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Courier v1-4 (Bookmarked)

This document provides rules and lore for a solo adventure roleplaying game called Courier set in a post-apocalyptic wasteland. Players take on the role of a courier delivering goods and gaining reputation with factions. The game involves character creation, exploring the wasteland, encounters, combat, trading, quests, and interacting with anomalies.

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100% found this document useful (5 votes)
2K views58 pages

Courier v1-4 (Bookmarked)

This document provides rules and lore for a solo adventure roleplaying game called Courier set in a post-apocalyptic wasteland. Players take on the role of a courier delivering goods and gaining reputation with factions. The game involves character creation, exploring the wasteland, encounters, combat, trading, quests, and interacting with anomalies.

Uploaded by

JUDGE
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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COURIER

A SOLO ADVENTURE RPG IN THE WASTELAND


1
COURIER A SOLO ADVENTURE RPG

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?

Version 1.4 - August 2021


Digital, limited print, extra content, and all updates can be found at:
sleepysasquatch.itch.io/courier
Cover and interior art by Sammy Winona — Twitter @wallnoises
Game designed and written by Cody Barr
This game is inspired by Death Stranding, the Fallout series, and Mad Max
CONTENTS
Getting Started ························································································ 3

Character Creation ············································································ 5—8

Ranks & Solo Perks ················································································ 9

Trinkets ··································································································· 11

Turn Structure························································································13

Exploring ··························································································15—18

Encounter ······························································································· 19

Combat ····························································································· 21—26

Trading ··································································································· 27

Quests ······························································································ 29—34

Healing ···································································································· 35

Companions ··················································································· 36—38

Anomalies ······················································································ 39—42

World Reputation & Factions····················································· 43—52

Hacking This Game ············································································· 53

Achievements ······················································································· 55
GETTING STARTED
WHAT YOU NEED
• A standard deck of playing cards, shuffled (remove Jokers and/or wild)

• A token to represent your character on the map

• An assortment of 6 sided dice (D6) - 12 is a good number

• Writing and art tools of your choice

• A printed copy of the character sheet and map grid

COMFORT AND SAFETY WHILE PLAYING


Courier is a game designed to be played alone, removing many of the potential
pitfalls with groups. There are rules provided throughout for multiple players
(up to 4) exploring, trading, completing quests, and sharing the same game
map. These are all optional for those who want to stick with the solo rules.

If you decide that playing in a group is your thing, it is highly encouraged to


always have a system in place to ensure that everyone is comfortable with the
group and has a way to opt-out of situations. One option is the “X” card system.
A large “X” is placed in an accessible spot for all players that can be touched at
any time by any player, indicating they are not comfortable with the current
situation at the table. Play should move away from that situation in game to
continue the comfort, and enjoyment, of all players.

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:

Name: “Sam - The Reconnector”

STARTING STATS AND EQUIPMENT


Record the following starting stat on your character sheet:
• HP: 6
Couriers rely on scrapped together protection, transportation rigs, and tools to
get the job done, at first. You always start with the most basic equipment.
Record the following equipment on the character sheet:
• Protection: Sunrise Suit (+1 DMG RES)

• Rig: Rusted (6 Cargo Slots, 1 Artefact slot)

• Tools: Worn (1 re-roll)

• Weapon: Big Iron (1 DMG)

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!

Protection Name Cost HP DMG RES


Sunrise Suit FREE 0 1

Road Leathers 200 1 1

Wasteland Courier 1500 2 1

Universal Protection 4100 2 2

Powered Armour 9000 4 3

DAMAGE AND RESISTANCE ?


DMG is short for damage. DMG RES is short for damage resistance, which reduces
any source of damage by the given value before being subtracted from HP.

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.

Rig Name Cost Cargo Slots Artefact Slots


Rusted FREE 6 1
Retrofitted 600 8 1
Restored 2000 10 2
Reinforced 3400 12 2
Robotic 7400 16 3

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.

Tools Name Cost Re-rolls


Worn FREE 1

Stainless 400 2

Well Maintained 1300 3

Lightweight 2800 4

Mechanical 5600 5

WHERE ARE MY GUNS ?


All weapons are listed in the Combat section of this book next to the combatants you
will encounter. Follow the same upgrade purchasing rules for them like you would all
other equipment, buying them at Trade locations.

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.

WHAT DOES THIS MEAN ?


Unclear about your trait or any rule? Go with your gut feeling and have fun! House
rules are always acceptable and encourage. See more info on page 53 for “Hacking
this Game” for ideas and how to start with your own house rulings!

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

Practiced Shooter Roll to hit requirement is 1 You cannot critical hit on


less for all weapons results of 8 or above

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

Wasteland Introvert Place 2 additional “Couriers Trading can only be done at


Safehouse” anywhere on the “Couriers Safehouse”
map. Allows direct locations. Choose any Faction
movement between Couriers when initiating a trade at these
Safehouse’s locations
Cargo Hoarder +3 cargo slots, +1 DMG RES When carrying below 6 cargo
when 6 or more cargo is DMG RES is reduced by 1
held
Rubble Wrestler +1 cargo and +6 REP found Half cargo and REP found
in old buildings or ruins anywhere else

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

Been There, Seen Reveal up to 30 cells at the All “Wasteland” location


That start of the game reveals double in size

Et TU, COURIER ?
Remember to select your Traits if you are playing cooperative!

A strange and fun combination is 2 players with “Wasteland Introvert” and


“Repatriated”. I’ll let you figure out why!

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.

WASTELAND COURIER RANKS


XP Required Rank Title Rewards
10 E Day Deliverer +1 HP

50 D Freelancer for Hire Perk 1

100 C Cargo Handler +2 HP

250 B Porter for Profit +1 DMG RES, Perk 2

500 A Accomplished Mover +1 HP, Perk 3

750 A+ The One Who Delivers Perk 4

1000 S Legendary Wasteland Courier +1 DMG, +1 HP

WHEN DOES THE GAME END ?


The end goal is reaching the title of Legendary Wasteland Courier at 1000 XP. If you
don’t get that far, just end it where you feel is natural to do so.

PASSIVE BONUSES ARE HERE TO STAY


Even if you are not going at it solo, any HP, DMG RES, and DMG rewards will be
applied to your character once that rank is achieved. You naturally get better at
surviving the Wasteland over time!

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.

Solo Perks can be used by all players in cooperative games.

Solo Perks Effect


Mysterious Drifter On a minimum roll result for your weapon to hit, the
Mysterious Drifter aids you for +4 DMG

Lone Courier +3 CARGO slots, +1 DMG RES, +1 HP

Whisperer of the Wasteland Choose to roll 1D6 upon encountering any


WASTELAND CREATURES
Result 5+ you ignore the encounter and gain +5 REP

Master of Barter Gain +1D6 REP multiplied by total number of CARGO


traded once per Trade

Fortune Finder Roll 1D6 on EVENTS where you discover CARGO


On a 6, double your rewards

A Dog With No Name A trusty animal companion follows you. +2 DMG, +1


DMG RES, +3 CARGO slot

Wasteland Hardened +1 DMG RES, +3 HP

Cargo Shield When holding 6 or more cargo, gain +2 DMG RES

Terrifying Presence Roll 1D6 on EVENTS with Raiders. Result 5+ the


Raiders flee in terror and gain +5 REP

First Aid Certified Recover +2 additional HP outside of trading locations


whenever healing is done, +1 DMG RES

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!

2D6 Trinket Name Effect


2 Anomaly Tracker Once per Quest, you may gain the rewards
from an anomaly without rolling for effects
3 Bobblehead Add +1 to any die roll once per turn

4 Rig Cover Adds +2 HP to all CARGO with HP values

5 Binoculars Can reveal 1 cell anywhere on the map once


per Quest without revealing an Event
6 Friendship Band +1 Influence when Influence is gained with a
companion
7 Rangers Helmet +2 DMG RES in combat

8 Courier Patch +20 REP as bonus for completed Quests

9 Silver Lucky Dollar Re-roll up to 1 dice result once per Combat,


Explore, or Encounter (choose 1 per turn)
10 Reinforced Cargo Straps +6 cargo capacity

11 Artefact Containment Box +2 artefact capacity, gain +1 artefact from


Anomalies
12 Wasteland Style Can move through all Wasteland cells without
needing to roll for HP DMG

12
TURN STRUCTURE
Courier follows a 5 phases for each turn in solo and cooperative play:

Explore—Choose a cell to move to and explore the location

Encounter—Draw and reveal a new Encounter for your location

Combat—Fight or flee any revealed Combat Encounter

Trade—Deliver and trade cargo at your location or revealed Trade Encounter

Quest—Complete your current quest if possible and take a new one

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.

REP ? YOU MEAN REPUTATION ?


REP, Reputation as its longform, is the currency used by the Wasteland inhabitants. It
is loosely based on crypto currencies and functions through wearable REP trackers.

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.

HEALING & CLEANUP


Recovery is always welcome. Special locations will provide healing bonuses
for players hit-points (HP) with a full recovery available at the end of a turn
when in a faction location or any location offering Trade. This should always
be done last in the turn before returning to the Wasteland.

14
EXPLORE
Exploring the Wasteland reveals new locations, natural formations, and ruins
with each location offering different Action types.

Encounters are random happenings or finds in the Wasteland (page 19).


Trading allows for cargo to be sold and bought with REP (page 27). Quests
allow you to take or complete a quest for factions (page 29). Combat provides
opposition in the Wasteland (page 21). Companions are unique allies who will
aid you in your travels (page 35). Anomalies are strange supernatural
phenomenon with rewards (page 39).

EXPLORING THE WASTELAND


Exploration follows these phases each turn:

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.

Record—Record any new locations revealed in the cells on your map.

Act—If location has an Encounter or Combat keyword, proceed to those rules.


Otherwise do any actions that are available at the location, always following
the sequence of Quests first, Trading second, Companions third.

A PLACE TO CALL HOME


When starting the game, each player chooses any 1 cell as their initial
location. Record a Courier Safehouse for that cell. This location has the same
rules as a Safehouse and cannot be removed in any way from the game map.

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

16
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.

HABITABLE PLACES & RUINS


2D6
Result First Second
2 Forgotten Bunker

3 Wild Hills

4 Wrecked Place

5 Stranded Trading Post

6 Hollow Station

7 Dunwich Crossing

8 Sunshine Shack

9 Silent Hideout

10 Four Leaf Camp

11 Star-drop Base

12 Wild Wasteland Post

17
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

UNIQUE PLACES OF INTEREST


2D6
Result First Second
2 Goodnight Peak
3 Bright Skies Hidden Cove
4 Sanctuary Fort
5 Freedom Mines
6 Hidden Path Motel
7 Dino Old Rocket
8 Out-Of-Time Gas Station
9 Sam’s Science Lab
10 Floating Haunted House
11 Illuminated Vault Door
12 Courier’s Museum

18
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.

Resolve—A result of Combat proceeds to page 22 and Trade proceeds to page


28. If Find, roll 2D6 and compare the total to the table below for your reward.

2D6 Result Find


NOTHING ? WHAT A RIP OFF!
A D6 result of 1 for the Encounter type will
2 2D6 cargo always result in finding nothing. However; you
will be able to recover some HP while taking a
3 2 cargo, 2D6 REP rest. Sometimes a quiet moment is what is
most needed in the Wasteland.
4 2 cargo, 1D6 REP

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!

19
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.

Combat Trade Combat Find


Challenges of the Friendly faces in a If you can see Wasteland
2 Wasteland. hostile world. them, they can see forecast; treasure.
you.

Find Find Find Combat


Keen senses Found with their A Courier must They messed with
3 reveal something. previous owner. deliver, always. the wrong Courier.

Find Find Find Combat


Stashed away and Abandoned, Nothing can hide Wild, wild,
4 long forgotten. hidden, or maybe from your treasure Wasteland
just forgotten. senses. encounters.

Trade Find Combat Find


Trading Markings lead to a The other side of a Someone wanted
5 opportunities to stash. friendly face. this to stay
take the load off. hidden.

Find Find Combat Trade


Rewards that hold Better something Dangerous Fill your trusty
6
loose ends. than nothing. inhabitants. canteen and
exchange goods.

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 Attack—Roll XD6 where X is the total number of enemies remaining.


Odd results are a hit and even results are a miss. Multiply the total hit results
by the DMG / HIT value for the enemy to get the total damage.

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.

WAR ? WAR NEVER CHANGES


Conflict is unavoidable in the Wasteland. Someone is always looking for an easy prey,
usually Raiders. Be sure to stay ahead of them with proper equipment and weapons.
Remember to check for perks, traits, or trinkets that remove HIT results from
enemies when you are attacked. It could save your life!

21
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:

1. Gain 1 XP per defeated enemy

2. Roll 1D6 and compare to the Combat Win Rewards table below

D6 Combat Win Rewards HELP, I KEEP LOSING !


1 1D6 REP, 1 cargo On combat encounters with factions
other than Raiders or Wasteland Crea-
2 2D6 REP, 1 cargo tures, you can choose to escape. The
exception to this is if you are in an
3 1D6 cargo
Infamy rank (page 44) with the faction,
4 3D6 REP meaning they don’t like you very much
and will attack on sight.
5 1D6 REP, 1D6 cargo Picking your battles is important while
you work towards earning enough REP
6 3D6 REP, 1D6 cargo
to buy a bigger weapon.

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:

1. Remove all cargo from your character

2. Move your character to the nearest Courier Safehouse location, restore


your HP to full

3. Your current quest results in a Failed Quest state (page 29)

22
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.

2D6 Faction Total Combatants DMG DMG


Res. /HIT
2 Foundation 1D6 2 3
3-4 Wild Legion 2 + 1D6 0 1
5 New Republic Coalition 1 + 1D6 1 1
6-8 Raiders 2D6 0 1
9-10 Citizens of the Wasteland 3 + 1D6 0 1
11 Steel Wardens 1D6 3 2
12 Strand Society 2 1 1

I’M LOOKING FOR A STRANGE ENCOUNTER...


Use the “Wasteland Creatures” table below for a change of pace. All rewards and
experience are the same for creatures, just don’t ask how they hold cargo or REP.

2D6 Wasteland Creatures Total Combatants DMG DMG


Res. /HIT
2-3 Angry Arachnids 1D6 1 1
4 Radiated Rats 2 + 1D6 0 1
5 Monstrous Mutants 1D6 2 2
6-7 Glowing Ghouls 4 + 1D6 0 1
8-9 Giant Insects 2 + 1D6 0 1
10 Wild Canine 1 + 1D6 0 1
11 Reptilian Hunters 1D6 3 4
12 Extraterrestrials 3 7 6

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).

Weapon Name Cost Hit On (2D6) DMG Crit. On

Big Iron FREE 7+ 2 12

Ranger Rifle 300 6+ 4 11+

Mysterious Big Iron 1,000 4+ 3 10+

Couriers Best Friend 2,500 5+ 5 6

Double-barrel Boomstick 4,400 6+ 4 4, 8

Bad Luck Bringer 7,300 7+ 4 2, 3, 4

Couriers Guardian 9,800 8+ 6 12

The Problem Solver 12,500 6+ 6 9+

X-77 Laser Rifle 17,700 7+ 7 7

Extraterrestrial Blaster N/A 2+ 99 All

EXPENSIVE BUT WORTH IT


Balancing your finances is an important aspect to Courier and will require careful
planning for moving up the ranks towards better overall equipment. Weapons of
good quality are especially hard to come by in the Wasteland with their cost
reflecting this.
Switching over to Wasteland Creatures in the early game is often a good choice as
they are easier to defeat and provide the same combat win rewards without faction
infamy or fame gains.

24
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.

TRAITS, PERKS, AND COMPANIONS


These examples do not include any perks, traits, or companions to keep things
simpler during the learning process. Using your character sheet to track
modifications and variant rolls for things like critical hits is important. Winning a
tough combat encounter in a single round is something worth celebrating!

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.

HOW MANY ROUNDS DO I NEED TO LAST ?


Combat lasts until either the faction combatants are defeated or you are. Over time it
will take less rounds to finish combat with better weapons, companions, perks, and
more to help you combat everything the Wasteland has to throw your way.

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.

The phases for trading are:

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.

Card Value Hearts Diamonds Clubs Spades


A—5 1D6 1D6 1D6 1D6
6—10 1D6 2D6 1D6 1D6
J 2D6 3D6 1D6 1D6
Q 2D6 3D6 2D6 1D6
K 3D6 4D6 3D6 3D6

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.

CAN I BUY AND SELL MULTIPLE TIMES ?


Not in this town! To initiate a trade you must visit another location with the Trade
keyword before you can do so at the location you are currently in. Traders do not
want back the cargo they just sold you! Get out of here, Courier!

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.

RUNNING OUT OF CARGO SPACE


You never know when a large collection of cargo might be found out in the
Wasteland. Keeping a few free spaces for carrying more is always a good choice!
Don’t forget that cargo can be found after successful combat in addition to stashes
from Encounters.

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.

CAN I TAKE MULTIPLE QUESTS ?


No. Quests can only be taken one at a time. Often you will be transporting
important cargo for the faction you took the quest from which will demand all of
your attention to keep safe.

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

Special— Anything specific to this quest that needs to be recorded,


remembered, or tracked for completion

Reward— What you get for completing the quest

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.

DO QUEST ITEMS TAKE CARGO SPACE ?


Nope! Quest items exist outside the cargo space tracking. The Courier always has
space leftover to carry important items for clients.

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

Medical supplies have been requested from a local trader.


Objective: Deliver a “Medical Supply Shipment” to a Trading Post 5+ cells
away
3 Special: If no Trading Post available, place one 10+ cells away
Reward: 50 REP, +1 Fame for all factions
Failure: +2 Infamy for all factions

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

Someone order a pizza?


Objective: Deliver “Pizza” (5 HP) to nearest faction location

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)

A “Handle with care” on the side. Wonder what is inside?


Objective: Deliver the “Handle with Care” (5HP) to any faction location of
your choice
Special: Roll 1D6 per move. Result = 1, -1 HP to the package.
Jack Reward: 200 REP. +10 Infamy for delivered faction location. Mark that
cell with a large “X”. It cannot be interacted with or moved through. This
quest cannot be taken again.
Failure: Mark your current cell and all adjacent cells with large “X”s.
These cells cannot be travelled through. This quest is no unavailable.

Luxury goods that will fetch a high price upon delivery.


Objective: Deliver “Luxury Items” to the nearest faction location
Special: All combat encounters are Raiders
Queen
Reward: +200 REP, +5 REP for each trade at the delivered location for
one trade round
Failure: +2 Infamy for nearest faction 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.

HEALING IN AN UNFRIENDLY LOCATION


When relationships are bad with a faction and you are prevented from trading with
them, healing will still be available. There is always a place to rest your head even if
the inhabitants would prefer you gone.

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:

1. If no companion currently with you, roll 1D6

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.

WHAT ARE MY COMPANIONS STATS ?


All companions start with the base stats of:
+3 HP for the player and +1 DMG for the player

LEVELING AND PERKS


Companions gain 1 level for every 20 XP gained by the player. Perks for the
companion are earned at levels 5, 10, and 20. You may choose 1 perk at each of
those level for the current level or lower i.e. you can only get level 10 perks at
level 10 or above and level 20 perks at level 20 or above.

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.

MULTIPLE COMPANIONS, PLAYER PERKS, AND COOPERATIVE


You may only recruit 1 companion at a time to travel with you. Solo perks collected
will not be usable as long as you have a companion with you. If you choose to play
cooperative then you will not be able to recruit a companion.

CREATING A COMPANION - NAME & FACTION


Roll 3D6, taking the results of each die to create a name for your companion. If
you have a name already in mind use that instead.

After creating a name, roll 1D6 to set their faction using the table below.
The Mercenary/Unaligned faction means no Fame/Infamy tracking needed!

D6 Result First Name Second Name Third Name


1 The Friendly Courier
2 Retired Professional Explorer
3 Gifted Masked Gunslinger
4 Cautious Fragile Scientist
5 Quiet Veteran Legend
6 Mysterious Lone Pathfinder

D6 Result Companion Faction


1 Wild Legion
2 Citizens
3 New Republic Coalition
4 Foundation
5 Steel Wardens
6 Mercenary/Unaligned

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.

Companion Faction Level HP DMG Perks


Name
① ¤¤¤¤¤
¤¤¤¤¤
¤¤¤¤¤
¤¤¤¤¤

② ¤¤¤¤¤
¤¤¤¤¤
¤¤¤¤¤
¤¤¤¤¤

③ ¤¤¤¤¤
¤¤¤¤¤
¤¤¤¤¤
¤¤¤¤¤

④ ¤¤¤¤¤
¤¤¤¤¤
¤¤¤¤¤
¤¤¤¤¤

⑤ ¤¤¤¤¤
¤¤¤¤¤
¤¤¤¤¤
¤¤¤¤¤

⑥ ¤¤¤¤¤
¤¤¤¤¤
¤¤¤¤¤
¤¤¤¤¤

37
Perk Name Effect
Level
5 Wasteland Medicine Heal +2 HP after each Combat Event

5 Makeshift Armorer +1 DMG RES

5 Reputable Trader +1 REP for all cargo traded

5 Explorer of the Wastes +2 REP for each new cell revealed

5 Professional Gunslinger +1 DMG


5 Rodent Hunter +1 REP for each defeated enemy using the
“Wasteland Creatures” table
10 Critical Hitter Critical hit on 7 for all weapons

10 Ex-Ranger Gain 1 additional Player Attack phase on the

10 Moving Target Results of “1” on hit rolls for enemies count


as a miss
10 Strong Arms +6 cargo slots

10 Anomaly Researcher Gain 1 Artefact when entering or revealing


an Anomaly cell, +2 Artefact slots
10 Keen Eyes Add +1 cargo for all cargo Find events

20 Mysterious Drifter On a minimum hit roll for your weapon, gain


2 DMG thanks to the Drifter
20 Secret Trails Can move 2 cells per turn and through
impassible terrain once per turn
20 More Firepower +2 DMG

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.

2D6 Anomaly Description


Result Name
2 Gravity Well Documented to change location instantaneously
at random intervals. Gravity increases
exponentially in the direct center point pulling
everything in the vicinity, including those foolish or
unlucky enough to be near it. None have been
documented to return.

3 Infinite Colours A kaleidoscope of every colour and some that


may not exist outside of this anomaly. Those who
experience this event are left blinded for an
extended period of time with chromatic shift in
colour identification being a long term side-effect.

4 Floating Petals Resembling flower petals moving in the breeze


during summers past, this anomaly is as
dangerous as it is beautiful. Each petal is formed
by a collection of large metal pieces taking the
shape of a razor. Maiming is a high concern when
dealing with this anomaly.

5 Metal Blizzard Shimmering light moving on the horizon. Light


refracts from this highly compacted “blizzard” of
metal particles. All that is touched by the blizzard
is left torn to shreds.

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!

7 Courier’s Comet Resembling dozens of small comets rotating around


a blazing well of fire. This anomaly destroys all that
stands in it’s way and immolates the remains.

8 Chiral-symbiosis Massive organic claws emerge from the ground,


shimmering with golden hues. Heightened emotional
senses and increased sympathetic responses in the
form of crying are well documented. Hallucinations
are very common including visions of the deceased
and self reflections of those who stare too long.

9 Space/Time Altering the fabric of space and time, a time-loop


effect occurs for everything inside the Space/Time
anomalies influence. Escape is currently an unknown
possibility.

10 Burnt Toast Easily identified by the unique smell of burnt toast,


this anomaly radiates varying amounts of radiation in
it’s region. The burning smell soon moves many to
severe sickness and incapacitation.

11 Spin Best described as a galaxy in a jar observed from


millions of lightyears away. All organic material that
touches Spin will be hurled at deadly speeds from it’s
center of mass. You can however temporarily
‘detonate’ these anomalies with a small object such
as a bolt or screw.

12 Inversion Recently discovered, the Inversion anomaly inverts


the gravity of all it touches. The ground underneath is
not effected by the anomaly making it near
impossible to spot.

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.

1D6 Result Description and Effects


1 The anomaly prevents your approach and injures you, forcing
retreat.
Take 4 DMG, move back 1 cell.

2 You throw a small metal bolt in the general direction of the


Anomaly, searching for a way through. You find one and slip
quickly in to grab the Artefact at the center.
+1 Artefact

3 There is no way around, no way through. You are trapped.


Take 2 DMG, roll again

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

6 After fighting with the strange energy surrounding the Anomaly,


you are able to grab the Artefact but are transported away.
+1 Artefact, move to the closest Courier Safehouse

I’VE GOT SOMETHING STRANGE TO SHOW YOU


Artefacts have a base value of 100 REP at all possible trade locations. This can be
boosted further through fame gains with factions and perks. It’s all up to you if you
want to pursue the life of an artefact hunting Courier!

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:

• Completing quests (varies) • Failing quests (varies)

• Trading with a settlement (1) • Quest specific changes (varies)

• Defeating enemy factions of other • Defeating the faction in combat (1)


factions (1)

BENEFITS AND CONSEQUENCES


Fame
0—5 6—15 16—29 30+

0—5 Neutral Accepted Respected Loved

Infamy 6—15 Despised Motley Trouble Scoundrel

16—29 Hated Bully Agitator Drifter

30+ Reviled Thug Villainous Wild Card

READING THE LEVELS


Equal value ranges for fame and infamy put you in a neutral reputation range for the
faction i.e. 6-15 fame and 6-15 infamy is “Motley”.
A higher fame or infamy level results in the higher side being the dominant, i.e. 16-
29 fame and 6-15 infamy is “Trouble”, a Fame reputation level.

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.

Key terms to remember:

• 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

WHAT FACTION ACTIONS DO I NEED TO DO ?


All actions listed for each faction must be done, if you are eligible, due to your
reputation level with that faction. Some may stack with others!

Faction Fame Level Infamy Level


Wild Legion ¤¤¤¤¤ ¤¤¤¤¤ ¤¤¤¤¤ ¤¤¤¤¤
¤¤¤¤¤ ¤¤¤¤¤ ¤¤¤¤¤ ¤¤¤¤¤
¤¤¤¤¤ ¤¤¤¤¤ ¤¤¤¤¤ ¤¤¤¤¤
Citizens of the Wasteland ¤¤¤¤¤ ¤¤¤¤¤ ¤¤¤¤¤ ¤¤¤¤¤
¤¤¤¤¤ ¤¤¤¤¤ ¤¤¤¤¤ ¤¤¤¤¤
¤¤¤¤¤ ¤¤¤¤¤ ¤¤¤¤¤ ¤¤¤¤¤
New Republic Coalition ¤¤¤¤¤ ¤¤¤¤¤ ¤¤¤¤¤ ¤¤¤¤¤
¤¤¤¤¤ ¤¤¤¤¤ ¤¤¤¤¤ ¤¤¤¤¤
¤¤¤¤¤ ¤¤¤¤¤ ¤¤¤¤¤ ¤¤¤¤¤
Foundation ¤¤¤¤¤ ¤¤¤¤¤ ¤¤¤¤¤ ¤¤¤¤¤
¤¤¤¤¤ ¤¤¤¤¤ ¤¤¤¤¤ ¤¤¤¤¤
¤¤¤¤¤ ¤¤¤¤¤ ¤¤¤¤¤ ¤¤¤¤¤
Steel Wardens ¤¤¤¤¤ ¤¤¤¤¤ ¤¤¤¤¤ ¤¤¤¤¤
¤¤¤¤¤ ¤¤¤¤¤ ¤¤¤¤¤ ¤¤¤¤¤
¤¤¤¤¤ ¤¤¤¤¤ ¤¤¤¤¤ ¤¤¤¤¤
Strand Society ¤¤¤¤¤ ¤¤¤¤¤ ¤¤¤¤¤ ¤¤¤¤¤
¤¤¤¤¤ ¤¤¤¤¤ ¤¤¤¤¤ ¤¤¤¤¤
¤¤¤¤¤ ¤¤¤¤¤ ¤¤¤¤¤ ¤¤¤¤¤

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+ Legion Viper (+2 DMG) follow you in the Wasteland in


addition to any companions

Respected+ All companions that are not Wild Legion will no longer
travel with you

Neutral Zone +1 value per cargo traded to the Wild Legion


-1 cost per cargo bought from the Wild Legion

Infamy Zone Roll 1D6 when exploring


5+: Wild Legion Ambush: Proceed to Combat with Legion
1-4: Proceed to drawn Encounter as normal

AVE, TRUE TO THE EMPEROR


The Legion will reward those who take fight against the so-called “protectors” of the
Wasteland. If the Courier works hard enough, they will see great benefits from the
Legion. Anger them, and you will be hunted down.

Extra Fame Gains:

• Defeating NRC, Steel Wardens, or Citizens in combat


Extra Infamy Gains:

• Completing quests for NRC, Steel Wardens, or Citizens

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

Trouble+ +2 value per cargo traded to the Citizens

Loved Roll 2D12 for a Trinket once, even if reputation levels


change

Agitator+ Roll 1D6 before Trading with Citizens, on odd result


you cannot trade this time

Bully+ All companions that are Citizens will no longer travel


with you

Reviled Cannot take quests for Citizens and no longer gain


reputation towards the Citizens

PERKS OF A CITIZEN SYMPATHIZER


Increased based trade value for all cargo is a big bonus for all Couriers and if you
are nice enough they even give a permanent Trinket at no cost! Be warned, Citizens
don’t like a fence-sitter and will be picky about trading with you in the neutral zone.

Extra Fame Gains:

• Defeating Raiders, Wild Legion, or Wasteland Creatures in combat


Extra Infamy Gains:

• Completing quests for Wild Legion

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

Loved Place up to 3 “NRC Camps” anywhere on the map, they


count as Faction Locations

Agitator+ Receive “Emergency Frequency” item, used to call in the


NRC and win any combat event at the cost of 3 cargo, as
payment.

Infamy Zone Roll 1D6 when exploring:


1-5: Proceed to drawn Encounter
6: NRC Rangers: Proceed to Combat with NRC

RANGERS ON THE HORIZON


The NRC will provide the firepower to enforce their laws if you play nice with them.
Anger them too much and they will send out NRC Rangers to deal with you.

Extra Fame Gains:

• Defeating Wild Legion in combat

• Connecting NRC locations through Strand Society


Extra Infamy Gains:

• Completing quests for the Wild Legion or Steel Wardens

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.

Motley+ Can trade 2 cargo to gain 1 Infamy or Fame point


with Foundation in any Foundation location

Hated+ Entrance to Citizen faction locations is blocked due


to Foundation guards and patrols

Reviled Change 3 Citizen locations to Foundation owned, if 3


are not available place Foundation locations to
equal the 3 required

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.

Extra Fame Gains:

• Defeating Steel Wardens or Strand Society in combat


Extra Infamy Gains:

• Completing quests for NRC, Steel Wardens, or Strand Society

• Trading with Steel Wardens or Strand Society

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

Respected+ Steel Warden Guardian (2 DMG) follows you in the


Wasteland in addition to any companions

Loved Select up to 3 Foundation, NRC, and Strand Society


locations total, place an “X” on them thanks to a
giant anomaly creation machine that has destroyed
that location (can no longer visit them)

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

STRANGE THINGS ARE HAPPENING


The Steel Wardens will pay a higher price than all other factions for artefacts found
in anomalies across the Wasteland and provide fame gain as well. They must be
doing something with all these artefacts.

Extra Fame Gains:

• Defeating Foundation or Strand Society in combat

• Trading artefacts with Steel Wardens


Extra Infamy Gains:

• Trading with the NRC or Foundation

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.

Infamy Zone A new generation of Synthetics has been unleashed.


(6-10 disconnected) Use the “Gen 2 Synths” Combat Encounter for results of
6, 7, and 8 as seen on the next page.

Gaining FAME: Gaining INFAMY:


• CONNECT any faction location when • DISCONNECT any faction location
in the locations cell (+3) when in the locations cell(+3)
51
FIRST CONTACT
During a combat or location discovery with Strand Society, you will need to
make the decision to cooperate or ignore. If you choose to ignore their offer:

• 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

• Do not track your reputation with Strand Society

If you choose to accept:

• Unlock the Connect and Disconnect action (see below)

• Track your reputation with Strand Society

CONNECTING VS. DISCONNECTING


Once unlocked, you can choose to CONNECT or DISCONNECT faction
locations as a free action once while in that location.

Mark √ for connected or X for disconnected on the map cell in a corner.

This action is permanent, unless the location is removed or inaccessible.

2D6 Strand Society Total Combatants DMG DMG


Changes Res. /HIT
9-10 Synthetics 1D6 2 1
6-8 Gen 2 Synths 1D6 3 2

THE GHOST IN THE NETWORK


Strand Society are the boogeyman of the Wasteland for few who even believe that
they exist. If someone disappears, it was Strand Society!
The Strand network goes undetected by the factions where it is installed. High
technological factions like the Steel Wardens have detected the network but are
unable to isolate and remove it from their system. The network is theorized to use
wireless communication and computer hijacking to stay operational, while
“borrowing” processing power to transmit the data. The headquarters of Strand
Society still remains a mystery and thus the end point of the data is unknown.

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!

Some of my cut ideas from the original drafts:

• 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

• Wishing well location that provided a 5/6 chance of getting something


good, but 1/6 chance of exploding, removing it from the map

• 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

• Automated delivery robots that moved between faction locations on the


map, providing a passive REP income but at the risk of being attacked by
Raiders

• Faction combat in the Wasteland which would transfer location owners


with a chance of the tile being destroyed due to combat

• 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

Complete the quest to deliver the “Platinum chip”

BARTER TOWNS BEST

Gain 300+ REP from a single trade at any location

BIG BOSS

Reach the rank of “Legend” in a single career

WASTELAND SIGHTSEER

Finish an entire map by discovering a location for each cell

WALK THROUGH THE WASTELAND

Cross 50+ wasteland cells in a single map

RECONNECTED THE WASTELAND

Achieve the “Loved” fame level for Strand Society

PIZZA TIME

Deliver a pizza without it losing any temperature (HP)

ANOMALOUS ACTIVITY

Encounter 6 different anomalies across all your careers

A MEGATON BLAST

Remove any faction location from the map

RELAXING DIP

Visit 5 different Hot Springs in a single career

55
FRIENDS IN THE WASTELAND

Reach maximum level with one companion

MONEY ISN’T REAL

Spend 10,000 REP on equipment and weapons upgrades

ALIEN TECHNOLOGIES

Find the “Extraterrestrial Blaster”

BIG, GREEN, ANGRY

Defeat 10+ Monstrous Mutants in Combat across all careers

NEED A BIGGER PACK

Trade 12+ cargo in a single trade turn

POWER OVERWHELMING

Hold 4+ artefacts at one time

THERE WAS A SHOOTOUT

Have a combat encounter go 6+ rounds

I DON’T WANT TO SET THE WORLD ON FIRE

Complete a game without removing a location or cell

BIG IRON ON YOUR HIP

Defeat 25+ Raiders in a single career

EXPERIENCED COURIER

Reach max level

#1 STEEL WARDEN FAN

Purchase the X-77 weapon and Powered Armor in one game

THE END?

Complete all the other achievements!

56
EXPLORE - DISCOVER - DELIVER
Courier takes the question of “how do people get things
in a post-apocalyptic wasteland” and gives you an
answer.

You fill the well-worn boots of a Courier, one who delivers


across the Wasteland. You will explore, trade, deliver, and
combat inhabitants of the Wasteland while completing
quests for one of the many factions. Each choice you
make will affect how the factions view you through a
fame and infamy system. The stories that you experience
can be shared through your character sheet and unique
map which is revealed as you play.

Team up with a friend to take on the Wasteland or bring


along a non-playable companion who will provide their
own unique skills and abilities during your travels. The
choice is yours!

Who will you choose to be in the Wasteland?

SLEEPY SASQUATCH GAMES

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