The First Turn
Spes Magna. Once, it was a great city, nearly rivaling the greatest metropolises of Terra. Now, it is in flames. The upper space ports where you and the rest of the crew have landed are a bustle of activity, and you are sure that corruption and trickery lie just below the surface of this occupation. There are too many new officers, and the scene is too chaotic, for anything else. While you and the crew are tempted to visit the residential area (nearly everybody on Mars had
some relative living there), the discipline and protocol first established on the landing have held so far, at least to the extent of keeping the soldiers and the civilians separate. And since you're masquerading as contracted alvagers, "soldiers" includes you and the rest of the crew.
Ahead of you lies a predicament. As a group, you know precisely how to get past the Solar Fleet's questions, and you feel confident that you can leave Mars. however, what to do with the weapons is still a real issue. The price for the weaponry that you have aboard is staggeringly high (each 1 ton crate will sell for 1500 Credits. Given the Starting Bargaining Value of 1 for the captain, you guys start with 700 credits), but you could also use the weapons to upgrade the
Sirius once you get to a more secure location. Your engineer might even be able to make some changes now. Any move to sell your armaments must be weighed against the fact that an ex-Colonial ship would be selling high-end Colonial weapons, which might attract somebody's eye.
At the end of the day, the Captain has the last word on how to proceed. Will he take a vote? Decide for himself? only time will tell...
((This is where you guys come in. If you have any questions, feel free to ask them, but you may organize yourselves however you wish, or the Captain can be a dictator, whatever you guys wish. I'd like to stress that loyalty and solidarity is pretty important, and IC is encouraged (good IC may result in bonuses later). Good luck, and have fun!
))