds a few points in the hydraulics that show signs of low pressure flows and weakened seals. The external construction looks to be solid and air-tight but the opening and closing mechanisms look to have some wear and tear that hasn't been addressed. In addition there is a light glow of very low level, non-hazardous, radioactivity that shines on the cargo bay ramp over towards a currently empty section of the cargo bay in a thick line. There is what looks to be a very faint rock dust on the cargo floor where this occurs.<br/><br/>In the engine room things appear to be mostly in order although the power plant is on and appears to have not been shut off since landing. It's often normal for one to never be shut off but it is another indicator that the navy didn't bother to come inside. There looks to be enough fuel for a single week of operation left in the fuel bays from what the readouts indicate. The plant power looks to have a slightly higher draw than normal coming out of it and the fuel pressure heading into the powerplant looks to be off as well.<br/><br/>Looking through the area further, the fuel seals in several areas looked to be cracked and very faintly leaking with some sort of temporary chemical coating being all that is holding them in place. There is a faint almost spore looking substance around all the rubber of the sealants as well.<br/><br/>The fuel processors are currently off but examination of them shows two of them have a large amount of some sort of fungus growing along them.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">ooc</div><div class="spoiler_body">In most cases bonuses, penalties, or impossibilities are at my discretion save for those items that give specific modifiers. In addition the difficulty of actions give modifiers that can range from -6 to +6. To save time with out of combat situations I just giving the results of the roll with my difficulty and equipment modifiers after the fact so rolling doesn't bog down with an exchange of 'what modifiers do I have for X' unless someone wants to know before hand to assess if it is feasible if they might know head of time or just try their luck.</div></div><br/><hr/><div class="floatright">(http://)</div><strong>Name:</strong><br/><strong>Location:</strong>Cargo Bay/Just inside the ship<br/><strong>Station Time:</strong>Early Afternoon<br/><strong>Tagging: </strong>Grendel<br/><hr/><br/>Senses stretch out over the ship, picking up nearly everyone except for Elijah while he was inside the medical crew quarters. It isn't a blank spot in the detection though but rather feels like something is bending psionic senses around it rather than it being a blank spot like a typical shield would be. Cat appeared to be enjoying playing and following other crew members at current.<br/><br/>The senses flying over through the upper deck do hit a snag when they brush along the Captain's Quarters. Grendel's mind blanks for a moment and her body buckles, falling to its knees as a heavy impact of a bittersweet love, lust, joy, and a happy contentment floods into her mind. The sensation of being filled and the taste of semen touches onto her tongue from the echo along with the sensation of restraints on her wrists and ankles rushing towards a boiling point. The echos in the room assault Grendel's mind from all sides with what feels like more than one individual making up the lingering residue.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">ooc</div><div class="spoiler_body">Two points should cover the ship. It's up to you how you want to describe it but Grendel will 'suffer' a rather potent loud messy orgasm due to the psionic echos there.</div></div><br/><hr/><div class="floatright">(http://)</div><strong>Name:</strong><br/><strong>Location:</strong>Bridge<br/><strong>Station Time:</strong>Early Afternoon<br/><strong>Tagging: </strong>Adrianna<br/><hr/><br/>Despite the appearance the controls on the ship appear to be very well maintained, if somewhat unlabeled, although everything looked to be in a fairly standard configuration giving little doubt as to what would do what to Adrianna's practiced gaze. The instruments looked to be hooked up well and nothing was out of place even if it was a little messy at times. The restraints were on the chair for the main pilot with the doll in the co-pilots chair by the look of the layout indicating if they were ever in use it wouldn't have been during any kind of time a flight alteration would have been expected.<br/><br/>Looking through it all it also appears as thought there is an unlabeled emergency lever to seal the bridge hatch from the rest of the ship and cut it off the hatch from computer control. It does not appear as thought that function has been used. It's not a common alteration and unlabeled it would normally be hard to recognize but the experienced flyer certainly would recognize the alteration as being one added by the security minded and military vessels sometimes use it combined with a controlled depressurization to prevent catastrophic atmosphere loss from weapons fire and to aid in dealing with unprepared borders or other possible issues.<br/><br/><hr/><div class="floatright">(http://)</div><strong>Name:</strong><br/><strong>Location:</strong>Bridge<br/><strong>Station Time:</strong>Early Afternoon<br/><strong>Tagging: </strong>Max<br/><hr/><br/>Inside the trousers of the doll there was a large rather thick shaft complete with a set of fuzzy balls beneath. The member (https://bad-dragon.com/products/kippy) was a unique one to be sure and felt as though it could alter its hardness as needed and seemed to have a tube running from the tip down inside to a fluid container. The thick thing also appeared to have a small vibrator inside the knot itself. The cavity search of the doll showed it to have some surprisingly advanced alterations, if somewhat unfinished, with robotic muscular constructions running through all of its limbs. The head was built to contain a computer of some sort although it was currently empty, and the cable that hung from the doll appeared as though it was to connect with whatever computer happened to be sealed inside the doll.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">ooc</div><div class="spoiler_body">You can find/get containers for storing evidence easily so you can assume you can get samples of what you like.</div></div><br/><hr/><div class="floatright">(http://)</div><strong>Name:</strong><br/><strong>Location:</strong>Various areas of the ship<br/><strong>Station Time:</strong>Early Afternoon<br/><strong>Tagging: </strong>Max, Will, Theo<br/><hr/><br/>Doing a sweep of the ship, the two previously un-examined crew quarters show a double bunked section with no fresher although there was a community one with a large shower in another room. The double quarters each looked as though they had only contained a single occupant however, with one having a bunk filled with cookbooks and what appeared to be specialized grooming tools for Vargr. The clothing in it looked to be for a grey haired canine and beneath the bunk was a kit for slug and energy weapon maintenance. A plug on the wall looked to be set up for laser weapon battery recharging.<br/><br/>The other double bunk had one of them filled with engineering tools and a very large number of what looked like little drones and tiny robots were scattered across it. Several data storage units and a small hand computer sat near it. The dresser looked to have clothing for a petite woman and a hairbrush with pink hair strands still stuck inside. Beneath the bunk was an organized plastic bay filled with wires, solder, nuts, bolts, other assorted parts for building tiny robots.<br/><br/>It took Max, Will, and Theo doing a sweep of the ship combined to find the hidden compartments, six tons of smuggling compartments with various ease of accessibility. Five of them were accessible from the upper deck on the edges of the walls where it met the fuel tanks, apparently using the electrical power going through there, conduit, and mass of the fuel itself to hide it from prying eyes. One of them had a moderate sized very sophisticated computer that was currently hooked up to the power lines and appeared to be a sleep mode.<br/><br/>The last ton of space was in the linen closet that Theo had suspected contained one prior and took a bit of effort to get open. Inside there was a large locked storage container.<br/><br/><hr/><div class="floatright">(http://)</div><strong>Name:</strong><br/><strong>Location:</strong>Medical Quarters and Medbay<br/><strong>Station Time:</strong>Early Afternoon<br/><strong>Tagging: </strong>Elijah<br/><hr/><br/>The medical officers quarters are a standard layout, bed, fresher, and all the usual things one would find. It is very solidly white though with a rather spartan feel and in the middle of the room there is a soft mat that looks to be maid of woven fibers. Crystalline structures are placed around the walls and across the ceiling of the place each engraved with different sets of Zhodani symbols. It's hard to place but there is an almost unnatural sense of calm lingering in the area. The clothing in the dressers appears to be for what looks to be a male in excess of two meters in height and from the shape they would have to be either thin or athletic in build to wear the garments without stretching. There is a lone picture frame in the room that looks to have had a picture removed within the last few weeks.<br/><br/>The medical bay is well stocked if a little disheveled at spots. There are four emergency low berths for when stasis is needed to hold someone alive until a medical facility can be reached and plenty of equipment for routine examinations to surgical operations in the room. One low berth looks to be holding a locked container filled with specimen jars that look to have various plant and soil samples inside. One large locked glass cabinet is filled with a variety of unlabeled pills and fluids in jars. In addition the room has a number of things not normally found in a standard medical lab but are rather at home in a science laboratory geared towards xenobiology and genetic testing. A vacc suit hangs near the emergency low berths.