Note: In light T(e)GR, supporting Ninjutsu are rather weak if you don't expect to be able to go first and still pick your area of engagement or you just outnumber your opponent. In this light, I'd like to make Shifting Earth's dangerous brother into (tentative name) Earthquake.
@Cariyaga
Doton Technique: Earthquake
Attribute Costs: Control *1, Stamina*2, Dexterity*3
If opponent is moving on the ground within level*3 meters, this technique is unblockable. Imposes TacMov penalties equal to it's level and does a roll at its level against opposed die for damage. May oppose damage with TacMov, but not TacMov penalty. Allies within the radius on the ground gain a malus equal to (level-MIN(Control*2/3 rounded down, Awareness)). Sustaining it will require both Quick Actions and your Combat Action.
Chakra cost: 50CP per ten seconds, may increase depending on terrain. (Manipulating all this rock is hard!)
Taking a jutsu so pathetic that using it in serious combat was considered a grave insult, one brave Technique Hacker turned it into a monstrosity of battlefield control, capable of moving people on her whim. Now, this technique is used to justify what the basic jutsu are good for.
XP efficiency: 1000 XP for something that lowers all your opponent's TacMov by 25 die (though your allies also have problems), and 3350 XP for the Awareness to make sure your allies have no problems.
whoops? help balance please? The idea was something like Shifting Earth, scaled up to a massive radius. Make it useful not just as an opener but also throughout.