Strength Ranks and Speed Ranks

Strength Ranks and Speed Ranks

When a character performs certain types of speed and strength training, his body develops enhanced muscles. This translates in mechanic as Strength ranks and Speed ranks.

Temporary Speed or Strength Ranks:

If the character gains temporary Speed or Strength ranks, the ability cannot be suppressed and is always active, but costs no chakra. If the character already has a Speed or Strength rank, the abilities do not stack, use whichever is highest.

Speed or Strength Rank Bonus:

When the character gains a bonus to Speed or Strength ranks, such as from the Speed or Strength armor seals, this bonus increases the efficiency of the ability, but not the cost. For example, a +2 bonus to Speed ranks allows Speed rank 0 to function as Speed rank 2, but the ability can be suppressed to Speed rank 1 or 0 as normal.

Activation:

During an encounter, or when a character is threatened or stressed, he must choose to consciously suppress his Strength and Speed ranks to conserve energy, otherwise the ability is automatically active. The opportunity comes into play as soon as the ability activates when the character is no longer flat-footed, at the start of his turn, or at the start of the battle following a surprise round taken against the character, even if he did not win the initiative, as a free action. Activating a previously suppressed strength or speed rank during an encounter, after the first round of combat, is a free action on the character's turn. Outside of an encounter, a character has to concentrate for a full-round action to call upon his strength and speed. Suppressing strength and speed ranks is a free action on the character's turn.

The character may choose to activate or suppress his strength and speed ranks to any

degree he desires. A character with 2 strength ranks and 2 speed ranks can choose to

suppress his speed rank fully (speed rank 0) but only suppress 1 strength rank, or suppress

them both fully if he desires. Activating strength and speed ranks outside of an encounter

works in the same manner, in that the character may choose to call upon some of his

strength but none of his speed, or vice-versa.

The chakra cost from strength and speed ranks is spent the moment they are activated—if

the character moves from one strength or speed rank to a higher one before he has to pay

the chakra cost again, he must still immediately pay the higher rank's chakra cost in full.

If a character's chakra pool would be reduced to 0 or below from strength or speed ranks,

the ability is immediately suppressed and cannot be reactivated until the character

recovers chakra, unless it can be activated at no cost. When inactive during combat, the

ability is referred to as suppressed; outside of combat, it is simply dormant.

Penalties:

When a character suffers a penalty to strength or speed rank, his maximum

strength or speed rank is immediately lowered until the effect ends (see effect's

description for details). A permanent strength or speed rank penalty can only be removed

by medical techniques. Strength and Speed ranks cannot go below 0.

If the character's strength or speed ranks are lowered to 0 because of a penalty, it

immediately counts as suppressed and costs no chakra. The chakra cost of strength or

speed rank with a penalty is equal to the actual rank, not what the effective rank should be

without the penalty.

An encumbered character suffers a -1 strength and speed rank penalty, increasing to -2 if

heavily encumbered. A fatigued character suffers a -1 strength and speed rank penalty,

increasing to -2 if exhausted.

A character wearing medium armor suffers a -1 speed rank penalty, and a character

wearing heavy armor suffers a -3 speed rank penalty. An entangled character suffers a -4

penalty to speed ranks, while helpless, paralyzed, immobilized, grappled or pinned

creatures are automatically treated as having speed rank 0. Penalties from fatigue,

encumbrance, armor and conditions stack.

Speed Ranks: The speed ranks are numbered from 0 to 10, where an untrained character

has a speed rank of 0 and a fully trained character has a speed rank of 5. Some highly

specialized, epic characters may gain Speed ranks of up to 10, but such a thing is

extremely rare.

Kawarimi Defense: An attack that gains kawarimi defense means a character cannot use

defensive maneuver or the 'avoid an attack' maneuver against that attack unless he is

moving at a certain speed rank (for example, a character with 4 speed ranks cannot avoid

an attack with a kawarimi defense 4 if he is suppressing any of his speed ranks).

High Speed Sight (Ex): A character with the high speed sight ability negates any speed

bonus to Hide checks a character gains by having speed ranks up to a certain degree

mentioned in the character's statistic block, but only for his person. A character with high

speed sight 3 spotting against a character with speed rank 5 would negate +3 of the

character's +5 speed bonus to Hide checks.

– Speed Rank 0 (Ex): The character moves at normal speed and gains no benefits from

this speed rank. When not suppressed or dormant, speed rank 0 costs no chakra.

– Speed Rank 1 (Ex): The character gains a +2 bonus to Jump checks, a +1 dodge bonus

to Defense and Reflex saves. The character's land speed increases by 10 feet, and gains a

+1 speed bonus to Hide checks. A character loses his dodge bonus to Defense when

caught flat-footed.

When not suppressed or dormant, speed rank 1 costs 1 point of chakra every 5 rounds.

The speed bonus to Hide only applies to situations where fast movement would help.

– Speed Rank 2 (Ex): The character gains a +3 bonus to Jump checks, a +2 dodge bonus

to Defense and Reflex saves, and a +1 bonus to attack rolls. The character's land speed

increases by 15 feet, and gains a +2 speed bonus to Hide checks..

When not suppressed or dormant, speed rank 2 costs 2 points of chakra every 5 rounds

– Speed Rank 3 (Ex): The character gains a +4 bonus to Jump checks, a +3 dodge bonus

to Defense and Reflex saves, and a +1 bonus to attack rolls. The character's land speed

increases by 20 feet, and gains a +3 speed bonus to Hide checks.

When not suppressed or dormant, speed rank 3 costs 3 points of chakra every 5 rounds.

– Speed Rank 4 (Ex): The character gains a +5 bonus to Jump checks, a +4 dodge bonus

to Defense and Reflex saves, and a +2 bonus to attack rolls. The character's land speed

increases by 25 feet, gains a +4 speed bonus to Hide checks, and his attacks have a

kawarimi defense 1.

When not suppressed or dormant, speed rank 4 costs 4 points of chakra every 5 rounds.

– Speed Rank 5 (Ex): The character gains a +6 bonus to Jump checks, a +5 dodge bonus

to Defense and Reflex saves, and a +2 bonus to attack rolls. The character's land speed

increases by 30 feet, gains a +5 speed bonus to Hide checks, and his attacks have a

kawarimi defense 2.

When not suppressed or dormant, speed rank 5 costs 1 point of chakra every round.

– Speed Rank 6 (Ex): The character gains a +7 bonus to Jump checks, a +6 dodge bonus

to Defense and Reflex saves, and a +3 bonus to attack rolls. The character's land speed

increases by 35 feet, gains a +6 speed bonus to Hide checks, and his attacks have a

kawarimi defense 3. He gains an additional attack when making a full-attack action, at his

highest attack bonus but at a -5 penalty.

When not suppressed or dormant, speed rank 6 costs 3 points of chakra every 2 rounds.

– Speed Rank 7 (Ex): The character gains a +8 bonus to Jump checks, a +7 dodge bonus

to Defense and Reflex saves, and a +3 bonus to attack rolls. The character's land speed

increases by 40 feet, gains a +7 speed bonus to Hide checks, and his attacks have a

kawarimi defense 3. He gains an additional attack when making a full-attack action, at his

highest attack bonus.

When not suppressed or dormant, speed rank 7 costs 2 points of chakra every round.

– Speed Rank 8 (Ex): The character gains a +9 bonus to Jump checks, a +8 dodge bonus

to Defense and Reflex saves, and a +4 bonus to attack rolls. The character's land speed

increases by 45 feet, gains a +8 speed bonus to Hide checks, and his attacks have a

kawarimi defense 4. He gains an additional attack when making a full-attack action, at his

highest attack bonus.

When not suppressed or dormant, speed rank 8 costs 5 points of chakra every 2 rounds.

– Speed Rank 9 (Ex): The character gains a +10 bonus to Jump checks, a +9 dodge bonus

to Defense and Reflex saves, and a +4 bonus to attack rolls. The character's land speed

increases by 50 feet, gains a +9 speed bonus to Hide checks, and his attacks have a

kawarimi defense 5. He gains an additional attack when making a full-attack action, at his

highest attack bonus.

When not suppressed or dormant, speed rank 9 costs 3 points of chakra every round.

– Speed Rank 10 (Ex): The character gains a +10 bonus to Jump checks, a +10 dodge

bonus to Defense and Reflex saves, and a +5 bonus to attack rolls. The character's land

speed increases by 60 feet, gains a +10 speed bonus to Hide checks, and his attacks have

a kawarimi defense 6. He gains an additional attack when making a full-attack action, at

his highest attack bonus, and a second additional attack at a -5 penalty.

When not suppressed or dormant, speed rank 10 costs 5 points of chakra every round.

The character cannot activate the Speed rank 10 ability if he is fatigued, exhausted, or

suffers from Dexterity or Constitution damage.

Strength Rank: As with speed ranks, strength ranks are numbered from 0 to 10 and

untrained character stand at strength rank 0, while only truly epic characters ever reach

strength rank 10.

The bonus to attack and weapon damage rolls granted by Strength rank is treated as a

bonus granted by the Strength score for the purpose of multiplying or dividing it, and

deciding whether to use the Strength or Dexterity score with attack rolls.

– Strength Rank 0 (Ex): The character gains no particular benefits from enhanced

strength. When not suppressed or dormant, strength rank 0 costs no chakra.

– Strength Rank 1 (Ex): The character gains a +1 bonus to attack and weapon damage

rolls (if he is able to apply his Strength modifier to damage for that weapon—for

example, to a katana or shuriken attack, but not a throwing needle).

When not suppressed or dormant, strength rank 1 costs 1 points of chakra every 5 rounds.

Whether active or dormant, strength rank 1 increases the character's effective Strength

score to determine his carrying capacity by +1.

– Strength Rank 2 (Ex): The character gains a +1 bonus to attack and weapon damage

rolls, and a +2 bonus to opposed disarm, trip, grapple, bullrush or overrun checks,

strength checks and Break, Climb, Jump and Swim checks. His carrying capacity

increases by one-half (round down). In addition, a character with Strength Rank 2 ignores

hardness from objects with 2 or less hardness.

When not suppressed or dormant, strength rank 2 costs 2 points of chakra every 5 rounds.

Whether active or dormant, strength rank 2 increases the character's effective Strength

score to determine his carrying capacity by +2.

– Strength Rank 3 (Ex): The character gains a +2 bonus to attack and weapon damage

rolls, and a +4 bonus to opposed disarm, trip, grapple, bullrush or overrun checks,

strength checks and Break, Climb, Jump and Swim checks. His carrying capacity

doubles. In addition, a character with Strength Rank 3 ignores hardness from objects with

4 or less hardness.

When not suppressed or dormant, strength rank 3 costs 3 points of chakra every 5 rounds.

Whether active or dormant, strength rank 3 increases the character's effective Strength

score to determine his carrying capacity by +3.

– Strength Rank 4 (Ex): The character gains a +2 bonus to attack and weapon damage

rolls, and a +6 bonus to opposed disarm, trip, grapple, bullrush or overrun checks,

strength checks and Break, Climb, Jump and Swim checks. His carrying capacity

doubles. In addition, a character with Strength Rank 4 ignores hardness from objects with

6 or less hardness.

When not suppressed or dormant, strength rank 4 costs 4 points of chakra every 5 rounds.

Whether active or dormant, strength rank 4 increases the character's effective Strength

score to determine his carrying capacity by +4.

– Strength Rank 5 (Ex): The character gains a +3 bonus to attack and weapon damage

rolls, and a +8 bonus to opposed disarm, trip, grapple, bullrush or overrun checks,

strength checks and Break, Climb, Jump and Swim checks. His carrying capacity is

multiplied by 2.5 (round down). In addition, a character with Strength Rank 5 ignores

hardness from objects with 8 or less hardness.

When not suppressed or dormant, strength rank 5 costs 1 point of chakra every round.

Whether active or dormant, strength rank 5 increases the character's effective Strength

score to determine his carrying capacity by +5.

– Strength Rank 6 (Ex): The character gains a +4 bonus to attack and weapon damage

rolls, and a +10 bonus to opposed disarm, trip, grapple, bullrush or overrun checks,

strength checks and Break, Climb, Jump and Swim checks. His carrying capacity is

multiplied by 2.5 (round down) and he gains a damage reduction 2/dark iron. In addition,

a character with Strength Rank 6 ignores hardness from objects with 8 or less hardness.

When not suppressed or dormant, strength rank 6 costs 3 points of chakra every 2 rounds.

Whether active or dormant, strength rank 6 increases the character's effective Strength

score to determine his carrying capacity by +6.

– Strength Rank 7 (Ex): The character gains a +4 bonus to attack and weapon damage

rolls, and a +10 bonus to opposed disarm, trip, grapple, bullrush or overrun checks,

strength checks and Break, Climb, Jump and Swim checks. His carrying capacity triples

and he gains a damage reduction 3/dark iron. In addition, a character with Strength Rank

7 ignores hardness from objects with 8 or less hardness

When not suppressed or dormant, strength rank 7 costs 2 point of chakra every round.

Whether active or dormant, strength rank 7 increases the character's effective Strength

score to determine his carrying capacity by +7.

– Strength Rank 8 (Ex): The character gains a +5 bonus to attack and weapon damage

rolls, and a +11 bonus to opposed disarm, trip, grapple, bullrush or overrun checks,

strength checks and Break, Climb, Jump and Swim checks. His carrying capacity triples

and he gains a damage reduction 5/dark iron. In addition, a character with Strength Rank

8 ignores hardness from objects with 8 or less hardness.

When not suppressed or dormant, strength rank 8 costs 5 points of chakra every 2 rounds.

Whether active or dormant, strength rank 8 increases the character's effective Strength

score to determine his carrying capacity by +8.

– Strength Rank 9 (Ex): The character gains a +5 bonus to attack and weapon damage

rolls, and a +11 bonus to opposed disarm, trip, grapple, bullrush or overrun checks,

strength checks and Break, Climb, Jump and Swim checks. His carrying capacity is

multiplied by 3.5 (round down) and he gains a damage reduction 6/dark iron. In addition,

a character with Strength Rank 9 ignores hardness from objects with 8 or less hardness.

When not suppressed or dormant, strength rank 9 costs 3 point of chakra every round.

Whether active or dormant, strength rank 9 increases the character's effective Strength

score to determine his carrying capacity by +9.

– Strength Rank 10 (Ex): The character gains a +6 bonus to attack and weapon damage

rolls, and a +12 bonus to opposed disarm, trip, grapple, bullrush or overrun checks,

strength checks and Break, Climb, Jump and Swim checks. His carrying capacity

quadruples and he gains a damage reduction 8/dark iron. In addition, a character with

Strength Rank 10 ignores hardness from objects with 10 or less hardness.

When not suppressed or dormant, strength rank 10 costs 5 point of chakra every round.

The character cannot activate the Strength rank 10 ability if he is fatigued, exhausted, or

suffers from Strength or Constitution damage. Whether active or dormant, strength rank

10 increases the character's effective Strength score to determine his carrying capacity by

+10.