Shit, I might as well read Korra's tags while I'm at it z.z
Shindan (Diagnosis) The skill which enables you to check out whats wrong with the patient or yourself. Initially it needs us to move our hands over the patient, but with time and knowledge it becomes faster and easier. It would give us a detailed perception of the patient, both internally and externally, in addition to their chakra flow. We can even decipher mental issues, emotions, illusions etc, though this would need to be done near the target's head. Upon completion of training, we can even play detective on dead bodies. All of this can be improved under the influence of forms of sensory.
Teikouryoku (Power of Resistance) A warm yellow aura that increases our bodies natural defenses towards diseases, toxins and whatnot. It's to heal people in potentially hazardous or shield ourselves during combat. My question is to what extent does this reach? Like if I was moving in a D rank cloud of poison or something, what would happen?
Jokyo Dokubutsu (Poison Removal) It enables the user to delay the effects of poison on the body for two turns, granting the victim a short respite untile an antidote is found. It can be used through mediums or simply through one's own chakra, and it can work on the canon poison techniques , but not customs.
Kaidokuzai Sōzō (Antidote Creation) After extracting a portion of the poison through one way or another, and have diagnosed it, you'd be able to determine what's needed to counter it, and through antisserum mixing with some herbs, you'd get your cure that you can administer as you please. It's technique application; Poison Resistance, enables you to halt the progression of poisons after they have been detected, albeit in a chakra costly manner.
Keksuki Gyouko (Blood Coagulation) Enables you to aid the targets natural blood coagulation, having your chakra assume the needed role to make it faster and easier. It can also be used to stop bleeding in a rudimentary fashion, albeit for no chakra or move cost.
Shōsen Jutsu (Mystic Palm) Enables you to inject yang chakra into yourself or others in order to basically universally heal and cure. Although it would heal poisons, it would not remove them, or halt them taking effect once again. The scope of healing is great, as it allows you to regrow organs as long as it was not totally destroyed. My main question, is the time outlined in the post taken into consideration in the actual rp? Like healing for 4 turns from an attack? Because if so, WEW I have some quotes to deliver.
Kin'yō Shippai Soshite Chiryō (Vital Faillure and Treatment) Basically what allows to treat patients, as it gives us information on the normal functions of the body, allowing us to determine whats wrong, with each category having it's own form of detection. Like heart rate through fingers on arteries or blood pressure/temp through diagnosis. It goes on in some detail about other aspects, and wew was your guys much more difficult learning this the old way.
Karada Tensū Jōran (Important Body Points Disturbance) & Chakra Jōran (Chakra Disturbance) Give you the knowledge of the body's weak points, both physically and chakra wise, in addition to tenkutsu and chakra systems. Given that the two are closely tied, an offense to one can potentially lead to an offense on the other. Ranshinshou enables you to shut down a target's movements if we strike them properly, or mess up some limbs if not. The second tech is essentially an acupuncture strike that numbs the area and prevents it's movement. It enables us to open up tenkutsu and restore chakra balance, enabling gen removal. Could my clone use that tech on me though? And if the patient had a mode active, would this dispel it? Chakra link allows for 100 filtered clean energy! chakra exchange per turn, it's automated to balance out amount of chakra in case the med nin was busy ow w.e Rebuilding pathways is pretty much that minus EIG and destroyed tenketsu. Chakra purge is nice, as it incorporates some fūin so that's nice, as it allows for combos, enabling potential battle usages.