Courier (v1.4) - Booklet - Part - 1
Courier (v1.4) - Booklet - Part - 1
QUESTS 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.
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. Paying REP — Failure may have you needing to pay back REP for damages to
When you grow influence with factions, new benefits will open up! 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.
Starting a Quest— If you are in a location with the Quest keyword and do not
All Factions — Refers to all factions that are currently existing on the map
currently have one, you may draw a card from your deck, reveal it, and start
through revealed faction locations. An example is: Citizens, NRC and Wild
the quest that matches using the tables starting on page 31.
Legion all have 1 revealed location on the map. Each of these would receive
Completing a Quest— If you are in a location with the Quest keyword and have the rewards or consequences when the all factions keyword is used.
a current quest with requirements that are met, complete it and resolve the
Items with HP — Some items you are tasked with in quests will have a HP
quest rewards listed for that quest. 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.
CAN I TAKE MULTIPLE QUESTS ?
No. Quests can only be taken one at a time. Often you will be transporting LOVE/HATE RELATIONSHIPS
important cargo for the faction you took the quest from which will demand all of If you are currently in the infamy rankings with a faction (page 43), quests may be
your attention to keep safe. unavailable to you. Check the factions fame and infamy rankings to ensure that
they will receive you before visiting their locations.
QUEST KEYWORDS
Objective— What you need to do to complete the quest and any items, cargo, or
DO QUEST ITEMS TAKE CARGO SPACE ?
other things you take on during the quest duration
Nope! Quest items exist outside the cargo space tracking. The Courier always has
Special— Anything specific to this quest that needs to be recorded, space leftover to carry important items for clients.
remembered, or tracked for completion
Failure— What happens if you fail the quest due to any reason
29 30
TRADING Card Quest
Value
Constructions has begun in a faction location close by and they are
Trading cargo is the best way to make REP and a name for yourself in the
requesting all the cargo they can get.
Wasteland. Trading can be done at any location with the “Trading” keyword.
Objective: Deliver any number of cargo to the furthest faction location
The phases for trading are: 5 from you current location
Determine Cargo Value—Draw and reveal the top card from your deck. Reward: Roll 5D6 for trade value upon delivery, +1 Fame for all factions
Compare the result to the table below for the XD6 to be rolled. Add the total Failure: Nothing, just a failed opportunity.
results from the dice rolled. This is the buy value for all cargo this visit. Seeds and growing equipment for local farmers to start the season.
Sell Cargo & Artefacts—Choose how much cargo on your character you want Objective: Deliver “Seeds and Equipment” (HP 5) to nearest Farmstead.
to sell. Multiply the total cargo chosen with the buy value calculated above for Special: If no Farmstead available, place one 5+ cells away
your total REP gain, adding it to your total REP count. Remove the cargo sold Roll 1D6 when moving. Result = 1, -1HP for Seeds and Equipment
6
from your total cargo count. Sell any number of artefacts you have.
If Seeds and Equipment reaches 0HP, Failure
Buy Cargo—Choose any amount of cargo you wish to buy and roll 1D6 for the Reward: 25 REP for each remaining Seeds and Equipment HP
price. Multiply your total cargo purchase by the die result. Subtract that
Failure: +2 Infamy for faction of your choice
amount from your current REP (cannot go below 0) and add the total cargo
Measure local weather patterns for researchers.
bought to your character. If you don’t have enough REP, spend your max.
Objective: Travel 10+ cells before returning to this location
Buy Equipment—Purchase any equipment upgrades you want. You must have 7
Reward: 50 REP, +5 REP for each cell past 10 up to 20 max
enough REP for it. Replace your current equipment item with the new one.
Failure: -50 REP for damages, +1 Infamy for faction of your choice
Card Value Hearts Diamonds Clubs Spades
Someone order a pizza?
A—5 1D6 1D6 1D6 1D6
Objective: Deliver “Pizza” (5 HP) to nearest faction location
6—10 1D6 2D6 1D6 1D6
8 Special: Roll 1D6 per move, on ODD result –1HP for pizza (it’s cold!)
J 2D6 3D6 1D6 1D6
Reward: 20 REP for each remaining HP on the Pizza
Q 2D6 3D6 2D6 1D6
Failure: -50 REP to pay for the cold pizza
K 3D6 4D6 3D6 3D6
Starter equipment for new Couriers. It’s always nice to have friends.
SELLING ARTEFACTS 9
Objective: Deliver “Courier Equipment” to the Courier Safehouse
Reward: 50 REP for all factions, +1 Fame for all factions
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 Failure: +1 Infamy for all factions
mentioning artefacts will increase the value. Get hunting!
27 32
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 34
COMBAT CONT. 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.
To determine your encounter roll 2D6 and compare to the table below. You The ranks for this to happen are Hated and Reviled.
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.
MULTIPLE COMPANIONS, PLAYER PERKS, AND COOPERATIVE
2D6 Faction Total Combatants DMG DMG 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
Res. /HIT cooperative then you will not be able to recruit a companion.
2 Foundation 1D6 2 3
3-4 Wild Legion 2 + 1D6 0 1 CREATING A COMPANION - NAME & FACTION
5 New Republic Coalition 1 + 1D6 1 1 Roll 3D6, taking the results of each die to create a name for your companion. If
6-8 Raiders 2D6 0 1 you have a name already in mind use that instead.
9-10 Citizens of the Wasteland 3 + 1D6 0 1 After creating a name, roll 1D6 to set their faction using the table below.
11 Steel Wardens 1D6 3 2 The Mercenary/Unaligned faction means no Fame/Infamy tracking needed!
12 Strand Society 2 1 1
D6 Result First Name Second Name Third Name
1 The Friendly Courier
I’M LOOKING FOR A STRANGE ENCOUNTER...
2 Retired Professional Explorer
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. 3 Gifted Masked Gunslinger
4 Cautious Fragile Scientist
2D6 Wasteland Creatures Total Combatants DMG DMG 5 Quiet Veteran Legend
Res. /HIT 6 Mysterious Lone Pathfinder
2-3 Angry Arachnids 1D6 1 1
D6 Result Companion Faction
4 Radiated Rats 2 + 1D6 0 1
1 Wild Legion
5 Monstrous Mutants 1D6 2 2
2 Citizens
6-7 Glowing Ghouls 4 + 1D6 0 1
3 New Republic Coalition
8-9 Giant Insects 2 + 1D6 0 1
10 Wild Canine 1 + 1D6 0 1 4 Foundation
12 Extraterrestrials 3 7 6 6 Mercenary/Unaligned
23 36
Name Effect
COMBAT
Perk
Level
5 Wasteland Medicine Heal +2 HP after each Combat Event
Conflict is inevitable in the Wasteland. Combat follows a set of phases to form 5 Makeshift Armorer +1 DMG RES
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. 5 Reputable Trader +1 REP for all cargo traded
Encounter Setup—Roll 2D6 to determine who or what you encounter using the 5 Explorer of the Wastes +2 REP for each new cell revealed
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 5 Professional Gunslinger +1 DMG
your play area with a total faceup value equal to the result. 5 Rodent Hunter +1 REP for each defeated enemy using the
“Wasteland Creatures” table
Player Attack—Roll 2D6 and compare to your current weapons HIT stat plus
10 Critical Hitter Critical hit on 7 for all weapons
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 10 Ex-Ranger Gain 1 additional Player Attack phase on the
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. 10 Moving Target Results of “1” on hit rolls for enemies count
as a miss
Player Damage—Subtract the enemy DMG RES from your DMG value for your 10 Strong Arms +6 cargo slots
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 10 Anomaly Researcher Gain 1 Artefact when entering or revealing
enemies remain, proceed to COMBAT WIN on the next page. an Anomaly cell, +2 Artefact slots
10 Keen Eyes Add +1 cargo for all cargo Find events
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 20 Mysterious Drifter On a minimum hit roll for your weapon, gain
by the DMG / HIT value for the enemy to get the total damage. 2 DMG thanks to the Drifter
20 Secret Trails Can move 2 cells per turn and through
Enemy Damage—Subtract your DMG RES from the Enemy Attack total
impassible terrain once per turn
damage. Reduce your character HP value by the total, with a 0 or less not
20 More Firepower +2 DMG
being applied. If your character HP is 0 or lower, proceed to COMBAT DEFEAT.
20 Dedication to the Cause Can only gain FAME for companion Faction,
2x trade bonuses for their faction, 2x
WAR ? WAR NEVER CHANGES rewards from their faction quests
20 Mad Doctor If the player reaches 0 or less HP, end
Conflict is unavoidable in the Wasteland. Someone is always looking for an easy prey,
combat (no failure) and recover to 1 HP
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 20 Survival Expert No HP loss in Wasteland cells. Recover 1HP
enemies when you are attacked. It could save your life! whenever a Move action is taken.
21 38
ENCOUNTER 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
Encounters make up the happenings in the Wasteland. Will you find hidden electrical shock chance!
away some cargo and REP, or perhaps an angry group of Raiders? Each
Encounter is split into 2 phases: 7 Courier’s Comet Resembling dozens of small comets rotating around
a blazing well of fire. This anomaly destroys all that
Reveal—Draw the top card from your deck and roll 1D6, comparing the results stands in it’s way and immolates the remains.
to the Encounters Table on the next page.
8 Chiral-symbiosis Massive organic claws emerge from the ground,
Resolve—A result of Combat proceeds to page 22 and Trade proceeds to page
shimmering with golden hues. Heightened emotional
28. If Find, roll 2D6 and compare the total to the table below for your reward. senses and increased sympathetic responses in the
form of crying are well documented. Hallucinations
are very common including visions of the deceased
A D6 result of 1 for the Encounter type will 9 Space/Time Altering the fabric of space and time, a time-loop
2 2D6 cargo always result in finding nothing. However; you effect occurs for everything inside the Space/Time
will be able to recover some HP while taking a anomalies influence. Escape is currently an unknown
3 2 cargo, 2D6 REP rest. Sometimes a quiet moment is what is possibility.
most needed in the Wasteland.
4 2 cargo, 1D6 REP
10 Burnt Toast Easily identified by the unique smell of burnt toast,
5 2 cargo this anomaly radiates varying amounts of radiation in
TRINKETS AND SHINY BAUBLES it’s region. The burning smell soon moves many to
6 1 cargo severe sickness and incapacitation.
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 11 Spin Best described as a galaxy in a jar observed from
8 1 cargo on your character sheet! millions of lightyears away. All organic material that
touches Spin will be hurled at deadly speeds from it’s
9 2 cargo center of mass. You can however temporarily
RUNNING OUT OF CARDS ‘detonate’ these anomalies with a small object such
10 2 cargo, 2D6 REP as a bolt or screw.
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 12 Inversion Recently discovered, the Inversion anomaly inverts
is often a good time to take a break, grab the gravity of all it touches. The ground underneath is
12 Trinket
some water, and stretch! not effected by the anomaly making it near
impossible to spot.
19 40
RANDOMIZING THE WASTELAND ANOMALY EFFECTS
Want to give your locations a bit more personality or highlight a key location? Anomalies are almost always dangerous to interact with. When you are in a
Use the charts provided for Habitable Places & Ruins, Natural Formations & cell with an Anomaly, roll 1D6 and compare to the results below to determine
Terrain, or Unique Places of Interest. To generate a name choose the table you any affects that occur.
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.
1D6 Result Description and Effects
1 The anomaly prevents your approach and injures you, forcing
retreat.
HABITABLE PLACES & RUINS
Take 4 DMG, move back 1 cell.
2D6
Result First Second 2 You throw a small metal bolt in the general direction of the
Anomaly, searching for a way through. You find one and slip
2 Forgotten Bunker quickly in to grab the Artefact at the center.
+1 Artefact
3 Wild Hills
3 There is no way around, no way through. You are trapped.
4 Wrecked Place
Take 2 DMG, roll again
5 Stranded Trading Post
4 After a struggle you are able to reach the center of the anomaly
6 Hollow Station and grab the Artefact as your reward.
Take 3 DMG, +1 Artefact
7 Dunwich Crossing
5 A rush of energy flows over your skin, ice cold to the touch. You
8 Sunshine Shack appear in a new location, artefact in hand.
17 42
EXPLORE
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.
Exploring the Wasteland reveals new locations, natural formations, and ruins
Key terms to remember:
with each location offering different Action types.
Encounters are random happenings or finds in the Wasteland (page 19). • Neutral is the middle section where both fame and infamy are in an even
Trading allows for cargo to be sold and bought with REP (page 27). Quests range of each other
allow you to take or complete a quest for factions (page 29). Combat provides
• Reputation Level+ refers to the current reputation level and up for fame,
opposition in the Wasteland (page 21). Companions are unique allies who will
infamy, or neutral level, i.e. Respected+ would include Trouble, Loved, and
aid you in your travels (page 35). Anomalies are strange supernatural
Scoundrel
phenomenon with rewards (page 39).
15 44
TURN STRUCTURE SURVIVE - BUILD - FLOURISH
CITIZENS OF THE WASTELAND
Courier follows a 5 phases for each turn in solo and cooperative play:
The remnants of civil society found all across the Wasteland. Citizens hold old
Explore—Choose a cell to move to and explore the location world values including democracy, fair trade, and basic rules of law as the
Encounter—Draw and reveal a new Encounter for your location pillars to rebuilding and eventually maintaining order, or at least some
decency for those who participate in the meantime.
Combat—Fight or flee any revealed Combat Encounter
Trade—Deliver and trade cargo at your location or revealed Trade Encounter Reputation Consequence
Quest—Complete your current quest if possible and take a new one
Trouble+ +2 value per cargo traded to the Citizens
EXPLORE
Loved Roll 2D12 for a Trinket once, even if reputation levels
The Wasteland is full of locations to explore and inhabitant to meet.
change
Discovering the world around you is a key component in becoming a better
Courier and provides opportunities to create routes and shortcuts between Agitator+ Roll 1D6 before Trading with Citizens, on odd result
locations. Locations are contained in cells making up your map. you cannot trade this time
Each cell on the map shares it’s border with up to 6 other cells. All cells can be Bully+ All companions that are Citizens will no longer travel
revealed during game by choosing to explore them over time. New locations with you
will be added to your map as a drawing, icon, or simple note.
Reviled Cannot take quests for Citizens and no longer gain
ENCOUNTER reputation towards the Citizens
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 PERKS OF A CITIZEN SYMPATHIZER
safe before does not mean someone or something isn’t there now.
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
Encounters can be: finding cargo and REP, trade opportunities with traveling
don’t like a fence-sitter and will be picky about trading with you in the neutral zone.
merchants, or combat. Each of these is further explained further in their
respective sections.
Extra Fame Gains:
REP ? YOU MEAN REPUTATION ? • Defeating Raiders, Wild Legion, or Wasteland Creatures in combat
REP, Reputation as its longform, is the currency used by the Wasteland inhabitants. It Extra Infamy Gains:
is loosely based on crypto currencies and functions through wearable REP trackers. • Completing quests for Wild Legion
13 46
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.
Why not take a dog companion with you? Don’t forget the dog food and a can opener. • Trading with Steel Wardens or Strand Society
11 48
WASTELAND RANKS STEEL WARDENS
SEARCH - PRESERVE - DEFEND
For every 10 REP earned through trading, exploring, combat, or quests, you will
A secretive group of steel clad survivors who demand loyalty when working with
gain one (1) experience point (XP) towards your rank in the Wasteland. The them. The organization focuses their efforts on finding, recovering and preserving
further you move up the rankings the better rewards become available technological knowledge.
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 Reputation Consequence
reach the rank XP requirements. Accepted+ +4 REP for all cargo trades and +50 REP for all
artefact trades with Steel Wardens
WASTELAND COURIER RANKS
Respected+ Steel Warden Guardian (2 DMG) follows you in the
XP Required Rank Title Rewards Wasteland in addition to any companions
10 E Day Deliverer +1 HP
Loved Select up to 3 Foundation, NRC, and Strand Society
50 D Freelancer for Hire Perk 1 locations total, place an “X” on them thanks to a
giant anomaly creation machine that has destroyed
that location (can no longer visit them)
100 C Cargo Handler +2 HP
Neutral, Motley, Agitator, or Roll 1D6 on trades with Steel Wardens. On odd, +2
250 B Porter for Profit +1 DMG RES, Perk 2 Wild Card value per cargo. On even, -2 value per cargo.
500 A Accomplished Mover +1 HP, Perk 3 Infamy Zone Can no longer trade with Steel Wardens or take with
you companions that are Steel Warden
750 A+ The One Who Delivers Perk 4
The end goal is reaching the title of Legendary Wasteland Courier at 1000 XP. If you Extra Fame Gains:
don’t get that far, just end it where you feel is natural to do so.
• Defeating Foundation or Strand Society in combat
PASSIVE BONUSES ARE HERE TO STAY • Trading artefacts with Steel Wardens
Extra Infamy Gains:
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 • Trading with the NRC or Foundation
surviving the Wasteland over time!
9 50
FIRST CONTACT
CHARACTER CREATION cont. 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:
TOOLS • Change all Stand Society locations to Citizen locations and all future
Tools provide Encounter re-rolls. A Worn tool set will provide 1 total re-roll for Strand Society locations are now Citizen locations
Encounters, allowing you to slip away from something too challenging or
• Ignore all combat events that result in Strand Society as the combatant
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. • Do not track your reputation with Strand Society
WHERE ARE MY GUNS ? This action is permanent, unless the location is removed or inaccessible.
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
2D6 Strand Society Total Combatants DMG DMG
other equipment, buying them at Trade locations. Changes Res. /HIT
9-10 Synthetics 1D6 2 1
SPECIAL TRAITS
6-8 Gen 2 Synths 1D6 3 2
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 THE GHOST IN THE NETWORK
more customization for your character. Record your choices and their effects
Strand Society are the boogeyman of the Wasteland for few who even believe that
on your character sheet to easy reference. they exist. If someone disappears, it was Strand Society!
WHAT DOES THIS MEAN ? 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
Unclear about your trait or any rule? Go with your gut feeling and have fun! House unable to isolate and remove it from their system. The network is theorized to use
rules are always acceptable and encourage. See more info on page 53 for “Hacking wireless communication and computer hijacking to stay operational, while
this Game” for ideas and how to start with your own house rulings! “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.
7 52
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. Concept art of life in the Wasteland.
5 54
GETTING STARTED
FRIENDS IN THE WASTELAND
• Writing and art tools of your choice Defeat 10+ Monstrous Mutants in Combat across all careers
• A printed copy of the character sheet and map grid NEED A BIGGER PACK
POWER OVERWHELMING
COMFORT AND SAFETY WHILE PLAYING
Hold 4+ artefacts at one time
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 THERE WAS A SHOOTOUT
(up to 4) exploring, trading, completing quests, and sharing the same game Have a combat encounter go 6+ rounds
map. These are all optional for those who want to stick with the solo rules.
I DON’T WANT TO SET THE WORLD ON FIRE
If you decide that playing in a group is your thing, it is highly encouraged to Complete a game without removing a location or cell
always have a system in place to ensure that everyone is comfortable with the
BIG IRON ON YOUR HIP
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 Defeat 25+ Raiders in a single career
any time by any player, indicating they are not comfortable with the current
EXPERIENCED COURIER
situation at the table. Play should move away from that situation in game to
continue the comfort, and enjoyment, of all players. Reach max level
THE END?
3 56
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?