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Delivered!

is a solo journaling RPG about balancing responsibility

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with exploration in space. You are the pilot of a solo-
captained courier vessel tasked with completing deliveries all

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over the galaxy.

CREDITS
Kage is a bestselling TTRPG writer and layout designer, as well
as a streamer, podcaster, and community manager. Her most
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notable works include The Brewski Jubilee and her layout design
in Acererak’s Collection of Complex Traps. She currently explores
the galaxy as Solred Bluthammer in Majestic Goose Network’s
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D&D sci-fi podcast, Eclipse.

Game & Layout Design: Kari Jo “Kage” Freudigmann


Editor: jessica ross
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Playtesters: Jacob Haller, ReprobateGamer, and Space

This work is based on Caltrop Core, published by


Titanomachy RPG. This game is not associated or affiliated
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with Titanomachy RPG in any way. The Caltrop Core SRD is


licensed for use under a Creative Commons Attribution 4.0
International License.

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GAME OBJECTIVE
The objective of this game is for your courier to deliver
parcels and earn promotions while exploring new places and
meeting new beings.

To complete your journey, your courier performs actions using


their stats to resolve card-drawn events that happen along their
delivery route. Events might result in their vessel breaking down,
an additional parcel needing to be delivered, an error causing a

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miscommunication with a planet’s inhabitants, or any number of
other occurrences that could aid or impede a courier’s ability to
complete the task at hand. A die roll determines whether their

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actions succeed or fail; multiple successes lead to the successful
delivery of parcels.

Along the way, you’ll document every success, failure, and


delivery in your Captain’s Log. Delivered! is meant to be played
over multiple sessions, but can be resolved during one long
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journaling session, if desired.

The game ends when the courier has successfully delivered a


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number of parcels determined by the difficulty of play, or has
failed three deliveries.

WHAT YOU NEED


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To play Delivered!, you’ll need:


•• somewhere to document your Captain’s Log*;
•• a standard deck of playing cards (jokers included);
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•• a four-sided die (at least four for optimal gameplay)—a set of


polyhedral dice is also recommended, but optional; and
•• a copy of this rulebook for reference and prompts

*You can use this Captain’s Log Notion template to help aid your
gameplay; there is also an example Captain’s Log at the end of
this document.

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BEFORE LAUNCH: CREATING YOUR COURIER
Before drawing your first card, you’ll need to create your courier.
At the top of your Captain’s Log, write your courier’s name and
pronouns, tier (all couriers start at 1), XP (all couriers start at 0),
and then answer the following questions:
•• How long have you been a courier? Were you born to
deliver or is this your first voyage?
•• Who is your employer or what kind of parcels do you
deliver? Are you making runs for the black market, delivering

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medicine, or just completing duties as a civil servant?
•• What does your vessel look like? Is it compact or roomy?

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Colorful or dull? What kind of unique markings does it have?
•• How prepared do you feel to take this voyage? Did your
employer set you up with everything you need or are you
striking out on your own with whatever you have available?
•• What are you running toward or away from? What brings
you on this journey? Is there a goal you’re trying to achieve
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or is this a way to avoid something else?
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ASSIGNING STATS
After writing your courier’s background information, list the
three stats, leaving space for your stat points:
•• Body: When an action requires physical aptitude such as
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might, precision, agility, or speed


•• Wit: When an action requires mental aptitude such as
creativity, intellect, or investigation
•• Social: When an action requires interpersonal aptitude such
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as empathy, humor, or patience

Your courier starts with 6 stat points. Distribute these points


among the different stats; a minimum of 1 point is required for
each. This means your stats should be distributed as one of the
following, with the numbers falling in any order:
•• 1, 1, 4
•• 1, 2, 3
•• 2, 2, 2

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CHOOSING A PURPOSE
Lastly, choose your courier’s purpose and add a +1 bonus to the
relevant stat. Following are three options you may choose from,
or you can refer to these examples to create your own:
•• Need to lift heavy things: Body
•• Dying to explore: Wit
•• For the greater good: Social

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EXAMPLE COURIER
Jackie Donaldson (she/her) Tier 1 0 XP

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I’ve been a courier for as long as I can remember. My dad
was a courier before me, and I grew up in a vessel. As soon
as I was tall enough to reach the controls, I helped my dad fly
his routes. This will be my first time setting off on a voyage of
my own, though.
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I work for Spee-D Pies, an intergalactic pizza chain. Usually
I’m out delivering gourmet pizzas to hungry customers, but I
sometimes take on special requests.
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My vessel is an old rust bucket hand-me-down. It was the
first vessel my dad flew, and now it’s all mine. The side is
plastered with a neon “Spee-D Pies” sign, and the wings are
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painted with flame decals.

I feel mostly prepared for this voyage. I’ve had a lot of


experience working with my dad, but nothing can quell the
first-time-journey jitters.
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I’m definitely chasing after the Spee-D Pies galactic record


of most pies delivered. My dad’s least favorite co-worker
currently holds it, and I want nothing more than to wipe that
smug look off his face.

Body: 4
Wit: 2
Social: 1

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In this example, I assigned 3 to Body, 2 to Wit, and 1 to Social.
Jackie’s purpose of destroying the current galactic record of
most pies delivered grants her a +1 to Body, as this requires
precision and speed.

LIFTOFF: PLAYING THE GAME


Once you have your courier set up in your Captain’s Log, shuffle
your deck of cards to prepare to pick up your parcel.

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Each turn (day) follows a specific order after your courier picks
up their parcel:

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1. Generate an event for the day
2. Take up to 3 actions to resolve the event
3. Reduce active timers by 1 to end the day

This repeats until your courier completes or fails the delivery, at


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which time they pick up a new parcel. This process continues
until the game ends.
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PICKING UP A PARCEL
To pick up a parcel, flip over the top card of your deck. The face
value on the card determines how many successful actions you
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must take before the parcel is considered delivered (Ace = 1,


Jack = 11, Queen = 12, and King = 13). The suit determines which
die is used as a timer—the max number on the die is how many
days your courier has to deliver the package.
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•• Hearts = 1d6
•• Diamonds = 1d8
•• Spades = 1d10
•• Clubs = 1d12

For example, if I get a Nine of Hearts, I am required to achieve 9


successes before 6 days pass to successfully deliver this parcel.

Set the card to the side and place the timer die on top of the
card with the highest number of the die facing up. If you aren’t

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using a set of polyhedral dice, or if you’re planning multiple
sessions, you can also keep track of timers in your Captain’s Log.

Describe the parcel and the destination your courier is delivering


it to in your Captain’s Log. Does a short delivery time mean
the parcel could spoil? Does a longer delivery time mean the
destination is farther away?

ACCEPTING ADDITIONAL PARCELS


Some event prompts provide the opportunity to acquire an

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additional parcel, meaning your courier may be juggling multiple
deliveries at once. Be sure to add a new timer for this delivery;

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completion of this delivery does not generate a new delivery, as
this is in addition to the primary delivery.

1. GENERATING AN EVENT
At the beginning of each day, flip a card to generate an event
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that occurs. Use the appropriate table (see “Event Tables” below)
to determine the nature of the event based on the suit and face
value of the card.
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2. TAKING AN ACTION
In your Captain’s Log, describe what led up to this event, then
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choose a stat (which should be related to the action) to resolve


the event. Depending on the result of your first action, your
courier may want to use other stats to continue resolving the
day’s event. You may take up to three actions each event, but
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you may only use each stat once.

To determine if an action is successful, roll as many d4s as you


have stat points for the stat you’re using to resolve the event.
Your result is the highest roll.

For example, if I use Jackie’s Wit to resolve an event, I would roll


2d4 and choose the higher result from the two dice.

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d4 Result
1 Absolute Failure. You don’t get what you want, and
things get a lot worse.
2 Partial Failure. You don’t get what you want.
3 Partial Success. You get what you want, but things
get complicated.
4 Absolute Success. You get what you want—and more.

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Your courier may take up to three actions regardless of
your results; however, they’re limited to using each stat only

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once per event.

If a roll is a success and the narrative provides room for another


roll, you may continue with that event! On the other hand, if a
roll fails but the other stats don’t feel applicable, the day ends
unsuccessfully. Examples of both appear in Day 2 and Day 1 of
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the Example Captain’s Log, respectively.

Write out how well each action was resolved for your courier
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and then track each successful action in your Captain’s Log
next to the delivery being attempted. Note that if your courier is
handling more than one parcel, each success is not marked on
both parcel trackers.
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For example, if Jackie gets two successes in one day, I can


either mark two successes on one parcel or one success on two
parcels, but I don’t mark two successes for both active deliveries.
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3. REDUCING A TIMER
After completing a day, reduce all active timers by turning the
die down by 1.

FAILING A DELIVERY
Time is limited and not all parcels may be delivered. If the timer
for a delivery ever reaches 0, your current delivery has failed and

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you must take a permanent -1 to a stat of your choice before
picking up a new parcel. Stats cannot be reduced to 0.

Describe in your Captain’s Log why the parcel was not delivered
on time and what happens with the parcel now. Will you have
to dispose of the package discreetly? Will the recipient be angry
and show up in a future event?

DELIVERING A PARCEL

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A parcel is delivered the day after enough successful actions
have been completed within the delivery’s time limit. If the stars
align in such a way, your courier may be able to deliver more

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than one parcel on the same day.

Each successful delivery earns your courier 1 XP. For every 5 XP


earned, you get a promotion! When you’re promoted to the next
tier, add +1 to a stat of your choice. A promotion is the only way
to raise a stat that was lowered by a failed delivery.
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Describe in your Captain’s Log how the delivery concludes. Is the
recipient grateful? Are they the one who provides you with your
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next parcel to deliver?

After a successful or failed delivery, start the next delivery by


picking up your next parcel. Finish the day by generating and
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resolving an event, then reducing all active timers by 1.

DRAWING A JOKER
If you draw a Joker (regardless of whether this happens while
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picking up a parcel or generating an event), you may choose to


play it immediately or save it for later use. Jokers can be used to:
•• change any one stat roll into a Partial Success
•• increase a timer by one
•• immediately discard a drawn card and draw again

Once used, a Joker is discarded. Describe in your Captain’s Log


what stroke of luck occurred to assist you in your journey.

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After drawing a Joker, draw again to continue gameplay.

SHUFFLING THE DECK


If you use the entire deck and must draw a new card, take all
discarded cards and shuffle them back into the deck. Leave all
active deliveries and unused Joker cards set aside.

TOUCHDOWN: ENDING THE GAME

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You may choose whether your courier is going on a short,
medium, or long journey. This adjusts the game difficulty to

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easy, moderate, or hard, respectively. The game ends when you
obtain the required number of promotions or if you fail three
deliveries. To win a short journey, you must be promoted once.
A medium journey requires two promotions, and a long journey
requires three.
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If you experience three failed deliveries before reaching the
desired promotion level, your employer lets you go.
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Regardless of whether you win or lose the game, complete your
Captain’s Log by answering the following questions:
•• How have you changed over the course of the journey?
•• Which events had the largest impact on you?
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•• How will you approach your next voyage?

EVENT TABLES
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Use the following tables to determine the nature of each day’s


events based on the card drawn. If you draw a Queen but cannot
increase a timer, or draw a King and cannot mark more than one
success, then you lose the effect of these cards.

These events are designed to be contained within one day in


space, and unless otherwise stated in the occurrence, each day
may only contain one event; you are encouraged to provide
a narrative that helps weave the daily events together into a
continuous story.

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