Saga of the Ruckers
Saga of the Ruckers is a combination of Live Action Role Playing (LARP) and Pen and Paper. It takes the classic table top adventures, adds ruck exercises, and brings a new twist to ruck and sandbag training.
Created Jan 5, 2025 - Last updated: Apr 9, 2025
Versions as ePub:
- v0.11.0 (current)
Saga of the Ruckers is a combination of Live Action Role Playing (LARP) and Pen and Paper. It takes the classic table top adventures, adds exercises, and brings a new twist to ruck and sandbag training.
The term you or one is used to declare the player.
Gameplay
Each game has a campaign that lasts one to many sessions and consists of one Game Master (GM) who leads the session and at least one player who participates in the session (training).
Terminology
- attended training: is successfully completing a training.
#training
(number of training): is the minimum of the attended trainings and the sum total of role levels aka pool of knowledge.#members
(number of party members): is the number of present party members of the session including the GM.#difficulty
(campaign’s difficulty): is the initial buy in count of burpees, usually 10.#roles
(number of roles): is the number of various roles with the default being 1.- priming: is the buy in of
#roles * (#difficulty - #training)
burpees and at least 1 burpee aka priming one’s knowledge. - ready an Insight: is to prime one’s knowledge and wait for a future time period to activate the Insight.
- activating Insight: is the usage of Insight aka using one’s knowledge.
- downtime activity: is an activity done not during the session (training).
#reps
(number of reps): is the amount of repetitions for an exercise, either as a single count (rep), multiple counts (n
ct), or a distance in meters (m).
Campaign
A campaign is a story that lasts one to many sessions.
A campaign is divided into multiple sessions each consisting (typically) of three parts: intro, tasks, and outro.
The intro and outro mainly consist of flavor text and/or can hint of possible future occasions. This can potentially benefit a player who has not yet chosen their role for the session.
Each campaign has a #difficulty
which is the initial buy in count of burpees, the default is 10. This number estimates how many session it should take to finish the campaign.
Each campaign has a unique amount of random encounters which are theme specific to the campaign.
Each player starts the campaign with the initial role levels of 0. This means after successfully completing a campaign the role levels are reset to 0.
A campaign can have its own special rules. For example one can integrate downtime activities into the storyline.
A campaign can have its own special roles and/or Insight.
The are three forms of campaigns: in person (IRL), virtual, a combination of both.
Virtual Campaign
A virtual campaign follows the principles of a campaign with the additional feature that players can participate from anywhere in the world and communication is mainly done through written form.
The whole campaign works off an honor basis from the players to the GM and the player’s experience is dependent on the energy that they put into the WOD, challenges, and communication to the party.
How to setup a campaign?
Choose how long the campaign is and what level the player starts with.
Choose when the week starts and ends, suggestion is 23:59:59 UTC+0 on Sunday.
Each week there is 1 WOD that belongs to the Story and 1 challenge for each role that has 3rd level or higher.
Each WOD consists of a prescribed distance to the workout location. Each workout has an optional time cap of 30 min not including the time to get there and back. This is to aid participants in knowing how much time is required per week.
On the ruck to the workout location a prescribed time is dedicated for the frequency of the random encounters. Once the workout starts no random encounters happen. On the way back there are also no random encounters.
In total ca 2-3 hours of engagement are required per week.
Gear requirements for workouts:
- Ruck with some weight. Recommended 20 lbs if body weight less than 80 kg and 30 lbs if more.
- Either have a medium to tell the time or a set of dice. Recommended for the medium either a phone or watch.
The severity will be shared on a weekly basis.
What are the player’s tasks in virtual campaigns?
The player is required to share with the team in a written format (e.g. forum or group chat) the tasks they have accomplished before the end of the week to get the credit.
The player should do the weekly WOD and/or Challenge(s) to ease the progress throughout the campaign. This is a recommendation and not a requirement.
The player can add any flavor text to any of the posts they have created.
How to calculate dice roll in virtual campaigns?
If you do not have dice:
, , , , , at hand you can take the current minutes (unless stated otherwise) of the time and decide the outcome.Just take the minutes and either take the modulo of the dice size or the remainder of the division of the dice size. The value 0 is equivalent to the dice size.
For example if the
is required and the time is 18:37 then 37 modulo 20 is 17.How is the severity calculated in virtual campaigns?
The severity is calculated based on the amount of completed WODs and Challenges in the party.
- If each player completes their WOD and Challenge(s), then the severity decreases by 1.
- If each player completes their WOD, then the severity does not change.
- If not each player completes their WOD, then each failed WOD increases the severity by 1 up to a total increase of 3.
- If the same player fails to complete their WOD 3 sessions back to back, they are disregarded in the calculation of severity. This is reset once they complete one WOD.
Combo Campaign
A combo campaign is a campaign that happens both in person and in virtual. It can be divided in anyway, though it is recommended that the majority of sessions happen in person.
Game Master (GM)
A Game Master (GM) is a person who leads a session (training). Their tasks are to prepare the upcoming session and to guide the players through the session.
Preparation
Each session the GM decides on how to apply the campaign in context of the real world environment.
The GM chooses where to put the locations mentioned in the campaign. The GM can adjust the exercises depending on the strength of the party (ruck club members).
It is recommended to create one’s own set of random encounters. This makes each GM have their own unique set of encounters and can aid in training of any upcoming ruck events.
Guidance
The GM reads the intro at the beginning of the session to introduce the party to current situation and storyline. This is flavor text to ingrain the players into the story and usually has little impact on the upcoming tasks.
Next the GM reads the tasks and clarifies any open questions, it is important for the GM to be stern and not expose too much information of what will be happening. This is when the physical part of the session starts which consists of one to many WODs.
Each WOD has a story element that the GM reads before explaining the WOD.
Any player can use their Insight as long as they have activated it and have enough in their pool of knowledge. This can be done before or during the WOD. The GM makes sure that the rules of Insight are being applied correctly.
At the end of the session the GM concludes the session with some flavor text.
Player
A player is a participant of a session (training). They participate in the session to the best of their physical and/or psychological ability.
Each player chooses one role and are able to hold off there choice by the latest after the session’s intro. If the player is inconclusive of which role to choose the role with the highest level less than 5 is automatically chosen or the GM can suggest a role.
All roles start off as level 0. The chosen role increases its level by 1 up to a maximum of 5.
Each role has a set of Insight and each one needs to be primed before it is activated. Only one Insight can be primed at a time per player independent of how many roles they are. Unless the player super primes or limitless primes.
Players can have multiple roles, check the details.
Priming Options
Priming is the way one can activate an Insight by doing a dedicated amount of burpees depending on the player’s #role
and #training
and the campaign’s #difficulty
.
There are 3 priming options:
- Priming, which will be used most of the time.
- Super priming, which is unlocked once one has at least 2 roles.
- Limitless priming, which is unlocked once one has at least 3 roles.
Priming
Priming is the buy in of #roles * (#difficulty - #training)
burpees with the minimum being 1 burpee. This is also known as priming one’s knowledge.
Super Priming
Super priming is priming while wearing a ruck. This has the benefit of being able to use two Insights as long as the player’s #role
is at least 2. Each Insight must be from a different role.
Limitless Priming
Limitless priming is priming while wearing a ruck and doing a sandbag overhead burpee. This has the benefit of being able to use X
Insights as long as the player’s #role
is at least X
. Each Insight must be from a different role.
This is a conditional priming option and can only be executed if the specific sandbags are available.
Sandbag | X |
---|---|
40# | 3 |
60# | 4 |
80# | 5 |
For each 20# over the required sandbag the priming reps are reduced by 1.
Insight
Insight is a feature that each role has and can be related as having a specific knowledge. Some Insight are real use-cases that can be applied in team ruck events while others can alter the challenge at hand.
The players activate their Insight by priming their knowledge. They can also ready the Insight before each WOD. Each player can use up to #training
Insight aka pool of knowledge per session and can only have one Insight active at a time. This means the player cannot ready more than one Insight at any given time.
Each player that successfully completes a training will level up which unlocks either more Insight or can take upon another role.
Insight comes in two forms active or passive.
Active Insight
Active Insight have a dice rolling component.
Passive Insight
Passive Insight happen automatically and scale based off of the role level.
If the role level is 1-3, then all passive Insight are rolled with a
to determine the success.Roll | Outcome |
---|---|
Roll <= 1 | Instant fail, the opposite applies and is doubled. |
2 <= Roll < #difficulty | Fail, the opposite applies. |
#difficulty <= Roll < 20 | Success, the effect applies. |
Roll >= 20 | Instant success, the exercise is skipped. |
Activating Insight
If a player wishes to use a Insight they need to communicate this action to the GM.
If the Insight alters the current WOD it is first applied on the next set. A set is considered as started as soon as all players execute at least one rep. This means a player can activate either during or before a set as long as it has been primed, otherwise it needs to be primed.
Insight Burden
As a role levels up they gain more knowledge and therefore more Insight. This acquirement burdens the player to remember all these Insight. Thus each role is capped on how much Insight they can prime per session. This is called Insight Burden (aka Burden).
LVL | Insight Burden | Insight Frequency | Combination Count |
---|---|---|---|
1 | 1 | 1 x 1 | 1 |
2 | 3 | 2 x 1, 1 x 2 | 2 |
3 | 6 | 3 x 1, 2 x 2, 1 x 3 | 5 |
4 | 10 | 4 x 1, 3 x 2, 2 x 3, 1 x 4 | 18 |
5 | 15 | 5 x 1, 4 x 2, 3 x 3, 2 x 4, 1 x 5 | 60 |
The Insight needs to meet these conditions:
Insight_n
is a number from 1 to 5.- The Burden can be read from the table or calculated with
Burden = Insight_n * (Insight_n + 1) / 2
which is the maximum permitted cost of sum primed Insight. - Only
role LVL
amount of Insight are able to be primed per session. - The Insight Frequency is the amount of Insight LVL are permitted per role LVL. This can be read from the table or calculated with
frequency(Insight_n) = role LVL - Insight_n + 1
.
This means e.g. if the role LVL is 3, that means one can do either 1 times Insight 3, or 2 times Insight 2, or 3 times Insight 1, or a combination of them as long the Burden is not exceeded. The priming cannot go over the Burden, thus these combinations 3, 2, 1
, or 3, 1, 1
, or 2, 2, 1
, or 2, 1, 1
, or 1, 1, 1
exist and the player will choose one.
Concept: Insight conflict
If two players try to activate the same Insight with different outcomes, then a random challenge decides the winner. The loser keeps the inactivated Insight and cannot activate the Insight until the next set of the WOD. This is to prevent the Insight of the loser to overwrite the winner’s Insight, for example when (randomly) choosing an exercise and to prevent the stacking of Insight, for example by rapidly reducing gear and/or distance.
Concept: Insight stacking
Insight stacking is the idea of using multiple Insight from one to many players to rapidly simplify an activity.
One player can activate up to 5 Insights using the various priming options.
There are currently (2025-02-19) 6 roles meaning up to 6 Insights are permitted per set of a WOD. These 6 Insights can only be activated by at least two players which will do a combination of priming options.
It is not allowed to use multiple Insight of the same role (independent of the role level) by one to many players per set of a WOD. This is to prevent:
- rapidly reducing gear or distance, and
- overwrite the winner’s choice in the case of conflict.
Clauses
Clauses are special rules that the GM can impose for a campaign.
Clause: Bribery
The Bribery Clause means that the GM can be bribed. If successful the set of a WOD is reduced. If failed the set of a WOD is appended.
The Bribery Clause has three requirements to be applied:
- The location of the campaign has the option to purchase beverages, ideally beer.
- The GM needs to ruck regularly between the sessions and track it.
- The GM needs to choose the beverage of the day, which consists of a volume, a liquid, and a brand. All three properties need to align with beverages that are purchasable in the location of the campaign. Usually this area is 6 km radius from the starting point.
Guesses (Properties) | Values |
---|---|
Speed | Choose one: (1) Average speed of GM’s WODs, or (2) time required to a 6th of a minute of a distance. |
Distance | Choose one: (1) Distance to closest shop that sells the beverage, or (2) distance to chosen location within 10th of a kilometer. |
Location | Choose the location of the beverage. |
Volume | One of these sizes: Maß (1 litre), 500 ml, 400 ml, 200 ml, or 100 ml. |
Brand | One of the brands that sells the beverage in the area. |
Liquid | One of these: alcohol-free Weizen, Weizen, alcohol-free Helles, Helles, soda, still water, or carbonated water. |
Each role gains the Insight at LVL 5 to guess one of the properties, which is specific for each role.
Role | Insight |
---|---|
Animal Handler | Through the knowledge of different animal speeds, the Animal Handler guesses either the average speed of the GM’s downtime WODs or stacked with on the Scout, the time needed to a 6th of a minute to achieve the Scout’s distance. |
Armorer | Through the knowledge of equipment, the Armorer guesses the volume of the beverage. |
Medic | Through the knowledge of healing substances, the Medic guesses the brand of the beverage. |
Navigator | Through the knowledge of maps, the Navigator guesses the beverage’s location on the map. |
Scout | Through the knowledge of distance, the Scout guesses the distance from the current location to the closest shop that sells the beverage. Or if stacked on the Navigator, then the distance to the Navigator’s chosen location. The distance is guessed to a 10th of a kilometer and directly from the current position independent of existing paths. |
Tactician | Through the knowledge of strategy, the Tactician guesses the specific kind of liquid. |
In the case that a complete Insight stacking is successful the WOD is skipped and the GM will treat the party to a round of drinks.
Clause: Meta
The Meta Clause gives the team the ability to choose Meta Roles (meta): team lead (TL), and navigator.
There can only exist one instance of each meta. Each meta can choose there successor which needs to be communicated to the GM.
Each meta takes upon responsibilities which can aid in team moral and change the outcome of the campaign.
Each meta gets access to Communications which is like Insight without the requirement of priming. All communications affect primarily the severity and/or frequency of random encounters.
Meta: Navigator
At the start of each session the navigator meta does the navigation to the various locations.
Only if they are a navigator role, then they can prime Insight.
Navigator: Communication
The navigator chooses between duration and aerial distance to the workout location. Instead of LVL the navigator chooses the factor: total team weight divided by 10, team participants, or severity.
On success the GM decreases the severity and/or skips next random encounter.
On failure the GM increases the severity and/or immediately does the next random encounter.
Meta: Team Leader
At the start of each session the Team Leader (TL) coordinates the procedures among the team members.
Only if they are a tactician role, then they can prime Insight.
Team Leader: Communication
TBD
Challenges
Challenges are downtime activities that a player can do to enhance their game play during the upcoming session. These challenges are either role specific or general.
Each player needs to share with the GM which challenge they want to attempt and the result of the challenge needs to be handed in by the end of week (defined by the campaign).
Any LVL 5 role challenge is considered as a general challenge as long as the targeted role is not already LVL 5. Otherwise successfully completing the role specific challenge takes precedence.
Only 1 general challenge per week (defined by the campaign) is counted.
In the case that the WOD is not on the first day of the week and role will become at least LVL 3, then the player is permitted to do the challenge prior to the WOD as long as they do the challenge with the role’s current LVL + 1
. If the role LVL is already 5, then the challenge continues to be at LVL 5. For example if the player is Scout LVL 3, then they are required to do the Scout’s challenge at LVL 4, even if they do not decide to level up Scout.
Challenge: Success
Successfully completing a role specific challenge that is at least LVL 3, then the player keeps the level and does not level down by 1 LVL.
Successfully completing a general challenge gives the player the ability to re-roll one dice of choice and choose which of the results they want.
Challenge: Failure
If the role is at least LVL 3 and the player fails to complete the role specific challenge, then the role is reduced by 1 LVL.
If the player shared with the GM that they wanted to do a general challenge and fail, the GM should add this notion to the intro of the upcoming session.
Movements
The primary way of moving is by rucking.
A WOD can have a defined movement distance per exercise which is independent of general Movements ruling.
Movements can have the random encounter reach.
WODs
Each WOD (workout) comprises of a number of sets with a minimum of #members
. Each set has one to many type of exercises and/or distances. Each exercise has one to many reps (repetitions).
- All
- Animal
- Core
- Legs
- Lower
- Pull
- Push
- Upper
Some roles have the Insight to alter the WOD. These can always be attempted and/or will result in consequences further in the story.
Some WODs do not permit alteration and therefore the Insight fails. This means the Insight needs to be primed again.
AMRAP
An AMRAP stands for As Many Rounds As Possible and happens in an allotted amount of time. With a round either being a group of exercises or an exchange of exercises.
Animal Movement Count
There are two ways to track Animal Movement distance, either by a measurement of length like meters or feet, or by a count (ct) like 2 ct or 4 ct.
When using the count approach the front 2 limbs are used for the counter.
For example a bear crawl is on all four and the arms go first, thus each placement of the hand on the surface is one count. Another example is the forward crab walk which is on all four with the legs being the counter.
The reason to use count over a measurement of length is to equalize the difficulty of the exercise over the height of the individual doing the exercise. Thereby making it more fair for shorter individuals over taller ones.
Combination Exercises
Some exercises are a combination of other exercises to be justified as one repetition.
Bear Complex
Bear complex is a combination of exercises with a coupon:
- start with coupon in front of feet
- dead lift
- clean
- front squat
- overhead press
- back squat
- overhead press
- drop the coupon
Brick Builder
Brick builder is a combination of exercise with a coupon:
- start with coupon in front of feet
- dead lift
- clean
- overhead press and hold the coupon
- 2ct lunges
- drop the coupon
Burpee Overhead
The burpee overhead comes in three varieties: stationary, back (take one step backwards), and front (take one step forwards).
The simple explanation of the burpee overhead is doing a burpee and then moving a coupon overhead.
The long description:
- start with coupon in front of feet
- do the bottom portion of the burpee
- before standing up tall, grab the coupon and start the coupon dead lift
- clean the coupon
- push the coupon overhead
- drop the coupon
Sandbag Burpee
The sandbag burpee is the stationary variety of the burpee overhead with a sandbag.
It comes with some minor changes:
- the drop of the coupon is done behind the body
- turn a round, so you face the sandbag again
Exchange By
An Exchange By WOD is a workout wherein each round/set one to many exercises are exchanged, usually in reps. This can be in a decreasing or increasing manner.
Typically decreasing exercises have a designated endpoint of usually 0 reps. Whereas increasing exercises are combined with an AMRAP, thereby having a cut off time.
Time Hack
A Time Hack is an allotted time to complete a task.
A failed time hack increases the severity of a random encounter. The severity of the encounter is the cumulative amount of started minutes.
Task: Relocation
To successfully complete this time hack the party needs to be in reach distance of one-another at the new location.
Roles
A role is a characteristic that a player chooses. Each one has a set of Insight. Each Insight requires a specific level (LVL) to activate. The roles are:
Each role starts at level 0. Attending a training and choosing a role will increase the chosen role level by 1.
Level 3 and above
As of LVL 3 the player is required to do the role specific challenge to keep their role level. If the challenge is successful they keep there level and can level up in the next session. If the challenge is a failure they will level down.
E.g. if the player is LVL 3 Scout, on success they keep their LVL 3 for the next session and can become LVL 4 next session, on failure they become LVL 2. If they do not choose to level up, they are still required to do the role specific challenge to keep LVL 3.
Multiple roles
Every player has the option to have multiple roles as of session 2 and are required to choose another role once they reach the maximum level (LVL 5) in all owned roles.
Animal Handler
The Animal Handler deals with animals.
Animal Handler: Insight
Level | Insight |
---|---|
1 | Re-roll one animal type exercise and the new roll will be applied. |
2 | Shorten the animal movement distance by a percentage of 20 * LVL down to 20% (Passive). |
3 | In a random encounter double the Insight effect of any of the other Insight. |
4 | Shorten the animal movement distance by a percentage of 20 * LVL down to 20%. |
5 | Choose one animal type exercise and the new exercise will be applied. |
Animal Handler: Challenge
Do Y
rounds of each exercise:
X
m bear crawlX
m crab walkX
m low crawlX
m duck walk
Level | Challenge |
---|---|
3 | 8 rounds and 10 m |
4 | 8 rounds and 20 m |
5 | 4 rounds and 50 m |
Armorer
The Armorer has knowledge about gear.
Reduction List
- 3: Coupon
- 2: Ruck
- 1: No equipment
Armorer: Insight
Level | Insight |
---|---|
1 | Reduce the gear up to LVL player(s) required for the exercise by one as referenced in the Reduction List (Passive). |
2 | Reduce the gear for the team required for the exercise by one as referenced in the Reduction List (Passive). |
3 | In a random encounter double the Insight effect of any of the other Insight. |
4 | Reduce the gear for the team required for the exercise by one as referenced in the Reduction List. |
5 | Choose the gear for the team required for the exercise. |
Armorer: Challenge
Do X
sets of 5 reps with each set having different weight or gear
- dead lifts + clean + over head press
- 2ct lunges
Permitted gear
- ruck
- sandbag
- no gear
- jerrycan
- log
- any other heavy item
Level | Challenge |
---|---|
3 | 3 gear/weight |
4 | 4 gear/weight |
5 | 5 gear/weight |
Medic
The Medic helps team members in need.
Medic: Insight
Level | Insight |
---|---|
1 | Help a member (helpee) with an exercise. The helpee’s reps/meters are reduced by #training reps/meters and the Medic’s reps/meters are increased by #training reps/meters (Passive). |
2 | Reduce the reps/meters count by #training , down to a minimum of 5, for the whole team (Passive). |
3 | In a random encounter double the Insight effect of any of the other Insight. |
4 | Reduce the reps/meters count by #training , down to a minimum of 5, for the whole team. |
5 | The whole team does only 5 reps/meters. |
Medic: Challenge
Do an exercise slide starting at X
reps and decreasing by Y
reps per round. The exercises are push ups, squats, and sit ups.
Level | Challenge |
---|---|
3 | 12 starting reps decreased by 4 reps per round |
4 | 12 starting reps decreased by 3 reps per round |
5 | 12 starting reps decreased by 2 reps per round |
Navigator
The Navigator navigates to the specific location.
Compared to the other roles, the navigator’s main utility is between workout locations. Thus it is their goal to prime Insight before movements to the location and to be near to the conditions of the Insight to get the most benefits for the party.
It is best to have at least one navigator per party, especially when playing a campaign with the meta clause.
Navigator: Insight
The navigator Insight uses its own terminology and calculations.
measurement
: is either time (in seconds) or distance (in meters).factor
: is the dedicated quantity for themeasurement
.delta
: is the absolutemeasurement
between the actualmeasurement
and the guess.cap
: is the upper limit of maximum percentage decrease.percentage
: on success is 10% and on failure is 5%.
On success decrease the #reps
by success%
with
success% := (cap - ceil(delta / factor)) * percentage
On failure increase the #reps
by failure%
with
failure% := ceil((delta - factor * LVL) / factor) * percentage
Level | Insight |
---|---|
1 | Estimation of duration within an interval of factor * LVL seconds with factor = 5 and cap = 5 . |
2 | The GM chooses or rolls
: 0: cardinal directions, 1: degrees, 2: windward or leeward for the navigation system. On each fork on the path the navigator calls out the direction. The GM tallies up all correct and false statements with the initial tally being -1 . The maximum sum is 10 and the new #reps are ceil(#reps * (100 - 10 * tally) %) . |
3 | Estimation on aerial distance within an interval of factor * LVL meters with factor = 100 and cap = 5 . |
4 | The GM gives a liberal time hack. On success replace any exercise with a combination exercise and do
#reps . On failure roll combination exercise and do
#reps . |
5 | Choose either Insight 1 or Insight 3 and double the factor . No negative consequences on failure. On success decrease #reps by the percentage down to a minimum of 1 with the cap = 10 . |
Navigator: Challenge
The GM chooses X
locations where one needs to navigate to and take a picture of one’s ruck with the POI (point of interest).
Level | Challenge |
---|---|
3 | 3 locations |
4 | 4 locations |
5 | 5 locations |
Scout
The Scout runs ahead to check the situation.
Scout: Insight
Level | Insight |
---|---|
1 | Shorten the distance of the movement by a percentage of 10 * LVL down to 50% (Passive). |
2 | Increase any time hack by 2 * LVL minutes (Passive). |
3 | In a random encounter double the Insight effect of any of the other Insight. |
4 | Increase any time hack by 2 * LVL minutes. |
5 | Shorten the distance of the movement down to 50%. |
Scout: Challenge
Ruck X
miles or Y
km at event weight in less than T
min
Level | Challenge |
---|---|
3 | 3 miles or 5 km in 50 min |
4 | 6 miles or 10 km in 105 min |
5 | 12 miles or 20 km in 210 min |
Tactician
The Tactician uses the power from a strategy to find the best way to overcome the task.
It is best to have at least one tactician per party, especially when playing a campaign with the meta clause.
Tactician: Insight
Level | Insight |
---|---|
1 | Increase the reach time by LVL seconds (Passive). |
2 | Re-roll one type of exercise and the new roll will be applied. |
3 | In a random encounter double the Insight effect of any of the other Insight. |
4 | Increase the reach time by LVL seconds. |
5 | Choose one type of exercise and the new exercise will be applied. |
Tactician: Challenge
Do Y
rounds of each exercise:
X
m bear crawl with sandbag pull throughX
m low crawl with sandbag pullX
m lunges with sandbag on shouldersX
m sandbag suitcase carry
The sandbag should be at least 40 lbs. A ruck can be used as a replacement if no access to sandbag.
Level | Challenge |
---|---|
3 | 8 rounds and 10 m |
4 | 8 rounds and 20 m |
5 | 4 rounds and 50 m |
Random Encounters
Random Encounters are a way to spice up the training.
An encounter can have a severity factor which hardens the outcome.
Encounters can also grant rewards like filling up the pool of spent Insight.
How to administer a random encounter?
The GM decides a time of frequency, which is usually 10 minutes.
The GM rolls a
to see if a random encounter occurs.The roll needs to be higher than campaign difficulty + severity
for an encounter not to happen.
On a fail, roll a dice whose size is equivalent to the possible encounters plus 2. The plus 2 is required for the critical fail equivalent to a rolled 1 and critical success equivalent to a rolled dice size.
It is recommended to create a table whose rows count is either 10 or 20.
Random Encounter Examples
Reach
The Reach encounter means that all party members are in reaching distance within 3 seconds.
Exercise Pyramid
The Exercise Pyramid is at least 5 tall and increases by severity.
Typical exercises are of type Push.
Dropped Coupon
The party just dropped a coupon.
5 + severity
bear complex.
It contains the exercise types: Animal, Legs, Lower, Push, Upper.
4 Extension Walk
Walk 5 + severity
meters of
- over head
- in front
- left
- right
extension of ruck.
It contains the exercise types: Core, Upper.
Abs Crusher
3 sets of 5 * severity
reps
- 4ct flutter kicks
- 2ct Russian twists
- 4ct bicycle crunches
It contains the exercise type: Core.
Lunges Squared
- front lunge
- side lunge
- back lunge
- other side lunge
It contains the exercise type: Legs, Lower.
Slow Motion
Choose 3 exercises that are done slow at 10 seconds per rep and do 5 reps.
Variation: Arms
- push up
- overhead ruck press
- ruck row
It contains the exercise type: Arms, Upper.
Variation: Legs
- back squat
- deadlift
- 2 ct lunges
It contains the exercise type: Legs, Lower.
Variation: Full
- push up
- ruck squat
- leg raise
It contains the exercise type: Arms, Core, Legs, Lower, Upper.
The Four Counters
- 4ct jumping jacks
- 4ct flutter kicks
- 4ct mountain climbers
It contains the exercise type: Core.
Party’s Choice
Each member chooses an exercise.
It contains the exercise type: Any.
The Heavy Purse
- ruck swings
- suitcase carry side A
- ruck swings
- suitcase carry side B
It contains the exercise type: Legs.
Ruck, Plank, Scissors
Each member plays rock, paper, scissors. The losing hand does for
- rock: 5 squats
- paper: 5 2ct toe touches
- scissors: 5 2ct scissors
The winners move on to the next round until one winner is left. The losers repeat their losing hand until one winner is decided.
It contains the exercise type: Core, Legs.
Higher-Lower
(deck of cards required)
Each member battles the GM in higher lower until all members have won or 5 rounds.
The loser will do a random exercise which is decided per round and at least 10 reps.
It contains the exercise type: Any.
Lucky number 7
(deck of cards required)
A random exercise is decided on. Each member chooses a card and does the number of reps. On number 7, the member is spared and new random exercise is chosen.
It contains the exercise type: Any.
Ruck Jack 21
(deck of cards required)
Each member plays black jack against the GM. Each player who loses does 10 4ct jumping jacks and is required another round up to 5 rounds. Players that get 21 are spared and removed from future rounds.
Alternate version is Bavarian 11 with
- Sau = 1 or 11
- King = 4
- Ober = 3
- Unter = 2
- 10 = 10
- Rest = 0
It contains the exercise type: Any.