Healing Technique - 1 MED, Heals up to a T2 Injury
Poison Mist - 2 MED, Poison, Combat, 5M Radius, lasts for 2 turns after deployed. Doesn't debuff the user. A poison cloud is inflicted, debuffing everyone by 5 SOL, POW or AGL until they leave the mist.
Medical Jellyfish - 2 MED, Ninjutsu, Combat, Healing, Water. MED user can assign a jellyfish on someone with 'injuries' stored in it. Paying the action and chakra cost for those injuries, the jellyfish sticks to the users' ally for three turns.
If the ally suffers an injury of the tier the jellyfish is assigned to, the jellyfish will heal that injury immediately. If it isn’t used, the jellyfish will disappear and be wasted. Heals up to a T3 injury.
Delicate Illness Extraction Technique - 2 MED, Out-of-Combat, Healing. Must be out of combat for at least 2 turns to use.
If the doctor and patient are able to get out of battle, the doctors’ medical stat is pitted against the medical of the user who created the poison. If the doctor’s medical stat is higher, the poison is neutralised.
Chakra Scalpel: Destruction - Requires Chakra Scalpel | 2 MED, Out-of-Combat, Healing. Must be out of combat for at least 2 turns to use. For a single use attack, gain +10 POW.
Chakra Scalpel - 2 MED, 2 TAI, Combat, Out-of-Combat, Ninjutsu, Ongoing. Allows the user to cut through any organic matter with precision as long as it isn’t being defended with chakra / Jutsu.
Allows the user to cut through any material that is weaker than wood as a material as long as it is not infused with chakra.
+ 5 POW to all attacks.
Green Rain Ground Levelling - 4 MED 1 SHU, Healing. Allows user to heal up to three allies at once.
They only have to pay the ‘action cost’ once for the highest tier of injuries they’re trying to heal, making it an action-efficient method of healing.
Yin Healing Wound Destruction - 4 MED, Healing(Self-heal only). If set-up on the turn before taking an injury by using an action, the user can heal themselves on the turn they take damage without paying the action cost for healing. Can heal up to a T4 injury.
The user must allocate a specific body part that they are predicting to be damaged. They must then move their body to take the opponents’ hit in that area.
Medical Mode - 4 MED, Healing, Utility, 50 cost a turn. Ongoing booster that grants the user the ability to heal themselves and others without paying the action cost per Jutsu. Healing rate costs still apply.
Mystical Palm Technique - 4 MED, Healing. A rank healing jutsu.
Lightning Release: Body Pathway Derangement - 4 MED 3 TAI, Combat, Lighting, Ninjutsu. If damage lands, reduce opponent AGL by 20 for two actions.
Cell Activation Technique 4 MED, Healing, Out-of-Combat. Allows for the healing of a lost limb, eyes, organs or brain damage. However, the patient may fucking die. Roll a d4, if rolling a 1, the patient passes away during surgery.
When healing a Dojutsu user, only returns a normal eye, not their Dojutsu.
One's Own Life Reincarnation - Death upon usage.
Creation Rebirth - W.I.P.
Creation Rebirth - Strength of a Hundred - W.I.P.
Body Revival Technique - 6 MED, Medical, Combat, Ongoing, Signature, 60 Chakra a turn. The user is effectively immortal. Their body will continue to heal without using actions, paying action cooldown and such. Nothing can kill them while in this state spare chakra depletion.
They still pay the cost required to heal the injuries as they take it, though.