Taijutsu works a bit differently than the other skills. When you gain Taijutsu, it directly contributes to Bukijutsu and Shurikenjutsu; The latter two skills having a lower ceiling than many others on this list.
Taijutsu focuses more on amplifying physical aspects of the body. Dodging and blocking, therefore amplifying defensive capabilities. These benefits serve as a boon to any physical-based combat users.
1
At this level, you can perform a basic level of hand-to-hand combat. You know how to defend, attack and dodge, albeit at a basic standard for a Shinobi.
Grants the user the ability to cancel hand-seals of enemy Jutsu as long as their Taijutsu / Melee-based AGL is 20 higher than the targets’.
2
You have started to master a single martial art, becoming well versed in hand to hand combat.
+ 1 T2 Injury.
+ 1 D Rank Custom Physical Slot
+ 1 C Rank Custom Physical Slot
3
Grants the user a free ‘action’ for the purpose of breaking out of physical holds exclusively twice a scene. For example, mud jutsu roots the user to the ground until they spend an action to escape. 5 Tai grants the user the ability to do this without expending an action twice a scene.
+ 1 D Rank Gear Slot, + 1 C Rank Gear Slot
+ 5 AGL
+ Increases capacity by another T2 Injury.
+ 1 B Rank Custom Physical Slot.
4
Grants the user the ability to ‘muscle-through’ damage-over-time passives once a scene. For example, a target debuffs the user to take a T1 injury per turn after landing an attack. They can cancel this injury once a scene, therefore cancelling the entire chain of injuries as long as the enemy doesn’t land the damage over time ability again.
+ 5 POW for Physical Attacks
+ 5 AGL
+ T2 Injury Capacity
+ 1 A Rank Custom Physical Slot.
5
+ Allows the user to apply Elemental Passives to their dodge speed from elemental buffs and Jutsu. The Jutsu used must be at B rank minimum to perform this.
+ T3 Injury Capacity
+ 5 AGL for Physical Attacks
+ 1 S Rank Custom Physical Slot
6 ( SPEC )
+ T3 Injury Capacity
+ 1 S Rank Custom Physical Slot
+ Reduces the cooldown of all 0 Chakra Jutsu by 1 action
+ 15 POW against restraining attacks
+ Once per scene, the user is given an additional action that can be used for a 0 Chakra attack. This attack is reduced by half POW and AGL and cannot be a Jutsu-based attack.
Increased injury capacity is added onto the default 16 injury capacity players are given.