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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.
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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.
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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.
*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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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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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.
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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
•• Hearts = 1d6
•• Diamonds = 1d8
•• Spades = 1d10
•• Clubs = 1d12
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.
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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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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.
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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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.
DRAWING A JOKER
If you draw a Joker (regardless of whether this happens while
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After drawing a Joker, draw again to continue gameplay.
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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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EVENT TABLES
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