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.
Rank One Strength)
Training (Taijutsu; requires Taijutsu 5 ranks)
Rank: 2 (C-Class); Learn DC: 15, 2 success; Components: X, Mas.
The character gains the Strength rank 1 extraordinary ability.
Mastery
At the fifth step of mastery, the character may activate his strength rank 1 ability for up to 5 rounds every day without paying chakra. The ability does not need to be used 5 rounds in a row, but begins to cost chakra after the fifth round.
This does not stack with mastery granted by other Strength rank training techniques.
Expendable Components:
Specific nutritional supplements (equivalent price Purchase DC 14).
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 5 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.
Rank Two Strength)
Training (Taijutsu; Requires Strength rank 1 (a) and Taijutsu 7 ranks)
Rank: 4 (B-Class); Learn DC: 18, 3 success; Components: X, Mas.
The character gains the Strength rank 2 extraordinary ability.
Mastery
At the fifth step of mastery, the character may activate his strength rank 2 ability for up to 5 rounds every day without paying chakra. The ability does not need to be used 5 rounds in a row, but begins to cost chakra after the fifth round. This does not stack with mastery granted by other Strength rank training techniques.
Expendable Components:
Specific nutritional supplements (equivalent price Purchase DC 16).
Strength Rank 2 (Ex):
The character gains:
a +1 bonus to attack and weapon damage rolls,
a +2 bonus to opposed disarm, trip, grapple, bullrush or overrun checks, strength checks and Break, Climb, Jump and Swim checks.
Carrying capacity increases by one-half (round down).
The character ignores hardness from objects with 2 or less hardness.
When not suppressed or dormant, strength rank 2 costs 10 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.
Rank Three Strength)
Training (Taijutsu; Requires Strength rank 2 (a) and Taijutsu 9 ranks)
Rank: 6 (A-Class); Learn DC: 21, 4 success; Components: X, Mas.
The user gains the Strength rank 3 extraordinary ability.
Mastery
At the fifth step of mastery, the character may activate his strength rank 3 ability for up to 5 rounds every day without paying chakra. The ability does not need to be used 5 rounds in a row, but begins to cost chakra after the fifth round. This does not stack with mastery granted by other Strength rank training techniques.
Expendable Components:
Specific nutritional supplements (equivalent price Purchase DC 18).
Strength Rank 3 (Ex):
The character gains:
a +2 bonus to attack and weapon damage rolls,
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.
The character ignores hardness from objects with 4 or less hardness.
When not suppressed or dormant, strength rank 3 costs 15 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.
Rank Four Strength)
Training (Taijutsu; Requires Strength rank 3 (a), Taijutsu 11 ranks, Taijutsu Adept (f) and Training (f))
Rank: 8 (A-Class); Learn DC: 23, 4 success; Components: X, Mas.
The character gains the Strength rank 4 extraordinary ability.
Mastery
At the fifth step of mastery, the character may activate his strength rank 4 ability for up to 5 rounds every day without paying chakra. The ability does not need to be used 5 rounds in a row, but begins to cost chakra after the fifth round. This does not stack with mastery granted by other Strength rank training techniques.
Expendable Components:
Muscle Growth: Type I drug.
Strength Rank 4 (Ex):
The character gains:
a +2 bonus to attack and weapon damage rolls,
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.
The character ignores hardness from objects with 6 or less hardness.
When not suppressed or dormant, strength rank 4 costs 20 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.
Rank Five Strength)
Training (Taijutsu; Requires Strength rank 4 (a), Taijutsu 15 ranks, Taijutsu Adept (f) and Training (f))
Rank: 12 (S-Class); Learn DC: 28, 5 success; Components: X, Mas.
Through extensive training, the character increases his strength to what is wholly
accepted as the human limit. The character gains the Strength rank 5 extraordinary ability.
Mastery
At the fifth step of mastery, the character may activate his strength rank 5 ability for up to 5 rounds every day without paying chakra. The ability does not need to be used 5 rounds in a row, but begins to cost chakra after the fifth round. This does not stack with mastery granted by other Strength rank training techniques.
Expendable Components:
Muscle Growth: Type II drug.
Strength Rank 5 (Ex):
The character gains:
a +3 bonus to attack and weapon damage rolls,
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).
The character ignores hardness from objects with 8 or less hardness.
When not suppressed or dormant, strength rank 5 costs 5 chakra every round.
Whether active or dormant, strength rank 5 increases the character's effective Strength score to determine his carrying capacity by +5.
Herculean Strength)
Training (Taijutsu; Requires Strength rank 5 (a) and Epic Technique (Kongouriki) (f))
Rank: 16 (Epic); Learn DC: 41, 8 success; Components: X, Mas.
The character gains the Strength rank 6 extraordinary ability.
Mastery
The first step of mastery grants the character the Strength rank 7 extraordinary ability.
The second step of mastery grants the Strength rank 8 extraordinary ability.
The third step of mastery grants the Strength rank 9 extraordinary ability.
The fourth step of mastery grants the Strength rank 10 extraordinary ability.
The fifth step of mastery grants the ability to resist bull-rush, overrun, grapple and trip
attempts as though the user was two size category larger than in reality.
Expendable Components:
to be added
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 15 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 10 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 25 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 15 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 25 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. At Strength rank 10, the user can push back a creature of any size 1d6x5 feet once per encounter when successfully defending against a bull-rush, overrun or grapple attempt.