Courier v1-4 (Bookmarked)
Courier v1-4 (Bookmarked)
Welcome to the New North America, Courier. People around here call it
the “Wasteland” - a barren land full of inhospitable nature, people and
wildlife and don’t get me started on the strange anomalous activities
popping up! Seems that everything is out to make life hard for those
trying to make something from what little is left.
So, that’s why you’re here. You get things where they need to be. A
hardy survivor willing to deliver across the vast Wasteland expanses
and brave the unknown. We need you to deliver something and are
willing to pay top dollar to do so! So what do you say…
Willing to take the job, Courier?
Trinkets ··································································································· 11
Turn Structure························································································13
Exploring ··························································································15—18
Encounter ······························································································· 19
Trading ··································································································· 27
Healing ···································································································· 35
Achievements ······················································································· 55
GETTING STARTED
WHAT YOU NEED
• A standard deck of playing cards, shuffled (remove Jokers and/or wild)
More info on this system can be found by searching for “X-Card by John
Stavropoulos” or using the link: http://tinyurl.com/x-card-rpg
3
INTRODUCTION
Courier places you into the boots of it’s namesake, a Courier—someone who
travels the Wasteland delivering and trading cargo in exchange for REP, the
currency of this post-apocalyptic future. REP is tracked through a complex
network of digital systems but can easily be transferred between persons in
exchange for goods and services while remaining untraceable, and is
universally accepted by all.
You will take on quests delivering, recovering, or scouting the map for one of
the many factions populating the Wasteland. Every choice you make as a
Courier will reflect how these factions view you and open new opportunities
and bonuses as your standing increases, or decreases through a fame and
infamy system. Choices will have you siding with a few select factions by the
end of your game and seeing the world change for it.
Factions are not the only interactions. Companions can be found at many
locations in the world and will adventure with you into the Wasteland. All
companions are randomly generated by you and can grow into someone
unique, using the perks system provided. These bonuses will help keep you
safe and moving forward towards your ultimate goal, becoming a Legendary
Wasteland Courier.
You will equip protective equipment, cargo rigs, exploration tools, and weapons,
if you hope to stand a chance at surviving everything the Wasteland has to
throw at you. All of your equipment can be upgraded over time to suit your
needs and provide better bonuses. Unique and rare trinkets can be found in
your travels, gaining even more passive boosts to your character.
This is just the start of what Courier has to offer, so jump into your journey as a
new Courier in the Wasteland!
4
CHARACTER CREATION
To create your character begin by writing down a name on a printed copy of
the character sheet. For example:
HP ?
HP is short for hit points. These track your overall damage available to take and
should stay above 0. Use D6 to track these for quick roll-down subtraction!
If you reach 0 or less, proceed to “Combat Defeat” on page 22 no matter how you
end up at this result. The Wasteland has many ways a Courier might find themselves
defeated.
EQUIPMENT
Equipment comes in 4 categories with each providing bonuses to your base
stats and allowing for you to do more in the Wasteland. Upgrades can be
purchased at any location with the Trading keyword. More information on
Trade can be found starting on page 27.
5
PROTECTION
Protection keeps you alive against the inhabitants and challenges you will
face in the Wasteland. The Sunrise Suit gives a +1 damage reduction bonus,
while the first upgrade, Road Leathers, gives +1 DMG RES and +1 HP bonus!
RIGS
Rigs allow you to carry more cargo and artefacts. A Rusted rig provides 6 slots
for carrying cargo plus 1 artefact slot. You can never carry negative cargo or
above your maximum. The extra cargo must be left when found.
ARTEFACTS ?
Artefacts are strange sources of power found within aptly named “Anomalies”. These
can be collected and traded for high REP gains (page 39).
6
CHARACTER CREATION cont.
TOOLS
Tools provide Encounter re-rolls. A Worn tool set will provide 1 total re-roll for
Encounters, allowing you to slip away from something too challenging or
uninteresting to you. Just roll the D6 for a new encounter and record that you
have one less re-roll until your next visit a location offering Trade.
Stainless 400 2
Lightweight 2800 4
Mechanical 5600 5
SPECIAL TRAITS
When creating your character you may choose from 0 up to 2 of the traits
listed on the next page. Each trait offers a benefit and penalty but gives you
more customization for your character. Record your choices and their effects
on your character sheet to easy reference.
7
Trait Name Benefit Penalty
Strangest Things +50 REP for all artefact Cargo is worth -2 REP when
trades trading
Small Physique Enemies cannot hit you on You take +1 DMG whenever
die results of “5” DMG is received
Reckless Abandon You can attack 2 times per You take double DMG on die
Combat turn results of “1”
Family Heirloom Start the game with one You cannot re-roll on trinket
random Trinket finds for duplicates
Repatriated Do not lose cargo when Mark your current cell and 2
defeated and move to any adjacent cells with “X” upon
location of your choosing defeat, these cells cannot be
entered or interacted with
Et TU, COURIER ?
Remember to select your Traits if you are playing cooperative!
8
WASTELAND RANKS
For every 10 REP earned through trading, exploring, combat, or quests, you will
gain one (1) experience point (XP) towards your rank in the Wasteland. The
further you move up the rankings the better rewards become available
including solo perks, if you are adventuring alone. Track your current XP and
rank on your character sheet and apply the benefits listed below when you
reach the rank XP requirements.
9
SOLO PERKS
If you prefer to deliver alone with no Companions (page 35/36), you can earn
perks from the Solo Perk table unlocked at D, B, A, and A+ Courier Ranks found
on the previous page.
10
Why not take a dog companion with you? Don’t forget the dog food and a can opener.
11
TRINKETS
Trinkets are interesting oddities, miscellaneous equipment, special tools, and
other helpful items found in the Wasteland. Each provides extra benefits to
your regular equipment and weapons upgrades and don’t cost any REP.
If a discovery roll for a Trinket results in a Trinket you already have, roll again
(unless you have the Family Heirloom trait). You can have all the Trinkets on
your person, so try and find them all!
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TURN STRUCTURE
Courier follows a 5 phases for each turn in solo and cooperative play:
EXPLORE
The Wasteland is full of locations to explore and inhabitant to meet.
Discovering the world around you is a key component in becoming a better
Courier and provides opportunities to create routes and shortcuts between
locations. Locations are contained in cells making up your map.
Each cell on the map shares it’s border with up to 6 other cells. All cells can be
revealed during game by choosing to explore them over time. New locations
will be added to your map as a drawing, icon, or simple note.
ENCOUNTER
Encounters are things happening in the Wasteland while you are exploring or
passing through a place that you are familiar with. Just because a place was
safe before does not mean someone or something isn’t there now.
Encounters can be: finding cargo and REP, trade opportunities with traveling
merchants, or combat. Each of these is further explained further in their
respective sections.
13
COMBAT
The world is dangerous out there with raiders, unpredictable factions, wildlife,
and anomalies all over. You are eventually going to need to defend yourself, or
take the fight to others if you choose to. Combat is initiated if the Explore
result shows the COMBAT keyword. Combat is however optional for all
factions that are not the Raiders or the Wasteland Creatures table, unless your
Reputation (page 43) is in bad standing with the Faction encountered. Combat
is done individually by each player unless they share a cell.
TRADE
Trading is your primary source of REP by offloading found or bought cargo.
During your travels cargo can be discovered in Encounter events with the
FIND keyword. This can be traded for bonuses at Trade location, with more
cargo becoming available to purchase at a lower price. Buy low, sell high!
WHAT IS CARGO?
Cargo is a slang for anything tradeable at market including: food, materials, tools,
weapons, ammunition, clothing, luxury goods, etc. It is easiest to imagine cargo as
things Wasteland inhabitants need for their everyday.
Names for specific pieces of cargo will be found in quests, a reminder that it is worth
the reward for completion and means something to someone out there.
QUEST
Quests provide goals for you to complete with larger base rewards when
compared to trading alone. These can be picked up from locations with the
QUEST keyword that you have discovered. Quests can be for any faction
unless otherwise stated for the faction or quest itself.
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EXPLORE
Exploring the Wasteland reveals new locations, natural formations, and ruins
with each location offering different Action types.
Move—Choose an adjacent tile to move to. If the tile is empty proceed to the
Reveal phase below. Otherwise proceed to the Act phase.
Reveal—Draw the top card from your deck and roll 1D6 comparing the results
to the Exploration Table on the next page. If Faction Location, roll 2D6 for the
faction (page 24). If Anomaly, proceed to page 39. If a location has multiple
cells (shown in brackets beside its name), continue to place locations in cells
adjacent to each other until you reach the total number required. If no adjacent
cells are available, ignore the remaining cell requirements.
15
D6 Hearts Diamonds Clubs Spades
Trading Post Abandoned Town Raider Camp Cave System
(1 + 1 up to 6
Trading, Quests, Encounter Combat—Raiders
cells away)
1 Companions
All adjacent cell
Can move
Combat Events are
between caves.
Raiders
Trading Post— Ruined Outpost Raider Camp— Hot Spring
Large (2) Large(2)
Encounter Recover all HP
Trading, Quests, Combat—Raiders when in cell.
2
Companions
All adjacent cell
Combat Events are
Raiders
Faction Location Deserted Bunker Anomaly Lakes and River
(1 Lake + 1D6
Trading, Quests, Encounter Anomaly
Rivers)
Companions
3
Recover 1 HP
when in cell.
Encounter
Faction Location— Courier Stash Anomaly—Large Wasteland (6)
Large (2) (2)
Encounter Roll 1D6 when in
4 Trading, Quests, Anomaly cell. Result 1, lose
Companions 1 HP.
Encounter
Farmstead Old Factory Impassible Wasteland (8)
Terrain (1D6)
Trading Encounter Roll 1D6 when in
5 Cannot move cell. Result 1, lose
through 1 HP.
Encounter
Safehouse Crumbling Impassible Wasteland (10)
Warehouse Terrain—Large
Quests, Roll 1D6 when in
(2+1D6)
6 Companions Encounter cell. Result 1, lose
Cannot move 1 HP.
through
Encounter
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RANDOMIZING THE WASTELAND
Want to give your locations a bit more personality or highlight a key location?
Use the charts provided for Habitable Places & Ruins, Natural Formations &
Terrain, or Unique Places of Interest. To generate a name choose the table you
want to use, roll 2D6 for the first result and 2D6 for the second result. Combine
the 2 results for the full name of your new location.
3 Wild Hills
4 Wrecked Place
6 Hollow Station
7 Dunwich Crossing
8 Sunshine Shack
9 Silent Hideout
11 Star-drop Base
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NATURAL FORMATIONS & LOCATIONS
2D6
Result First Second
2 Massive Cliffs
3 Dry Flows
4 Overgrown Drop
5 Floating Glow
6 Rusty Crater
7 Dusty Trails
8 Refreshing Vista
9 Lost Lake
10 Shaded Lookout
11 Dead Man’s Reservoir
12 Sunken Old Pond
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ENCOUNTER
Encounters make up the happenings in the Wasteland. Will you find hidden
away some cargo and REP, or perhaps an angry group of Raiders? Each
Encounter is split into 2 phases:
Reveal—Draw the top card from your deck and roll 1D6, comparing the results
to the Encounters Table on the next page.
5 2 cargo
TRINKETS AND SHINY BAUBLES
6 1 cargo
Trinkets can be found of page 12 if you are
7 1 cargo lucky enough to discover one. Each provides a
passive boost to your character. Track these
8 1 cargo on your character sheet!
9 2 cargo
RUNNING OUT OF CARDS
10 2 cargo, 2D6 REP
If you ever run out of cards in your deck, take
1D6 cargo, 3D6 all discarded cards and reshuffle to form a
11
REP fresh deck. Running out of cards in your deck
is often a good time to take a break, grab
12 Trinket
some water, and stretch!
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ENCOUNTERS TABLE
D6 Hearts Diamonds Clubs Spades
Nothing! Nothing! Nothing! Nothing!
Recover up to Recover up to Recover up to Recover up to
6HP 6HP 6HP 6HP
1
Time to catch your Whatever might Rotten luck or Quiet. An
breath and check have been here is somber reflection. appreciated
your gear. long gone. stillness.
20
COMBAT
Conflict is inevitable in the Wasteland. Combat follows a set of phases to form
a turn with the exception of the Encounter Setup done once at the start of
Combat. Repeat from Player Attack if enemies remain after Enemy Damage.
Encounter Setup—Roll 2D6 to determine who or what you encounter using the
faction chart (page 23). Roll XD6 and add any modifiers for the total
combatants as indicated by the Max Combatants column. Place enough D6 in
your play area with a total faceup value equal to the result.
Player Attack—Roll 2D6 and compare to your current weapons HIT stat plus
any modifiers due to perks, traits, trinkets, and companions. If a successful roll
is done proceed to Player Damage, otherwise skip to Enemy Attack as you
have missed. If a CRITICAL HIT value is rolled for your weapon then combat
ends immediately and proceed to Critical Hits on the next page.
Player Damage—Subtract the enemy DMG RES from your DMG value for your
current weapon, plus any modifiers. Subtract the resulting value from the total
combatants. If the calculated value is 0 or less, no DMG is applied. If 0 or less
enemies remain, proceed to COMBAT WIN on the next page.
Enemy Damage—Subtract your DMG RES from the Enemy Attack total
damage. Reduce your character HP value by the total, with a 0 or less not
being applied. If your character HP is 0 or lower, proceed to COMBAT DEFEAT.
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CRITICAL HITS
Each weapon available to you will have a Crit. On value, meaning that a dice
result of that number is an automatic Combat Win (see below). This will occur
no matter the number of enemies remaining. Critical hits may be modified
through different means to suit your playstyle including perks, traits, trinkets,
and weapon choice. Be sure to record these for easy access. You never want to
miss a critical hit chance!
COMBAT WIN
When you score a Critical Hit or defeat all enemies, you will have successfully
won the combat encounter. Two things now happen:
2. Roll 1D6 and compare to the Combat Win Rewards table below
COMBAT DEFEAT
If the enemies reduce your HP total to 0 or lower or something else in the
world does the same, you have been defeated. Do the following:
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COMBAT CONT.
To determine your encounter roll 2D6 and compare to the table below. You
will then roll XD6 as indicated by the D6 value in the Total Combatants
column for that faction. Display this value using D6 while in Combat.
23
GUNS, GUNS, GUNS
Listed below you will find the name, price (in REP), hit result, damage, and
critical hit result values for all available weapons. Weapons can be purchased
in any trade locations following the same rules as all other equipment
purchases (page 27).
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LEARNING COMBAT
Combat in Courier is designed to be fast, impactful, and encourage risky
choices for the chance of reward. At a certain point in the game, you may feel
overpowered and the combat has been designed for that. With experience
surviving the Wasteland, you will become someone not to be messed with.
Provided below and on the next pages are 3 examples of a combat round with
3 slightly different combat encounters and setups for the player.
COMBAT SETUP—EXAMPLES
1. Player rolls a Combat Encounter. They roll 2D6 with a result of 6, Raiders.
They roll 2D6 for the total combatants (found in the column) for a result of
8. The player displays 1D6 with the 6 face up and 1D6 with a 2 face up to
represent a total of 8 enemy combatants.
2. Player rolls a Combat Encounter. They roll 2D6 with a result of 9, Citizens.
They roll 1D6 for the total combatants (found in the column) for a result of
4 and add the +3 as indicated for this faction. The total is 7. They display
1D6 with a 6 face up and 1D6 with a 1 face up for a total of 7 enemy
combatants.
3. Player chooses to use the Wasteland Creatures table. They roll 2D6 with a
result of 5, Monstrous Mutants. They roll 1D6 for the total combatant for a
result of 3. They display 1D6 with a 3 face up for the total of 3 Mutants.
25
COMBAT ROUNDS—EXAMPLES
Using #1 in the setup example—Player has the starting Big Iron weapon. They
roll 2D6 to determine if they hit with a result of 8, success! They look at the
damage for their weapon, 2, and subtract any DMG RES that the Raiders might
have, which is 0. The damage is applied to the Raiders by removing 2 from the
total number, which is easily done this time by removing the die with a 2
showing. The total enemy combatants is now 6.
The player rolls 6 D6 for the enemy attack, the total number of combatants for
the Raiders. The results show 2 odd and 4 even dice. The 2 odds mean 2
successful attacks, the even are discarded. Raiders do 1 DMG per hit according
to their chart with a total for this attack being calculated as 2 successes x 1
DMG = 2 total damage. The player has 1 DMG resistance which reduces the
total damage taken to 1. The player subtracts 1 from their current HP.
Combat begins back at the Player Attack step for a new round.
Using #2 in the setup example—Player rolls 2D6 for hit, resulting in 4, missing
with their Problem Solver weapon. They roll 7 D6 for the enemies. 6 of the
results are odd, meaning 6 hits at 1 DMG each! The player only has 2 DMG RES,
reducing the total damage to 4. Their HP is currently 3, so they are at –1. The
combat ends in a defeat. Tough luck in the Wasteland.
Using #3 in the setup example—Player is later in the game and has the
Couriers Best Friend weapon. They roll 2D6 to determine a hit, resulting in 5.
They look at the damage, for their weapon, 5 in this case, and subtract the
DMG resistance of the Mutants which is 2. The total damage applied is 3
which is the total combatants in this case. The combat results in a win! The
player can now roll for Combat Rewards.
26
TRADING
Trading cargo is the best way to make REP and a name for yourself in the
Wasteland. Trading can be done at any location with the “Trading” keyword.
Determine Cargo Value—Draw and reveal the top card from your deck.
Compare the result to the table below for the XD6 to be rolled. Add the total
results from the dice rolled. This is the buy value for all cargo this visit.
Sell Cargo & Artefacts—Choose how much cargo on your character you want
to sell. Multiply the total cargo chosen with the buy value calculated above for
your total REP gain, adding it to your total REP count. Remove the cargo sold
from your total cargo count. Sell any number of artefacts you have.
Buy Cargo—Choose any amount of cargo you wish to buy and roll 1D6 for the
price. Multiply your total cargo purchase by the die result. Subtract that
amount from your current REP (cannot go below 0) and add the total cargo
bought to your character. If you don’t have enough REP, spend your max.
Buy Equipment—Purchase any equipment upgrades you want. You must have
enough REP for it. Replace your current equipment item with the new one.
SELLING ARTEFACTS
Artefacts can be sold for a flat rate of 100 REP at all trade locations. Trade values
from your card draw are not added to artefact value but traits and perks directly
mentioning artefacts will increase the value. Get hunting!
27
SELL EXAMPLE
The player decides to visit a Citizen owned location to do some trading. The
player has 6 total cargo in their inventory, which they want to sell all of. They
draw a Jack (J) of Diamonds from the top of their deck. They go down the
Card Value column and find Jack (J) then go across for Diamonds. The
intersection shows 3D6 for the value. They roll the 3D6, ending with a 3, a 5,
and a 4. The total is 12, which will be the REP gain for each traded cargo this
trade. The calculation for REP gained would be 12 (value per) x 6 (total cargo
traded), for a total of 72. The 6 cargo is removed from their inventory and 72
REP is added. They have no artefacts in their inventory to sell at this time.
BUY EXAMPLE
The player wants to fill their inventory near full, with a small amount of room
leftover for any cargo they find in the Wasteland. They have 8 total slots and
decide to purchase 6 cargo. They roll 1D6 and get a result of 3. 6 (cargo to
purchase) x 3 (price per cargo) is 18, for the total REP cost. The 18 is subtracted
from their current REP and 6 cargo is added.
The player also has enough for Road Leathers, at 200 REP cost. They purchase
this by subtracting the 200 from their REP and adding Road Leathers to their
current equipment line under Protection. All stats that come with this change
are recorded on their character sheet as well.
28
QUESTS
Quests are things people want you to do in the Wasteland. They give you an
objective to finish and provide REP rewards and influence with the faction.
When you grow influence with factions, new benefits will open up!
Starting a Quest— If you are in a location with the Quest keyword and do not
currently have one, you may draw a card from your deck, reveal it, and start
the quest that matches using the tables starting on page 31.
Completing a Quest— If you are in a location with the Quest keyword and have
a current quest with requirements that are met, complete it and resolve the
quest rewards listed for that quest.
QUEST KEYWORDS
Objective— What you need to do to complete the quest and any items, cargo, or
other things you take on during the quest duration
Failure— What happens if you fail the quest due to any reason
29
QUEST CONCEPTS
Fame and Infamy — Fame and infamy gains are specific to the factions cell
where you started the quest. If the location did not have a faction owner
choose one when taking the quest on.
Paying REP — Failure may have you needing to pay back REP for damages to
or loss of the thing you were transporting. Subtract from your total REP the
amount given but never go below 0 if you cannot pay in full.
All Factions — Refers to all factions that are currently existing on the map
through revealed faction locations. An example is: Citizens, NRC and Wild
Legion all have 1 revealed location on the map. Each of these would receive
the rewards or consequences when the all factions keyword is used.
Items with HP — Some items you are tasked with in quests will have a HP
value as indicated next to their name in brackets i.e. (5HP). Set aside a D6 to
track this for the duration of the quest.
LOVE/HATE RELATIONSHIPS
If you are currently in the infamy rankings with a faction (page 43), quests may be
unavailable to you. Check the factions fame and infamy rankings to ensure that
they will receive you before visiting their locations.
30
Card Quest
Value
Deliver a special platinum coated chip across the Wasteland.
Objective: Deliver a “Platinum Chip” to a faction location 10+ cells away
Ace Reward: 100 REP, +2 Fame
Failure: +2 Infamy for all factions
Drive a full cargo hauler across the Wasteland. Hope you have a license!
Objective: Deliver the “Cargo Hauler” (10 HP, 3 DMG RES) to a faction
location 15+ cells away
Special: Can move 2 cells per turn, attacks in combat will target the
2 Cargo Hauler before your character
If Cargo Hauler reaches 0HP, Failure
Reward: 20 REP per remaining Cargo Hauler HP, +2 Fame
Failure: -200 REP for vehicle repairs, +3 Infamy for faction of your choice
A recovered black box from long ago needs to be delivered for analysis to
a local science center.
Objective: Deliver the “Black Box” to the Science Center
Special: Place a “Science Center” location 10+ cells away (treat as a
4 Safehouse)
Reward: 100 REP, 4 cargo, +1 Fame for all factions
Failure: +2 Infamy for all factions, cross off the Science Center from your
map as it cannot be interacted with anymore
31
Card Quest
Value
Constructions has begun in a faction location close by and they are
requesting all the cargo they can get.
Objective: Deliver any number of cargo to the furthest faction location
5 from you current location
Reward: Roll 5D6 for trade value upon delivery, +1 Fame for all factions
Failure: Nothing, just a failed opportunity.
Seeds and growing equipment for local farmers to start the season.
Objective: Deliver “Seeds and Equipment” (HP 5) to nearest Farmstead.
Special: If no Farmstead available, place one 5+ cells away
6 Roll 1D6 when moving. Result = 1, -1HP for Seeds and Equipment
If Seeds and Equipment reaches 0HP, Failure
Reward: 25 REP for each remaining Seeds and Equipment HP
Failure: +2 Infamy for faction of your choice
Measure local weather patterns for researchers.
Objective: Travel 10+ cells before returning to this location
7
Reward: 50 REP, +5 REP for each cell past 10 up to 20 max
Failure: -50 REP for damages, +1 Infamy for faction of your choice
8 Special: Roll 1D6 per move, on ODD result –1HP for pizza (it’s cold!)
Reward: 20 REP for each remaining HP on the Pizza
Failure: -50 REP to pay for the cold pizza
Starter equipment for new Couriers. It’s always nice to have friends.
Objective: Deliver “Courier Equipment” to the Courier Safehouse
9
Reward: 50 REP for all factions, +1 Fame for all factions
Failure: +1 Infamy for all factions
32
Card Quest
Value
Infinite Colours Artefact to be transported.
Objective: Deliver “Infinite Colours” to the nearest Deserted Bunker
10 Special: If no Deserted Bunker available, place one 10+ cells away
Reward: 100 REP, 1 Artefact
Failure: +2 Infamy for nearest faction owned location (if tied, choose 1)
Raiders are harassing a local trade hub that are in dire need of
ammunition and weapons.
Objective: Deliver “Weapons and Ammo” to location that has “Trade”
possible 10+ cells away
King
Reward: +100 REP, +20 REP for each successful combat encounter with
Raiders on your way
Failure: Mark the target location cell with a large “X”. It cannot be
interacted with. +3 Infamy for this locations faction.
33
Ghouls are one of the lesser dangerous inhabitants of the Wasteland.
34
HEALING & COMPANIONS
All locations offering trading or quests provide full healing to your max HP
when visiting, no matter any other actions you may take. Some world
locations, such as the Hot Spring, also provide small healing bonuses for you if
you decide to enter that cell on your map.
RECRUITING COMPANIONS
Some locations will use the Companion keyword which indicates that you can
recruit a new companion or release your current one. To do so:
2. Find the result in the companion table (page 37) or follow the Creating A
Companion rules on the next page if there is no entry
3. Add the companion to your tracking sheet, adjusting your stats for any
bonuses to HP, DMG, DMG RES, etc.
35
LOSING A COMPANION
If relationships with a faction deteriorate into the higher infamy rankings then your
companion will leave and you will not be able to recruit them.
The ranks for this to happen are Hated and Reviled.
After creating a name, roll 1D6 to set their faction using the table below.
The Mercenary/Unaligned faction means no Fame/Infamy tracking needed!
36
COMPANION TRACKING & PERKS
Provided below are sample companion trackers. Perks are located on the next
page and do not have any pre-requisites outside of the level requirement.
Experiment with different combinations to fit your companions name and
faction to create a full team to handle different situations.
② ¤¤¤¤¤
¤¤¤¤¤
¤¤¤¤¤
¤¤¤¤¤
③ ¤¤¤¤¤
¤¤¤¤¤
¤¤¤¤¤
¤¤¤¤¤
④ ¤¤¤¤¤
¤¤¤¤¤
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37
Perk Name Effect
Level
5 Wasteland Medicine Heal +2 HP after each Combat Event
20 Dedication to the Cause Can only gain FAME for companion Faction,
2x trade bonuses for their faction, 2x
rewards from their faction quests
20 Mad Doctor If the player reaches 0 or less HP, end
combat (no failure) and recover to 1 HP
20 Survival Expert No HP loss in Wasteland cells. Recover 1HP
whenever a Move action is taken.
38
ANOMALIES
Strange, beautiful, and dangerous. Anomalies can appear in all corners of the
Wasteland as energy phenomena at Anomaly cell locations. Those who are
brave enough to enter them can find the power source known as Artefacts.
Each artefact an be traded for large REP rewards but grabbing on is not
without risk. Anomalies are risky to even the most experienced and often
cause strange effects to those who get too close.
39
6 Micro-Storm Similar to a flash downpour of rain moving overhead.
The Micro-Storm anomaly is not a simple storm as
rain, lighting, and thunder will batter down on a single
area before disappearing in an instance. High
electrical shock chance!
40
A good protective suit can go a long way.
41
ANOMALY EFFECTS
Anomalies are almost always dangerous to interact with. When you are in a
cell with an Anomaly, roll 1D6 and compare to the results below to determine
any affects that occur.
4 After a struggle you are able to reach the center of the anomaly
and grab the Artefact as your reward.
Take 3 DMG, +1 Artefact
5 A rush of energy flows over your skin, ice cold to the touch. You
appear in a new location, artefact in hand.
+1 Artefact, move 8 cells in any direction
42
WORLD REPUTATION
FAME is earned by doing helpful deeds, and INFAMY is gained for doing
harmful deeds in the Wasteland. All factions in the world will provide
bonuses, opportunities, or special events depending on your fame and infamy
standing with them. Consequences happen once and immediately after
reaching the Fame or Infamy rank for that faction.
Fame is gained by: Infamy is gained by:
43
Tracking of fame and infamy is done for each faction independently on their
faction tracker below or on your character sheet. Fill the markers when a
fame or infamy level is gained. Fame and infamy cannot be reduced.
• Neutral is the middle section where both fame and infamy are in an even
range of each other
• Reputation Level+ refers to the current reputation level and up for fame,
infamy, or neutral level, i.e. Respected+ would include Trouble, Loved, and
Scoundrel
44
OBEY - SERVE - CONQUER
WILD LEGION
Ruled by the one they call Emperor, the Wild Legion is an ever expanding
collection of those who have turned to raiding, brutality, and scavenging. The
Legion is nomadic in movement with patrols found all across the Wasteland.
They are quick to hold disdain towards outsiders.
Reputation Consequence
Respected+ All companions that are not Wild Legion will no longer
travel with you
45
SURVIVE - BUILD - FLOURISH
CITIZENS OF THE WASTELAND
The remnants of civil society found all across the Wasteland. Citizens hold old
world values including democracy, fair trade, and basic rules of law as the
pillars to rebuilding and eventually maintaining order, or at least some
decency for those who participate in the meantime.
Reputation Consequence
46
DEMOCRACY - LAW - RULE
NEW REPUBLIC COALITION
The largest free military organization comprising of all remaining states and
provinces in North America. NRC provides protection and law for all who
accept their leadership and rules in the Wasteland.
Reputation Consequence
Fame Zone NRC Ranger (3 DMG) follows you in the Wasteland in
addition to any companions
Gain +1 value per cargo delivered to both Citizens and
NRC
47
DUTY - POWER - CONTROL
FOUNDATION
A collective of rich survivors of their own private interests. Foundation deems
a ‘real NNA’ can only be achieved through the ways of old. Propaganda, deceit,
backroom deals, and enforcement are the foundations to rule the Wasteland.
Reputation Consequence
Respected+ Foundation Bodyguard (3 DMG) follows you in the
Wasteland in addition to any companions
All companions that are not Foundation will no long-
er travel with you.
SHADOW GOVERNANCE
Foundation is waiting to make their move when they deem the Wasteland to be ripe
for the taking. When that time comes, there will be shortages of trade for many.
48
A Raider wearing Steel Warden scrap equipment, ready to chase you down.
49
SEARCH - PRESERVE - DEFEND
STEEL WARDENS
A secretive group of steel clad survivors who demand loyalty when working with
them. The organization focuses their efforts on finding, recovering and preserving
technological knowledge.
Reputation Consequence
Accepted+ +4 REP for all cargo trades and +50 REP for all
artefact trades with Steel Wardens
Neutral, Motley, Agitator, or Roll 1D6 on trades with Steel Wardens. On odd, +2
Wild Card value per cargo. On even, -2 value per cargo.
Infamy Zone Can no longer trade with Steel Wardens or take with
you companions that are Steel Warden
50
CONNECT - NETWORK - MONITOR
STRAND SOCIETY
The Strand Society aims to reconnect all factions through a Wasteland wide
network for their own goals. Their operations and goals are secretive to
everyone outside of their organization with many believing they don’t exist.
Reputation Consequence
Fame Zone All REP trackers have been upgraded on Couriers to
passively earn more REP just by having it on.
(6-10 connected)
Gain +2 REP for each cell you move across.
Gain +20 bonus REP for all Trades you complete
Gain +50 bonus REP for all Quests you complete
Fame Zone The teleporter has been unlocked thanks to the data
you’ve collected by connecting locations.
(1-5 disconnected)
Can move between one connected location to another
once per turn. Trading cannot be done after teleporting
to a location and must be enabled by moving normally
to the same trade location or another.
Grey Zone
Strand Society is watching your progress...
(0 connected)
Infamy Zone Synthetic humanoids roam the Wasteland removing
anything they see as a threat.
(1-5 disconnected)
Use the “Synthetics” Combat Encounter for results of 9
and 10 as seen on the next page.
• Change all Stand Society locations to Citizen locations and all future
Strand Society locations are now Citizen locations
• Ignore all combat events that result in Strand Society as the combatant
52
HACKING THIS GAME
Templates for all existing tables can be downloaded from the itch.io project
page, sleepysasquatch.itch.io/courier. These are free to download for all
owners of the game. Using your own table creations is as easy as printing,
filling it out, and starting to play!
• Big, green, and sentient mutant creatures faction who could be allied with
and could take over other faction locations if you chose to help
• A group of robots emerge from one of the underground bunkers and are
now hostile towards all Wasteland inhabitants
• Weather effects for different cells on the map that would make it
impassible or change the cell type
• The ability to build your own Courier Camp on the map which had
upgrades for you and your companions, and base building
• Raiders would expand outwards from their revealed location unless the
player defeated them in “boss style” battles with many combatants
53
Concept art of life in the Wasteland.
54
ACHIEVEMENTS
Reaching the rank of “Legend” is the end goal for any Courier before they retire
but there are more optional achievements to complete along the way. Check
off each achievement as you complete them from the lists provided.
PLATINUM
BIG BOSS
WASTELAND SIGHTSEER
PIZZA TIME
ANOMALOUS ACTIVITY
A MEGATON BLAST
RELAXING DIP
55
FRIENDS IN THE WASTELAND
ALIEN TECHNOLOGIES
POWER OVERWHELMING
EXPERIENCED COURIER
THE END?
56
EXPLORE - DISCOVER - DELIVER
Courier takes the question of “how do people get things
in a post-apocalyptic wasteland” and gives you an
answer.