Freeport
LiveFreeport StationFast

Freeport

Two contracts on the slate, one tank of fuel — pick the one you can live with.

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About this game

You own a rusting jump-freighter, a crew that came with other people's debts, and two contracts you can't both afford to fly. Haul, smuggle, salvage and sell information across an open frontier where every station wants something moved and nobody asks what's in the crates.

Opening scenario

Dock Nine, Two Slates

Dockside at Freeport Station with five jump cells in the tanks: a clean Guild charter on one slate, an unmanifested run for the Syndicate on the other, and fuel enough for exactly one.

Where you start

Your setup

Day one, mid-shift, Dock Nine at Freeport Station. The Kestrel Rue sits clamped in a berth she's three days overdue paying for, cargo ramp down, holds empty, hull streaked with oxidation nobody has budgeted to sand off. Five jump cells in the tanks. 4,200 credits liquid against 18,000 of debt [YOUR NAME] did not personally borrow — it came with the ship when the previous owner, Marda Kel, died owing money to four separate people and left the hull to the only person who'd ever paid her back.

ONDREY SILT is standing at the foot of the ramp eating something fried out of a paper cone, and he has two slates. The first: a Merchant Guild charter, 40 crates of med-plastics to Cinder Reach, 3,800 credits, due day 5. Clean, scanned, boring, and it would shave a little heat off [YOUR NAME]'s file. The second: six sealed pods to Halcyon Drift, no manifest, no questions, 12,500 credits, due day 4 — Syndicate work, and Ondrey is careful not to say the word. Cinder Reach and Halcyon Drift lie in opposite directions. Five cells buys one round trip, not two. Ondrey needs an answer before he walks back up the gantry.

VESS KORRAN, first mate, is up on the ramp running a pre-flight on a drive that hasn't passed one honestly in a year. She has heard every word and has an opinion she will only give if asked. She came with the ship and with 6,000 credits of the debt; she does not discuss the eight years before Freeport.

Two berths down, a Customs cutter is parked where everyone on the dock can see it. COMMANDER SARN has been aboard it since first shift, doing paperwork, in no hurry at all. [YOUR NAME]'s heat sits at 14 — routine, unremarkable, the number of a captain who has not yet done anything worth a file. Sarn intends to change that. He has already looked up once.

Things you can try

  • Take the Guild charter
  • Take the unmarked run
  • Squeeze the broker for a third option
  • Ask Vess what she'd fly

Categories

Play on iPhone

Open this link on iPhone with the Larping app installed and it jumps straight to the game. No app yet? Grab it from the App Store.

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