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Tabletop Game / Fly Free or Die (Starfinder)

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A Starfinder adventure path influenced by works such as Firefly and Traveller, Fly Free or Die leads a freighter crew as they strive to go independent and break free of their vengeful ex-employer. As well as a drow crime lord who double-crossed them.

This AP is a bit unique in that the player characters are not your typical Adventurer Archaeologists or aimless Murder-Hoboes, rather they're just working-class shlubs trying to make a living.

Includes six modules:

  1. We're No Heroes
  2. Merchants of the Void
  3. Professional Courtesy
  4. The White Glove Affair
  5. Crash and Burn
  6. The Gilded Cage

Has an animated trailer here.

Tropes:

  • Bigger on the Inside: The Oliphaunt is outfitted with experimental null-space holds that can accommodate twice as much cargo as they should.
  • The Caper: A fair share of them, starting with the theft of the Oliphaunt.
  • Church of Happyology: The Prophecies of Kalistrade resemble something of a mashup between Buddhism, Prosperity Gospel Evangelical Christianity, and Happyology. And many of EJ Corp's top execs are devoutees.
  • Corrupt Corporate Executive: Eline Reisora, the VP in charge of EJ Corp's Oliphant project, wasn't exactly on the up and up.
  • Failure Is the Only Option: Several missions within the AP have scripted failures or non-optimal results.
    • In the very first mission for EJ Corp their original buyer turns out to have been murdered and their business taken over by the Golden League while the players were in Drift. At best they can sell their cargo for half price, meaning they have to choose between paying their small-time supplier or EJ Corp.
    • Rebels seize at least one truck carrying the Gideon Authority's weapons shipment, the players can choose to stop them seizing the truck they're on or to help the rebels take the whole shipment. In the former case the Authority refuses to pay for lost materiel and in the latter the rebels are too strapped for cash to pay more than half price. Either way, this and the previous job above lead to the players losing their EJ Corp jobs.
    • The first couple jobs in the final module are ruined by bounty hunters looking to cash in on the price on the players' heads, to help motivate them to finish things with Sinjin.
  • Grand Theft Prototype: After losing their jobs with EJ Corp, Lord Sinjin persuades them to help steal a prototype light freighter with null-space holds.
  • Grey-and-Gray Morality: While NPCs all still have one of the classic nine alignments, it's no guarantee of how they'll relate to the players.
  • Immortality Seeker: Most high-ranking Kalistocrats start looking into methods of gaining immortality, such as "silicon mummification". In Eline Reisora's case she's attempting Brain Uploading into a private server.
  • MegaCorp: The Evgeniya-Jaimisson Corporation aka EJ (pronounced "edge") Corp, your standard soulless multi-national corporation that initially employs the players.
  • One-Winged Angel: The final showdown with Lord Sinjin, when initially defeated he attempts to flee on his ship, but if the players cut off that escape route he activates a magic tattoo that transforms him into a phoenix-like creature made from burning ink.
  • Paying for Air: When the players land in the drow city of Nightarch, on the atmosphere-less planet of Apostae, they start getting billed for air (1 credit/day) the second they step off their ship.
  • Persona Non Grata: In the fifth module Eline and Sinjin team up to get the player characters' accounts frozen, ship seized, and basically leave them with nothing but the clothes on their backs. Forcing them to call in every favor they've accumulated over the AP in order to get some chance of clearing their names.
  • Planet Baron: "King" Dregor, an uplifted bear who's undisputed ruler of Smuggler's Moon.
  • Price on Their Head: Even after getting their lives back, the PCs have to deal with a six figure bounty placed on their heads by Lord Sinjin in the sixth module.
  • Quest Giver: Tarika, the players characters' EJ Corp dispatcher, who quits when they blame the players for a pair of bad runs and when they go independent acts as a fixer leading them to new jobs. In Professional Courtesy she has a somewhat more traditional quest for them, her daughter's gone silent on the EJ Corp terraforming base where she worked, and she wants them to try and help her.
  • The Rival: Merchants of the Void introduces a rival free trader crew on the Wintermourn who compete with the players on a few jobs and then make cameo appearances in later modules. Depending on how the players interact with them they might end up bitter foes or friendly rivals.
  • Space Trucker: The player characters, almost literally in the first module before they go independent and become the "free traders" version.
  • Space Western: Merchants of the Void has a job wrangling wild animals for some ranchers on Vesk-3.
  • The Syndicate: The Golden League, a crime syndicate going all the way back to Golarion are recurring antagonists. Mostly represented by the division led by exiled drow nobleman Lord Sinjin.
  • Team Mom: Tarika tries to be one to the player characters, she's stated to be feeling like a bit of an empty nester after her wife died and her daughter took a job on a distant terraforming station. She sees the players as a bit of a substitute family.
  • Venturous Smuggler: Most jobs in the AP are legitimate... though not all.

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