Drgwen says:
... activate the ship and disable any security measures or booby traps the ship might be hiding. ...
This ship is riddled with booby traps and secret features. It will take a lifetime to find all of them. :)
This means we can discover new features of the ship as we play, allowing us to 'upgrade' it without needing to 'get parts installed', and the like.
Drgwen says:
... 1. Sera's probing trips a sensitive security system and alarms being going off! ...
I doubt your Force Sense
probing will set off alarms... unless you want them to... which would mean the previous owner deliberately took steps against Jedi?
We could save the roll for actually starting the engines? That is actually our intent. Rolling for each step along the way almost always results on a failure, and we don't want to get stopped all the time. We should only roll to avoid risk and only when both outcomes are interesting.
Drgwen says:
... but doesn't realize there is a booby trap in the cockpit! ...
Sometimes this is appropriate, but I have never been a fan of hidden traps. "Rocks fall, you die" is so much less interesting than "there are rocks that would fall and you would die. How do you disarm or get around this trap?"
I am much more a fan of 'traps as encounters' than 'traps as surprises that chip away at your HP'.
If there is a booby-trap in the cockpit, and you can't disarm it now, then it can be an ever-present danger that y'all have to constantly work around till you can.
Drgwen says:
... though she will be exhausted and effectively out for the scene. ...
I don't really like 'out for the scene' consequence, they are boring for the player, and not very impactful to the character and story. We have already seen that pushing herself too far is bad for
Sera, I think her choosing to do it again can be a choice she can make, and you might roll to try endure and stay operational if you do, but that feels separate from any roll for starting the ship. What say you?
Drgwen says:
... she finds a hidden smugglers' compartment with some phony IDs and credits! ...
That may well be available on the ship, but feels a bit 'out of left field' for what we are doing right now? If your characters find that they need fake IDs (I don't think anyone is thinking that far ahead, you don't know what is going on, yet) then the ship might provide, but we can deal with it then, as the story unfolds?
Drgwen says:
... Thoughts? ...
You are the tech expert, I don't think you need to roll to work out how to start the ship. You might need to roll to do it fast enough, while your companions fight to keep the clones off you long enough? ...
Actually I think we will just do that...