Speed and Strength Ranks

When a character performs certain types of speed and strength training, his body develops enhanced muscles, beyond that of a normal person. This translates in mechanic as Strength Ranks and Speed Ranks, as outlined below.

Characters begin with strength and speed ranks of 0, and need to obtain strength and speed ranks to use them (usually through feats or other methods).

Overview

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 SEP. 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, 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 SEP cost of 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 SEP cost again, he must still immediately pay the higher rank's SEP cost in full. If a character's SEP 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 SEP, 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 certain forms of healing. 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 SEP. The SEP 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 (Ex)

Speed Ranks are numbered from 0 to 10, where an untrained character, or a character focused on power over speed, has a Speed Rank of 0 and a fully trained speed-based character has a Speed Rank of around 5 or 6. Some highly specialized characters may eventually gain the fabled Speed Rank 10, but such a thing is extremely rare.
Benefits of Speed Ranks
Speed Rank 0: Speed Rank 0 is a character's basic speed, without any bonuses and augmentations. It provides no bonuses, but is also –obviously– free
Speed Rank 1: The first Speed Rank (Speed Rank 1) gives the character a +2 speed bonus to Jump checks, as well as a +1 speed bonus on all Hide checks that would not be spoiled by movement. They gain a +1 bonus dodge bonus to AC and Reflex Saves, and their land speed is increased by 10 ft. If the character is ever caught flat-footed, or otherwise denied their dexterity bonus to AC, then they lose their dodge bonus for those attacks or spells.
Subsequent Ranks: each Speed Rank above 1 increases the character's bonus to Hide and Jump checks by +1, their bonus to AC and Reflex saves by +1, and their base land speed by 5ft.
For every two Speed Ranks the character possesses (2, 4, 6 etc), they gain a +1 bonus to attack rolls, and their base Shunpo distance (or equivalent) is increased by 10ft. If they do not possess Shunpo (or an equivalent), then they can expend 3 SEP to move this bonus distance, treating it as Shunpo for the purposes of feats and abilities.
For every 5 Speed Ranks the character possesses, they can make an additional attack in a full attack, using their highest attack bonus, -5. This stacks with other bonus attacks, such as those from the Speed weapon enhancement, or the Haste spell. The -5 penalty no longer applies the rank after the extra attack is obtained.

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, for example.
Speed Rank Costs
* Speed Rank 1: 1 SEP per 5 rounds.
* Speed Rank 2: 2 SEP per 5 rounds.
* Speed Rank 3: 3 SEP per 5 rounds.
* Speed Rank 4: 4 SEP per 5 rounds
* Speed Rank 5: 1 SEP per round
* Speed Rank 6: 3 SEP per 2 rounds
* Speed Rank 7: 2 SEP per round
* Speed Rank 8: 5 SEP per 2 rounds
* Speed Rank 9: 3 SEP per round
* Speed Rank 10: 6 SEP per round


Strength Ranks (Ex)

Strength Ranks are numbered from 0 to 10, where an untrained character, or a character focused on speed over power, has a Strength Rank of 0 and a fully trained strength-based character has a Strength Rank of around 5 or 6. Some highly specialized characters may eventually gain the fabled Strength Rank 10, but such a thing is extremely rare.
The bonus to attack and weapon damage rolls granted by Strength Ranks 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.
Whether active or dormant, all Strength Ranks increase the effective Strength score for the purposes of carrying capacity by an amount equal to their rank.
Benefits of Strength Ranks [list type=disc]
Strength Rank 0: Rank 0 represents basic, unaugmented strength, and as such the character gains no particular benefits from enhanced strength. Naturally, there is no cost for this Strength Rank.
Strength Rank 1: The character gains a +1 bonus to attack and weapon damage rolls to any attack roll they could add their strength modifier to, such as a melee or thrown weapon attack.
Strength Rank 2: 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, as well as to 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 when dealing damage to objects with 2 or less hardness.
Strength Rank 3: 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, as well as to to Break, Climb, Jump and Swim checks. His carrying capacity doubles. In addition, a character with Strength Rank 3 ignores hardness when dealing damage to objects with 4 or less hardness.
Strength Rank 4: 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, as well as to Break, Climb, Jump and Swim checks. His carrying capacity doubles. In addition, a character with Strength Rank 4 ignores hardness when dealing damage to objects with 6 or less hardness.
Strength Rank 5: 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, as well as to 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 when dealing damage to objects with 8 or less hardness.
Strength Rank 6: 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, as well as to 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 when dealing damage to objects with 8 or less hardness.
Strength Rank 7 : 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, as well as to 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 when dealing damage to objects with 8 or less hardness.
Strength Rank 8: 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, as well as to Break, Climb, Jump and Swim checks. His carrying capacity triples and he gains damage reduction 5/dark iron. In addition, a character with Strength Rank 8 ignores hardness when dealing damage to objects with 8 or less hardness.
Strength Rank 9: 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, as well as to 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 when dealing damage to objects with 8 or less hardness.

  • Strength Rank 10: The character gains a +5 bonus to attack and weapon damage rolls, and a +12 bonus to opposed disarm, trip, grapple, bullrush or overrun checks, as well as to Break, Climb, Jump and Swim checks. His carrying capacity is multiplied by 4 and he gains a damage reduction 8/dark iron. In addition, a character with Strength Rank 10 ignores hardness when dealing damage to objects with 10 or less hardness.

Strength Rank Costs
* Strength Rank 1: 1 SEP per 5 rounds.
* Strength Rank 2: 2 SEP per 5 rounds.
* Strength Rank 3: 3 SEP per 5 rounds.
* Strength Rank 4: 4 SEP per 5 rounds
* Strength Rank 5: 1 SEP per round
* Strength Rank 6: 3 SEP per 2 rounds
* Strength Rank 7: 2 SEP per round
* Strength Rank 8: 5 SEP per 2 rounds
* Strength Rank 9: 3 SEP per round
* Strength Rank 10: 6 SEP per round


Obtaining Strength and Speed Ranks

Characters do not begin with any strength or speed ranks.

Though the most common way for a character to gain Strength and Speed Ranks in with the Improved Strength Rank or Improved Speed Rank feats, some characters may also gain ranks through their classes.

There are other ways to gain ranks, such as training and hard work, though the methods and validity of this are left to the GM's discretion.


+New Feats
These feats are only available if your game is using the Strength and Speed Ranks optional rules.

Strength Training
Prerequisites: Strength 15
Benefit: Your strength rank increases by 1.
Special: This feat can be selected multiple times. Its effects stack.

Speed Training
Prerequisites: Dexterity 15
Benefit:Your speed rank increases by 1.
Special: This feat may be selected multiple times. Its effects stack.


+Note

The original version of this system was published by Frankto, in his Naruto D20 system.

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