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✫ Baldy's Brain™✫
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<p>[QUOTE="Baldy, post: 11371556, member: 87923"]</p><p>Was the creator, but I gave the contract to Scaze, who owns it now. </p><p><a href="http://narutobase.net/forums/showthread.php?t=364734">Relevant</a> <a href="http://narutobase.net/forums/showthread.php?t=221472&page=898&p=11991525#post11991525">Links</a> <a href="http://narutobase.net/forums/showthread.php?t=380232&page=2&p=14083877#post14083877">Here</a></p><p></p><p><strong>Summoning Animal</strong></p><p>Rays (Batoids)</p><p><strong>Scroll Owner</strong></p><p>Scaze</p><p><strong>Other Users who have signed this contract</strong></p><p>Kryptiic, Baldy</p><p><strong>Summoning Bosses if Existing</strong></p><p></p><p>[SPOILER]<strong>(Kuchiyose:Batoidea: Atlantia) -Summoning: Batoidea : Atlantia</strong></p><p>Type: Summon</p><p>Rank: S</p><p>Range: Short</p><p>Chakra: 40</p><p>Damage: N/A</p><p>Description: Atlantia is a small eagle sting ray, between the size of a Frisbee and a basketball. Atlantia is one of the three bosses of the Ray summons, and is usually looked upon as the weakest due to her size. Atlantia is a vibrant deep sea purple with turquoise/blue spots. Like all eagle rays, Atlantia has small electroceptors in her snout that allow her to detect the exceedingly weak electric signals generated by prey, or in most cases enemies, within a mid range radius of her. Atlantia is extremely smart, and what she fails to make up in bulk, she makes up for in intelligence, skill and tactics. Atlantia must be summoned in water. Atlantia is incapable of using suiton jutsu, however she is capable of freely manipulating water to create B, A or S ranked constructs such as pillars, walls, vortexes and other useful apparatus, this of course counts as a jutsu. Atlantia is also capable of creating a forbidden ranked exoskeleton of water to surround her, the water being a exact replica of her, except enlarged. The exoskeleton of water can be as large as, if not larger, than gamabunta, and responds solely to Atlantia's will, for all of which Atlantia requires a equally large water source. Atlantia is incapable of flying through the air, however she can gain small periods of hang time by launching in and out of the water. Atlantia is capable of speaking fluent english, japanese, and greek.</p><p></p><p>Note:</p><p>- Atlantia can only be summoned 1x</p><p>- Atlantia is capable of staying on the field for four turns.</p><p>- Atlantia is capable of creating the water aura only 1x per match, and it lasts for only three turns.</p><p>- Atlantia is capable of sensing living animals within a mid range of her, using her passive electroception.</p><p>- Atlantia is capable of creating a maximum of 2 S rank structures, 3 A rank structures, and 4 B rank structures.</p><p></p><p><strong>Kuchiyose No Jutsu:Batoidea: Blitz Krieg)- Summoning: Batoidea: Blitz Krieg</strong></p><p>Type: Summon</p><p>Rank: S</p><p>Range: Short</p><p>Chakra: 40</p><p>Damage: N/A</p><p>Description: Blitz Krieg is one of the three boss summons of the Ray Contract. Blitz Krieg specialises in lightning, and has a pectoral fin span of 7 meters, while being 5 meters long from head to tail base. (Not including tail length.) Blitz Krieg, upon being summoned, passively brings with him dark purple clouds of lightning that settle over the battlefield, at a minimum height of two meters above head height. The clouds greatly reduce lighting, the battlefield only illuminated by the small non hindering static bolts that course throughout the airborne clouds. The true use of the clouds is that they attract the lightning techniques of the opponent, weakening them by one rank as they store some of the oppositions electrical charge within them. Krieg is then capable of taking hold of the stored electrical energy, effectively utilizing the clouds as an electrical source as he uses his chakra to empower the currents, allowing for the release of Lightning attacks from anywhere within the clouds. Fortunately for the enemy, the enhancement and manipulation of the electrical essence within the artificial clouds isn’t necessarily discreet, as a distinct crackling noise can be heard echoing in the nearby vicinity. Utilizing this method, Krieg can release B, A and S rank bolts, waves, blades, blasts and walls of lightning, either through use of the clouds. When Krieg disappears, he is capable of causing the lightning clouds to disperse in a electrostatic discharge which empowers any Lightning jutsu in play by +20, whether it be the users or the opponents. The clouds are both self fuelled and sustained by Krieg, and in turn Krieg also utilises them as a medium for his active electroception while in air, although on the flip side only beings within a 2 meter radius of the clouds can be sensed. Underwater however, Krieg's passive electro-location is unrivalled, spanning out for miles. The clouds can only be removed by a large scaled blowing wind technique of at least A rank, otherwise they would simply reform.</p><p></p><p>Note:</p><p>- Krieg is resistant to B rank and below lightning techniques, however when struck by an enemies lightning technique his electero-location begins to malfunction, rendered unreliable for two turns except at close distances of three meters or less.</p><p>- Krieg can only release lightning techniques through use of the clouds and only the generic applications described, not any specific known techniques..</p><p>- Krieg can swim at commendable speeds through both water and air.</p><p>- Krieg can only be summoned once per battle.</p><p>- Krieg stays on the field for four turns.</p><p>- Krieg is limited to creating three B ranked lighting attacks, two A rank lightning attacks, and two S rank lightning attacks, overall Krieg can only use five lightning attacks per battle, all of which naturally count as a jutsu.</p><p></p><p><a href="http://narutobase.net/forums/showthread.php?t=157594&page=130&p=13278069&highlight=baldy#post13278069">Link</a></p><p>[/SPOILER]</p><p></p><p></p><p><strong>Other Summoning Animals Tied to this Contract</strong></p><p>Kodai no mizūmi Sting Rays</p><p>[SPOILER][SPOILER]<strong>(Kuchiyose:Batoidea:Sting)- Summoning:Batoidea:Sting</strong></p><p>[SPOILER]Type: Summon</p><p>Rank: A</p><p>Range: Short</p><p>Chakra: 30</p><p>Damage: N/A</p><p>Description: Sting is a mediocre sized Stingray, being roughly 24 meters from top to tail tip, and having a pectoral fin span of 32 meters, Sting is dark turquoise in colour and has a large scar on his underbelly running from his left pectoral fin all the way to his bottom right side. Sting is the student of the weapons specialist of Kodai No Mizuumi, and as such excels at the use of weaponry. On the edge of Stings pectoral fins is a metal platelet, the metal platelet being honed to a fine edge and being extremely light and fitted perfectly. This allows Sting to slice his enemies in two as he swims past them at great speeds. Like all Stingrays, Sting has a large barbed stinger at the end of his tail that is roughly 15 inches long, the barbed tail enhanced with metallic blades, allowing it to pierce through even the most fortified defenses. Sting is able to shoot his stinger at a opponent, the stinger equating to a A rank non elemental projectile when launched. Sting specialises in the fuuton element being able to use up to and including A rank fuuton jutsu, slapping his pectoral fins against his sides in replacement for handseals and swinging his pectoral fins to execute the jutsu if need be. Sting can coat his Stinger and fins in fuuton chakra, making it equivalent to a S rank elemental jutsu. If an opponent is hit by Sting’s Stinger, the Stinger will begin to release its protein based toxins, resulting in their heart rate drastically slowing, the wound bleeding profusely, parallelization in the wounded area due to muscle cramps, and in three turns the user will surely die due to heart failure unless the enemy can counter its effects. Additionally, he can speak being able to communicate with its summoner easily.</p><p></p><p>Restrictions</p><p>-Sting’s stinger regenerates after one turn and can only be shot twice</p><p>-Sting can fly through the air by applying basic chakra for 3 turns, he then must return to water or return to kodai no muzuumi</p><p>-Sting stays on the field for 3 turns</p><p>-Sting can only be summoned once per battle[/SPOILER]</p><p><strong></strong></p><p><strong>(Kuchiyose:Batoidea:Krieg)- Summoning: Batoidea : Krieg</strong></p><p>[SPOILER]Type: Summon</p><p>Rank: S</p><p>Range: Short</p><p>Chakra: 40</p><p>Damage: n/a</p><p>Description: Krieg is a mediocre sized Ray who resembles a torpedo Ray in both looks and abilities, Krieg is roughly 18 meters long from tip to tail, with a pectoral wingspan of 24 meters, and his skin pattern resembles that of a cheetah, vibrant yellow with black spots. Krieg is fairly adept in the use of Raiton, and is able to use all Raiton jutsu up to and including S-rank without the use of handseals, albeit slapping his pectoral fins together to replace handseals and using his Pectoral fins to execute the jutsu if need be. Krieg is also immune to all Raiton jutsu B rank and below, absorbing the lightning into his electric glands, and using the lightning to produce a large spherical omnidirectional blast of lightning that is released from all directions of his body, effectively creating a lightning bubble that spans out to mid range, stunning and blasting everything, the blast being equivalent to A rank. Krieg is able to choose to make gaps within the blast. Kreig's tail stinger is very resistant. Additionally, he can speak and thus is able to communicate with its summoner easily.</p><p></p><p>Restrictions</p><p>-Krieg can only be summoned once per battle</p><p>-Krieg can only stay on the field for 4 turns.</p><p>-Krieg can fly through the air for three turns through the use of chakra, on the fourth he must either be in water or he disappeared in a poof of smoke</p><p>-Omnidirectional Blast can only be used 2 times per battle after absorbing a lightning attack.</p><p>-All of his moves count towards the users move count[/SPOILER]</p><p></p><p><a href="http://narutobase.net/forums/showthread.php?t=157594&page=35&p=6752021&viewfull=1#post6752021">Approval</a></p><p></p><p></p><p><strong>(Kuchiyose No Jutsu:Batoidea: Slip-Stream)- Summoning: Batoidea: Slip-Stream</strong></p><p>[SPOILER]Type: Summon</p><p>Rank: S</p><p>Range: Short</p><p>Chakra: 40</p><p>Damage: n/a</p><p>Description: Slip-Stream, is a rather small Sting-ray in comparison to most of the other Rays and has the body shape and looks of a Spotted Eagle Stingray. Slip-Stream is roughly three meters long (Not including tail) and three and a half wide (Including wingspan), and is capable of carrying a single person on her back, possibly two if the need should arise. Slip-Stream has an extremely bubbly and energetic personality. Slip-Stream is incapable of using jutsu, but makes up for it through her prominent and useful move set. One of her techniques involves releasing her chakra as she flies, the chakra shapes into her form, effectively forming clones that are in-fact projectionary illusions created by the distortions caused by her chakra. Once activated, which counts as a move, the technique continues to remain active, mirages being created passively, leaving a trail of Slip-Streams behind her, which combined with her insane speed is often mistaken for Motion Blur by a opponent, fooling them into thinking that she’s moving faster than she actually is, while masking her exact position. The illusions often mistaken for after-images, begin to fade roughly 3 seconds after their creation and are similar to that of the basic E rank clone technique. Another of Slip-Stream’s abilities, is that she is capable of releasing a burst of wind from her body, utilizing the wind, and the updraft and force created so as to give herself a dramatic burst of speed, allowing her to amplify her speed by up to 50% for a few moments. Slip-Stream usually releases the burst of wind from either beneath her or behind her, but is capable of releasing it from all over her body if need be. Strangely, Slip-Stream prefers Air over water, and is the fastest flyer in kodai, it requires immense focus from a non doujutsu enemy to keep track of her movements while she moves in straight lines or circles, and even more focus to decipher which is a mirage and which isn’t. Slip-Stream is slower when moving in intricate motions but still remains faster than a Sage Rank Ninja with ease. Slip-Stream’s Last ability is a testament to her mastery over air and flight. As she flies, Slip-Stream is capable of utilizing her wind chakra to create a flow of wind around her, the flow of wind acts as a barrier for both defense and offense. The wind coating allows Slip-Stream to slice through opposing objects as she travels with immense ease, and is equivalent to S rank. While it also reduces Air-Resistance against her forcing the air to her sides, allowing her to move even faster than usual.</p><p></p><p>Note:</p><p>- Slip-Stream can stay on the field for 4 turns.</p><p>- Slip-Stream can only be summoned Once per Battle.</p><p>- Slip-Stream can only use her Wind Burst Technique Twice, and it counts as a move.</p><p>- Slip-Stream’s Wind Armour activation counts as a move and can only be used twice per battle[/SPOILER]</p><p></p><p></p><p><strong>Kuchiyose No Jutsu:Batoidea: Kagutsuchi)- Summoning: Batoidea: Kagutsuchi</strong></p><p>[SPOILER]Type: Summon</p><p>Rank: S</p><p>Range: Short</p><p>Chakra: 40</p><p>Damage: 80</p><p>Description: Kagutsuchi is a rather small sized eagle like ray, being roughly 15 feet long (not including tail length), while his skin colour is deep orange with red ringed black spots. Kagutsuchi is unique among the rays, in the fact that he prefers heat, opting for warm water springs rather than cold water. His elemental affinity of fire reflects this. Kagutsuchi is capable of using all Katon techniques B rank and below and is capable of releasing a S rank blast of fire similar to that of Great Majestic Fire annihilation twice per battle, all of which counts as a jutsu. Kagutsuchi’s venom glands are also specialized in the sense that due to it being melded and mixed with his Katon chakra, it gains a similarity to oil in the fact that it’s highly combustible, viscous, sticky, and the venom doesn’t become denatured at higher temperatures but rather works even better before eventually turning into a dangerous gas if heated to high enough temperatures. Kagutsuchi is capable of spewing his specialized venom from his mouth in vast quantities, unlike normal venom, rather than relying on the piercing capabilities of a stinger, Kagutsuchi’s spewed venom sizzles on contact with skin, resulting in bruises and burns being formed, in which the poison can seep into the enemies blood-stream. Kagutsuchi spewing his venom counts as a A rank equivalent elemental jutsu which he is capable of applying shape manipulation to if he so wishes. Once per battle, Kagutsuchi is capable of spewing a gigantic maelstrom Fire/Venom combo towards the target which has the power of a forbidden ranked jutsu, the maelstrom leaving a fair amount of toxic gas behind. Like all Stingrays, Kagutsuchi has passive electroreception, his electroreception working through water, or using the moisture within the air as a medium. Kagutsuchi is capable of speech. Kagutsuchi’s venom results in the enemies heart and breathing rate slowing, not to mention that they begin to feel pain on the afflicted area as the enzymes take effect, this is proportionate to the amount of venom taken in, anything more than 30 mls leads to the next step. If enough venom is spewed, the cells in the contact area begin to die, resulting in the enemy experiencing a decline in health over the next few turns before dying of heart failure due to the heart and breathing rate lowering exponentially.</p><p></p><p>Note:</p><p></p><p>- Kagutsuchi can only be summoned once per battle and stays for four turns.</p><p>- Kagutsuchi is capable of spewing his venom normally three times per battle and counts as a move.</p><p>- Kagutsuchi is capable of using his Venom/Fire combo once per battle which counts as a move.</p><p>- Kagutsuchi’s electroreception spans out to Mid range.</p><p>- The user is relatively unaffected by the enzymes within the poison, however will still be marred by the offensive capabilities of the substance itself.</p><p>- Kagutsuchi is capable of flying through the air, and water, however while submerged under water he cannot use any of his techniques, and his strength is slowly sapped. Leaving him bedraggled after resurfacing, and causing a -20 damage deficit to his techniques for the remained of the turn. Though he has to be submerged for a good while and not simply a quick dip before exiting.</p><p>- Due to Kagutsuchi's fire nature he is susceptible to water based attacks and takes half extra damage when hit by one.[/SPOILER]</p><p></p><p><strong>(Kuchiyose No Jutsu:Batoidea: Ophelia)- Summoning: Batoidea: Ophelia</strong></p><p>[SPOILER]Type: Summon</p><p>Rank: S</p><p>Range: Short</p><p>Chakra: 40</p><p>Damage: 80</p><p>Description: Ophelia is the weapons expert of the Stingrays and thus focuses heavily on close range prowess. She has the looks of a small sized Eagle Stingray being only a meter long (not including tail length) with a wingspan of a meter 1/2 and is sandy yellow in colour with white spots. Despite not having a humanoid body to perform punches and kicks, she makes up for it through a unique moveset. Ophelia’s first ability is what allows her to overcome her lack of limbs to wield weapons. Ophelia is capable of freely growing Stingray stingers from all over her body, and is also capable of applying shape manipulation to the stingers so as to create various weapons of all different shapes and sizes. These stingers have the strength slightly greater than that of a Kunai. She is also capable of growing much more powerful wind elemental chakra enhanced stingers which is equivalent in strength to an S ranked jutsu. The stingers can also be retracted or shot if need be. The venom on Ophelia’s grown stingers aren’t the most potent, but is still quite deadly. Five pen sized stingers being able to easily incapacitate a limb while causing the opponent minor heart rate and breathing problems such as lack of breath, and minute cramping like pains within the chest region. Thanks to her size, Ophelia remains to be rather fast, capable of keeping up with a Sage Ranked ninja with minor difficulty. Despite her small stature she also remains to be rather strong, while she doesn't quite rival the strength of summons such as Enma, she does exhibit a physical prowess that overshadows that of the average ninja.</p><p></p><p>Note:</p><p>- Ophelia can only be summoned once per battle and stays on the field for four turns.</p><p>- Growing elemental enhanced Stingers counts as a move and can only be done three times.</p><p>- Ophelia is capable of both swimming and flying through the air.</p><p>- Ophelia's Electroreception spans out to Long range through water or air.[/SPOILER]</p><p></p><p><strong>(Kuchiyose No Jutsu:Batoidea: Hydra)- Summoning: Batoidea: Hydra</strong></p><p>[SPOILER]Type: Summon</p><p>Rank: S</p><p>Range: Short</p><p>Chakra: 40</p><p>Damage: N/A</p><p>Description: Hydra is a small oceanic blue Eagle like Ray, around the size of a large frisbee. Some time ago, Hydra stumbled upon the fact that he had a unique ability. He found that if his tail was cut off, three more would instantly grow in its place. Not only that, but he found that he was capable of freely manipulating the size and length of these newly grown tails. Hydra went on to exploit this new found ability. He continually sliced off his tails, and continually grew more and more. Upon being summoned, Hydra is in a cocoon like state, with all of his tails being wrapped around his body and forming a protective sphere around the size of a beach ball. However Hydra is able to quickly assume whatever form he wishes, whether it be manipulating his tails so as to form a human like exoskeleton, a feline like exoskeleton, or whatever other form that may come to mind. Effectively, Hydra’s tails allows him to indirectly morph his shape and size; and allow Hydra to assume any form he wishes so as to allow for immense offensive and defensive capabilities. Of course should Hydra’s tails be cut off, three more will immediately grow in the place of each one, however Hydra’s tails can still be destroyed by being crushed, burned, or even shocked and paralyzed. Lightning perhaps being Hydra’s one weakness, as the electrical current prevents a tail from being manipulated any further due to paralysation, while the current is also capable of quickly spreading directly back to Hydra’s actual body, thus also being capable of electrocuting him as well. Therefore widespread piercing and electrocuting lightning techniques such as Chidori Raimei can prove to be devastating when used against Hydra. As the tails will be both physically damaged, while the electricity stops any kind of regeneration and the electricity continues to conduct towards the main body. Hydra; over time has honed the physicality of his tails; turning them into lethal weapons that are easily capable of punching through concrete. Hydra’s sting isn't all that potent, although it does work rather quickly, with a single sting being able to quickly affect an area the size of a tennis ball in a matter of moments, introducing severe and intense involuntary clenching that produces excruciating pain, while the enzymes quickly ravage cells in the afflicted area inducing necrosis. Hydra's tail are capable of lengthening into long range, while their thickness is capable of growing to to be half the thickness of the 'Water Dragon Bullet Technique. This effectively allows him to combat large summons such as Gamabunta. Hydra's tail growth counts as a move, their growth can be freely and continuously manipulated within the turn that this technique is used. However on the next turn, Hydra would have to renew his tail size, as if he shouldn't they would begin to revert to their normal size, leaving him rather vulnerable.</p><p></p><p>Note:</p><p>- Hydra can only be summoned once per battle and stays on the field for four turns.</p><p>- Hydra is capable of both swimming and flying through the air.</p><p>- Hydra’s electroreception spans out to long range through medium of water or air.</p><p>- Expansion size is slightly faster than Akimichi's, while regrowth is slightly faster than that.</p><p>- Only three sets of regrowth can be done, a set being defined by when all tails are fully restored. Sets occur irrespective of Hydra's wishes, being passive and automatic in nature, therefore they're liable to run out quickly.</p><p>- Hydra’s abilities are loosely based off of Pein’s dog.</p><p>- Tail size manipulation can only be used three times per battle. [/SPOILER]</p><p>[/SPOILER]</p><p>[/SPOILER]</p><p>Torpediniformes</p><p>Pristiformes</p><p>Rajiformes</p><p>Myliobatiformes</p><p></p><p><strong>Origin</strong></p><p>The Rays are from a hidden secretive and mysterious lake found in a valley within a obscured mountain range called Kodai no mizūmi, translated to Lake of Antiquity.</p><p></p><p><strong>General Description</strong></p><p>Batoidea is a superorder of cartilaginous fish commonly known as rays and skates, containing more than 500 described species in thirteen families. They are closely related to sharks, from which they can be distinguished by their flattened bodies, enlarged pectoral fins that are fused to the head, and gill slits that are placed on their ventral surfaces. Some species of Rays being able to naturally generate a eletrical discharge used as a self defense or offense mechanism to stun a predator or prey. While others have what could only be describe as a tail with a barbed stinger on the end, that can literally be launched, the stinger containing naturally produced toxins that are usually protein based, and can be used to alter respiratory and heartbeat rate. Some even having what could be described as a long "Saw" like nose used for slashing at prey and predator alike.</p><p></p><p><strong>Summon General Abilities</strong></p><p>Kodai no mizūmi Rays vary in size, being as small as a plate to being as large as gamabunta, and other great summons.</p><p>Like all Rays, Rays that hail from Kodai no mizūmi also known as Lake of antiquity or sometimes referred to as Lake of the past or Lake of time, have their natural abilities, such as having a barbed stinger at the end of their "tail", or even naturally being able to generate eletrical discharges, however it is usually the case that their abilities are much more developed and "Heightened" than a standard Ray, the Protein-toxins being much more potent, naturally discharged eletric currents being much more harmful, and the strength of the Saw like noses being increased ten or even one hundred fold.Furthermore, Kodai no mizūmi Rays are aquatic animals, swimming with great agility and speed (and beauty) but some can even use their chakra to "swim" through the air for a limited amount of time (turns). Rays that can swim through air have a unique adaptation that allows them to breathe in air for a period of time before being forced to return to water to breathe properly. Some Rays can keep this up for only a few minutes, while others have trained to be able to utilize this ability for hours or even days.</p><p></p><p><strong>Summon Land History</strong></p><p></p><p>Kodai no mizūmi being a epitome of beauty, nature untouched and unspoiled by the average human, however unfortunately the Rays that reside in the Lake of Antiquity, are segregated due to a civil cold war brought about due to triplets being born as heirs to the throne, and no record remaining of which is older, thus they both strived to establish dominance resulting in a stalemate and the Ray population being seperated.</p><p>As such the tripelts are all bosses of the three segregations keeping a level of peace, but still regarding eachother as traitors, leading to much tension between the tjree segregations. Something that every signer since has been striving to amend</p><p></p><p><strong><u>Batoidea Arts</u></strong></p><p></p><p><strong>#4 Batoidea Jutsu: Kakuu Heki | Batoidea Arts: Electrostatic Surge </strong></p><p>[spoiler]Type: Supplementary/Offensive</p><p>Rank: A</p><p>Range: Short-Mid</p><p>Chakra: 30</p><p>Damage: N/A</p><p>Description: The user draws blood and then continues to slides the blood across their summoning tattoo so as to summon five identical rays around the opponent in a pentagonal formation. These Rays specialize in an immensely potent and powerful variation of Active Electrolocation, which produces a field that directly interferes with the opponents nerves. Shinobi two ranks below the user will find performing even hand seals to be an immensely difficult task, while those of equal or higher rank will suffer from a state of slowed movement, and sluggish bodily control. The field doesn’t affect the enemies reaction times, as they can still think and strategize as normal, and thus perform handseal-less jutsu with only a slight deficit in initiation speed. However it does affect motor skills and function, making movements, reflexes and the like slower and more difficult. On being summoned, these rays continually dart and whiz around the opponent, following them if need be. The rapid sometimes orbital movements of the rays causes for countless minute non-damaging sparks of electricity to materialize over the opponent's body, giving them a strong electrostatic charge which is oppositely charged to that of ordinary lightning. As a result, whilst the opponent is surrounded by the rays, raiton jutsu become incredibly difficult to dodge and Raiton jutsu used by the opponent often suffer from the habit of discharging back into the opponents body, shocking them, or perhaps doing worse depending on the nature and power of the technique. (Unfocused bursts would be heavily affected, while immensely focused, directed and projectile like lightning techniques would work almost as normal; Eg Spear of Darkness) Due their speed, these rays can be incredibly difficult to escape from. Alternatively, the user can simply summon the Rays so as to ‘sniff’ out and surround the opponent, making them exceptionally useful for finding hidden enemies due their abilities.</p><p></p><p><strong>Note:</strong></p><p>- These Rays disappear when either killed, or three turns pass.</p><p>- Each time a ray is killed the technique becomes weaker. Once at least three of these Rays are killed the technique ends.</p><p>- Can only be used twice per battle</p><p>- No Ray jutsu can be performed by the user for the rest of the turn.</p><p>- A ray can summon these Rays simply through the use of chakra and a high pitched call.</p><p>- Must have signed the Ray Contract</p><p></p><p><a href="http://narutobase.net/forums/showthread.php?t=157594&page=129&p=13057381&viewfull=1#post13057381">Link to Approval</a>[/spoiler]</p><p></p><p><strong>Batoidea Jutsu: Sutingā no kakudai | Batoidea Arts: Stinger Expansion</strong></p><p>[SPOILER]</p><p>Type: Supplementary/Offensive</p><p>Rank: A</p><p>Range: Short-Mid</p><p>Chakra: 30</p><p>Damage: N/A</p><p>Description: A technique which allows the user to expand Stingers through use of chakra, allowing them to become larger in size, weight, and potency in a similar manner to the ‘Giant Shuriken Technique’. The expansion size is proportionate to the size of the targeted Stingray barbs, for instance a senbon sized barb could be expanded to reach a maximum size large enough to skewer a small summon such as Sasuke’s Hawk. Several Stingers can be targeted for this technique, or alternatively the user can target a specific area for this technique, enabling expansion for all Stingray barbs within that specific area. Naturally, this technique also expands/duplicates venom, allowing ratios to stay intact. Unfortunately, the expansion area is limited to a 3 meter radius, limiting the amount of barbs that can be expanded without having to visually single them out.</p><p></p><p>Note:</p><p>- Can be used by both Contract signers/summoners, and Stingrays. If used by a Stingray boss the size increase and expansion area can be up to 2x as large.</p><p>- Can only be used 2x by a boss, and 3x by a human/normal Ray. Can only be used a maximum of 3x regardless of the user.</p><p>- Stingers, shards can all be expanded.</p><p></p><p><a href="http://narutobase.net/forums/showthread.php?t=368319&page=3">Learned here</a>[/SPOILER]</p><p></p><p><strong>Batoidea Jutsu: Kakuu Heki | Batoidea Arts: Aerial Burst</strong></p><p>[SPOILER]Type: Supplementary</p><p>Rank: B</p><p>Range: Self</p><p>Chakra: 20</p><p>Damage: N/A</p><p>Description: A simple technique developed by the Rays so as to make aerial maneuvers easier as well as much faster. A Ray will release chakra throughout their body so as to give a non-forceful augment to their physical strength while allowing some of the chakra to seep outwards so as to coat the outside of their body. The chakra that is released serves to temporarily decrease, or increase the wind resistance around the Stingray, allowing for more advanced, powerful and finessed aerobatic maneuvers. By increasing the resistance; it allows for the Stingray to pull up, and ascend into the air easier as the wind beneath their wings becomes amplified. While the strength augmentation puts them just above their physical peak, allowing for them to cope with the increase in force. Likewise if air-resistance is decreased it allows for the Stingray to pull off sharper and more intense diving movements. In short, this technique effectively allows a Stingrays to further enhance their aerial maneuverability and speed for a short period of time by increasing or decreasing air-resistance in conjunction with aerial moves. Allowing for fast paced barrel rolls that allow the Stingray to dodge to the left or right, or for high speed ascents or descents. The technique also leaves behind an aesthetically pleasing glowing trail of sorts, which acts much like a slip-stream that allows other Rays to follow the leads movements albeit to a lesser extent. Allowing flocks to move with immense grace, speed and unity. This also works underwater by affecting water-resistance and buoyancy.</p><p></p><p>Notes:</p><p>- Useable by all Rays</p><p>- Lasts momentarily. (For that turn only) [/SPOILER]</p><p></p><p><strong>Batoidea Jutsu : Ken Gyakujou | Batoidea Arts: Stinger Frenzy</strong></p><p>[SPOILER]Type: Offensive</p><p>Rank: B</p><p>Range: Short - Long</p><p>Chakra: 20</p><p>Damage: 40</p><p>Description: By drawing blood, the user is capable of calling forth stingray barbs, ranging from dozens upon dozens of small needle to senbon sized barbs, to a few larger spear sized barbs, each containing their own sac of intense venom. The stingers being harder than steel and exceptionally aerodynamic, allowing them to be launched at high speeds through propulsion spewing should they be released from the mouth, or similarly propelled/thrown if called forth into the sleeves, similar clothes folds, or even the crevices between fingers for exceptionally small ones; done in a similar manner to 'Hidden Snake Hands'. The protein toxins on the stingers force the muscles in the opponents body to tense, resulting in severe and painful cramping as the enzymes ravage the cells in the impacted area, causing intense searing pain. The potency of the venom follows a combinational size to effectiveness ratio, therefore a single four cm stinger, or four one cm stingers, would be capable of incapacitating a limb and any organs contained within the period of two turns via paralysis. This can alternatively be used by a Ray, however they simply spew the volley of stingers without the blood requirement, or alternatively call forth the Stingers to release them in a manner orientating around a specific body part/area, for example releasing them through a whip of a tail, via a flap of pectoral fins or etc.</p><p></p><p>Note:</p><p>- Can only be used once every two turns.</p><p>- Can only be used 3x by a Human/Ray.</p><p>- The stingers are dark tan in colour.</p><p>- Can only be used by a member of the Batoidea contract. [/SPOILER]</p><p>[/QUOTE]</p>
[QUOTE="Baldy, post: 11371556, member: 87923"] Was the creator, but I gave the contract to Scaze, who owns it now. [URL="http://narutobase.net/forums/showthread.php?t=364734"]Relevant[/URL] [URL="http://narutobase.net/forums/showthread.php?t=221472&page=898&p=11991525#post11991525"]Links[/URL] [URL="http://narutobase.net/forums/showthread.php?t=380232&page=2&p=14083877#post14083877"]Here[/URL] [B]Summoning Animal[/B] Rays (Batoids) [B]Scroll Owner[/B] Scaze [B]Other Users who have signed this contract[/B] Kryptiic, Baldy [B]Summoning Bosses if Existing[/B] [SPOILER][B](Kuchiyose:Batoidea: Atlantia) -Summoning: Batoidea : Atlantia[/B] Type: Summon Rank: S Range: Short Chakra: 40 Damage: N/A Description: Atlantia is a small eagle sting ray, between the size of a Frisbee and a basketball. Atlantia is one of the three bosses of the Ray summons, and is usually looked upon as the weakest due to her size. Atlantia is a vibrant deep sea purple with turquoise/blue spots. Like all eagle rays, Atlantia has small electroceptors in her snout that allow her to detect the exceedingly weak electric signals generated by prey, or in most cases enemies, within a mid range radius of her. Atlantia is extremely smart, and what she fails to make up in bulk, she makes up for in intelligence, skill and tactics. Atlantia must be summoned in water. Atlantia is incapable of using suiton jutsu, however she is capable of freely manipulating water to create B, A or S ranked constructs such as pillars, walls, vortexes and other useful apparatus, this of course counts as a jutsu. Atlantia is also capable of creating a forbidden ranked exoskeleton of water to surround her, the water being a exact replica of her, except enlarged. The exoskeleton of water can be as large as, if not larger, than gamabunta, and responds solely to Atlantia's will, for all of which Atlantia requires a equally large water source. Atlantia is incapable of flying through the air, however she can gain small periods of hang time by launching in and out of the water. Atlantia is capable of speaking fluent english, japanese, and greek. Note: - Atlantia can only be summoned 1x - Atlantia is capable of staying on the field for four turns. - Atlantia is capable of creating the water aura only 1x per match, and it lasts for only three turns. - Atlantia is capable of sensing living animals within a mid range of her, using her passive electroception. - Atlantia is capable of creating a maximum of 2 S rank structures, 3 A rank structures, and 4 B rank structures. [B]Kuchiyose No Jutsu:Batoidea: Blitz Krieg)- Summoning: Batoidea: Blitz Krieg[/B] Type: Summon Rank: S Range: Short Chakra: 40 Damage: N/A Description: Blitz Krieg is one of the three boss summons of the Ray Contract. Blitz Krieg specialises in lightning, and has a pectoral fin span of 7 meters, while being 5 meters long from head to tail base. (Not including tail length.) Blitz Krieg, upon being summoned, passively brings with him dark purple clouds of lightning that settle over the battlefield, at a minimum height of two meters above head height. The clouds greatly reduce lighting, the battlefield only illuminated by the small non hindering static bolts that course throughout the airborne clouds. The true use of the clouds is that they attract the lightning techniques of the opponent, weakening them by one rank as they store some of the oppositions electrical charge within them. Krieg is then capable of taking hold of the stored electrical energy, effectively utilizing the clouds as an electrical source as he uses his chakra to empower the currents, allowing for the release of Lightning attacks from anywhere within the clouds. Fortunately for the enemy, the enhancement and manipulation of the electrical essence within the artificial clouds isn’t necessarily discreet, as a distinct crackling noise can be heard echoing in the nearby vicinity. Utilizing this method, Krieg can release B, A and S rank bolts, waves, blades, blasts and walls of lightning, either through use of the clouds. When Krieg disappears, he is capable of causing the lightning clouds to disperse in a electrostatic discharge which empowers any Lightning jutsu in play by +20, whether it be the users or the opponents. The clouds are both self fuelled and sustained by Krieg, and in turn Krieg also utilises them as a medium for his active electroception while in air, although on the flip side only beings within a 2 meter radius of the clouds can be sensed. Underwater however, Krieg's passive electro-location is unrivalled, spanning out for miles. The clouds can only be removed by a large scaled blowing wind technique of at least A rank, otherwise they would simply reform. Note: - Krieg is resistant to B rank and below lightning techniques, however when struck by an enemies lightning technique his electero-location begins to malfunction, rendered unreliable for two turns except at close distances of three meters or less. - Krieg can only release lightning techniques through use of the clouds and only the generic applications described, not any specific known techniques.. - Krieg can swim at commendable speeds through both water and air. - Krieg can only be summoned once per battle. - Krieg stays on the field for four turns. - Krieg is limited to creating three B ranked lighting attacks, two A rank lightning attacks, and two S rank lightning attacks, overall Krieg can only use five lightning attacks per battle, all of which naturally count as a jutsu. [URL="http://narutobase.net/forums/showthread.php?t=157594&page=130&p=13278069&highlight=baldy#post13278069"]Link[/URL] [/SPOILER] [B]Other Summoning Animals Tied to this Contract[/B] Kodai no mizūmi Sting Rays [SPOILER][SPOILER][B](Kuchiyose:Batoidea:Sting)- Summoning:Batoidea:Sting[/B] [SPOILER]Type: Summon Rank: A Range: Short Chakra: 30 Damage: N/A Description: Sting is a mediocre sized Stingray, being roughly 24 meters from top to tail tip, and having a pectoral fin span of 32 meters, Sting is dark turquoise in colour and has a large scar on his underbelly running from his left pectoral fin all the way to his bottom right side. Sting is the student of the weapons specialist of Kodai No Mizuumi, and as such excels at the use of weaponry. On the edge of Stings pectoral fins is a metal platelet, the metal platelet being honed to a fine edge and being extremely light and fitted perfectly. This allows Sting to slice his enemies in two as he swims past them at great speeds. Like all Stingrays, Sting has a large barbed stinger at the end of his tail that is roughly 15 inches long, the barbed tail enhanced with metallic blades, allowing it to pierce through even the most fortified defenses. Sting is able to shoot his stinger at a opponent, the stinger equating to a A rank non elemental projectile when launched. Sting specialises in the fuuton element being able to use up to and including A rank fuuton jutsu, slapping his pectoral fins against his sides in replacement for handseals and swinging his pectoral fins to execute the jutsu if need be. Sting can coat his Stinger and fins in fuuton chakra, making it equivalent to a S rank elemental jutsu. If an opponent is hit by Sting’s Stinger, the Stinger will begin to release its protein based toxins, resulting in their heart rate drastically slowing, the wound bleeding profusely, parallelization in the wounded area due to muscle cramps, and in three turns the user will surely die due to heart failure unless the enemy can counter its effects. Additionally, he can speak being able to communicate with its summoner easily. Restrictions -Sting’s stinger regenerates after one turn and can only be shot twice -Sting can fly through the air by applying basic chakra for 3 turns, he then must return to water or return to kodai no muzuumi -Sting stays on the field for 3 turns -Sting can only be summoned once per battle[/SPOILER] [B] (Kuchiyose:Batoidea:Krieg)- Summoning: Batoidea : Krieg[/B] [SPOILER]Type: Summon Rank: S Range: Short Chakra: 40 Damage: n/a Description: Krieg is a mediocre sized Ray who resembles a torpedo Ray in both looks and abilities, Krieg is roughly 18 meters long from tip to tail, with a pectoral wingspan of 24 meters, and his skin pattern resembles that of a cheetah, vibrant yellow with black spots. Krieg is fairly adept in the use of Raiton, and is able to use all Raiton jutsu up to and including S-rank without the use of handseals, albeit slapping his pectoral fins together to replace handseals and using his Pectoral fins to execute the jutsu if need be. Krieg is also immune to all Raiton jutsu B rank and below, absorbing the lightning into his electric glands, and using the lightning to produce a large spherical omnidirectional blast of lightning that is released from all directions of his body, effectively creating a lightning bubble that spans out to mid range, stunning and blasting everything, the blast being equivalent to A rank. Krieg is able to choose to make gaps within the blast. Kreig's tail stinger is very resistant. Additionally, he can speak and thus is able to communicate with its summoner easily. Restrictions -Krieg can only be summoned once per battle -Krieg can only stay on the field for 4 turns. -Krieg can fly through the air for three turns through the use of chakra, on the fourth he must either be in water or he disappeared in a poof of smoke -Omnidirectional Blast can only be used 2 times per battle after absorbing a lightning attack. -All of his moves count towards the users move count[/SPOILER] [URL="http://narutobase.net/forums/showthread.php?t=157594&page=35&p=6752021&viewfull=1#post6752021"]Approval[/URL] [B](Kuchiyose No Jutsu:Batoidea: Slip-Stream)- Summoning: Batoidea: Slip-Stream[/B] [SPOILER]Type: Summon Rank: S Range: Short Chakra: 40 Damage: n/a Description: Slip-Stream, is a rather small Sting-ray in comparison to most of the other Rays and has the body shape and looks of a Spotted Eagle Stingray. Slip-Stream is roughly three meters long (Not including tail) and three and a half wide (Including wingspan), and is capable of carrying a single person on her back, possibly two if the need should arise. Slip-Stream has an extremely bubbly and energetic personality. Slip-Stream is incapable of using jutsu, but makes up for it through her prominent and useful move set. One of her techniques involves releasing her chakra as she flies, the chakra shapes into her form, effectively forming clones that are in-fact projectionary illusions created by the distortions caused by her chakra. Once activated, which counts as a move, the technique continues to remain active, mirages being created passively, leaving a trail of Slip-Streams behind her, which combined with her insane speed is often mistaken for Motion Blur by a opponent, fooling them into thinking that she’s moving faster than she actually is, while masking her exact position. The illusions often mistaken for after-images, begin to fade roughly 3 seconds after their creation and are similar to that of the basic E rank clone technique. Another of Slip-Stream’s abilities, is that she is capable of releasing a burst of wind from her body, utilizing the wind, and the updraft and force created so as to give herself a dramatic burst of speed, allowing her to amplify her speed by up to 50% for a few moments. Slip-Stream usually releases the burst of wind from either beneath her or behind her, but is capable of releasing it from all over her body if need be. Strangely, Slip-Stream prefers Air over water, and is the fastest flyer in kodai, it requires immense focus from a non doujutsu enemy to keep track of her movements while she moves in straight lines or circles, and even more focus to decipher which is a mirage and which isn’t. Slip-Stream is slower when moving in intricate motions but still remains faster than a Sage Rank Ninja with ease. Slip-Stream’s Last ability is a testament to her mastery over air and flight. As she flies, Slip-Stream is capable of utilizing her wind chakra to create a flow of wind around her, the flow of wind acts as a barrier for both defense and offense. The wind coating allows Slip-Stream to slice through opposing objects as she travels with immense ease, and is equivalent to S rank. While it also reduces Air-Resistance against her forcing the air to her sides, allowing her to move even faster than usual. Note: - Slip-Stream can stay on the field for 4 turns. - Slip-Stream can only be summoned Once per Battle. - Slip-Stream can only use her Wind Burst Technique Twice, and it counts as a move. - Slip-Stream’s Wind Armour activation counts as a move and can only be used twice per battle[/SPOILER] [B]Kuchiyose No Jutsu:Batoidea: Kagutsuchi)- Summoning: Batoidea: Kagutsuchi[/B] [SPOILER]Type: Summon Rank: S Range: Short Chakra: 40 Damage: 80 Description: Kagutsuchi is a rather small sized eagle like ray, being roughly 15 feet long (not including tail length), while his skin colour is deep orange with red ringed black spots. Kagutsuchi is unique among the rays, in the fact that he prefers heat, opting for warm water springs rather than cold water. His elemental affinity of fire reflects this. Kagutsuchi is capable of using all Katon techniques B rank and below and is capable of releasing a S rank blast of fire similar to that of Great Majestic Fire annihilation twice per battle, all of which counts as a jutsu. Kagutsuchi’s venom glands are also specialized in the sense that due to it being melded and mixed with his Katon chakra, it gains a similarity to oil in the fact that it’s highly combustible, viscous, sticky, and the venom doesn’t become denatured at higher temperatures but rather works even better before eventually turning into a dangerous gas if heated to high enough temperatures. Kagutsuchi is capable of spewing his specialized venom from his mouth in vast quantities, unlike normal venom, rather than relying on the piercing capabilities of a stinger, Kagutsuchi’s spewed venom sizzles on contact with skin, resulting in bruises and burns being formed, in which the poison can seep into the enemies blood-stream. Kagutsuchi spewing his venom counts as a A rank equivalent elemental jutsu which he is capable of applying shape manipulation to if he so wishes. Once per battle, Kagutsuchi is capable of spewing a gigantic maelstrom Fire/Venom combo towards the target which has the power of a forbidden ranked jutsu, the maelstrom leaving a fair amount of toxic gas behind. Like all Stingrays, Kagutsuchi has passive electroreception, his electroreception working through water, or using the moisture within the air as a medium. Kagutsuchi is capable of speech. Kagutsuchi’s venom results in the enemies heart and breathing rate slowing, not to mention that they begin to feel pain on the afflicted area as the enzymes take effect, this is proportionate to the amount of venom taken in, anything more than 30 mls leads to the next step. If enough venom is spewed, the cells in the contact area begin to die, resulting in the enemy experiencing a decline in health over the next few turns before dying of heart failure due to the heart and breathing rate lowering exponentially. Note: - Kagutsuchi can only be summoned once per battle and stays for four turns. - Kagutsuchi is capable of spewing his venom normally three times per battle and counts as a move. - Kagutsuchi is capable of using his Venom/Fire combo once per battle which counts as a move. - Kagutsuchi’s electroreception spans out to Mid range. - The user is relatively unaffected by the enzymes within the poison, however will still be marred by the offensive capabilities of the substance itself. - Kagutsuchi is capable of flying through the air, and water, however while submerged under water he cannot use any of his techniques, and his strength is slowly sapped. Leaving him bedraggled after resurfacing, and causing a -20 damage deficit to his techniques for the remained of the turn. Though he has to be submerged for a good while and not simply a quick dip before exiting. - Due to Kagutsuchi's fire nature he is susceptible to water based attacks and takes half extra damage when hit by one.[/SPOILER] [B](Kuchiyose No Jutsu:Batoidea: Ophelia)- Summoning: Batoidea: Ophelia[/B] [SPOILER]Type: Summon Rank: S Range: Short Chakra: 40 Damage: 80 Description: Ophelia is the weapons expert of the Stingrays and thus focuses heavily on close range prowess. She has the looks of a small sized Eagle Stingray being only a meter long (not including tail length) with a wingspan of a meter 1/2 and is sandy yellow in colour with white spots. Despite not having a humanoid body to perform punches and kicks, she makes up for it through a unique moveset. Ophelia’s first ability is what allows her to overcome her lack of limbs to wield weapons. Ophelia is capable of freely growing Stingray stingers from all over her body, and is also capable of applying shape manipulation to the stingers so as to create various weapons of all different shapes and sizes. These stingers have the strength slightly greater than that of a Kunai. She is also capable of growing much more powerful wind elemental chakra enhanced stingers which is equivalent in strength to an S ranked jutsu. The stingers can also be retracted or shot if need be. The venom on Ophelia’s grown stingers aren’t the most potent, but is still quite deadly. Five pen sized stingers being able to easily incapacitate a limb while causing the opponent minor heart rate and breathing problems such as lack of breath, and minute cramping like pains within the chest region. Thanks to her size, Ophelia remains to be rather fast, capable of keeping up with a Sage Ranked ninja with minor difficulty. Despite her small stature she also remains to be rather strong, while she doesn't quite rival the strength of summons such as Enma, she does exhibit a physical prowess that overshadows that of the average ninja. Note: - Ophelia can only be summoned once per battle and stays on the field for four turns. - Growing elemental enhanced Stingers counts as a move and can only be done three times. - Ophelia is capable of both swimming and flying through the air. - Ophelia's Electroreception spans out to Long range through water or air.[/SPOILER] [B](Kuchiyose No Jutsu:Batoidea: Hydra)- Summoning: Batoidea: Hydra[/B] [SPOILER]Type: Summon Rank: S Range: Short Chakra: 40 Damage: N/A Description: Hydra is a small oceanic blue Eagle like Ray, around the size of a large frisbee. Some time ago, Hydra stumbled upon the fact that he had a unique ability. He found that if his tail was cut off, three more would instantly grow in its place. Not only that, but he found that he was capable of freely manipulating the size and length of these newly grown tails. Hydra went on to exploit this new found ability. He continually sliced off his tails, and continually grew more and more. Upon being summoned, Hydra is in a cocoon like state, with all of his tails being wrapped around his body and forming a protective sphere around the size of a beach ball. However Hydra is able to quickly assume whatever form he wishes, whether it be manipulating his tails so as to form a human like exoskeleton, a feline like exoskeleton, or whatever other form that may come to mind. Effectively, Hydra’s tails allows him to indirectly morph his shape and size; and allow Hydra to assume any form he wishes so as to allow for immense offensive and defensive capabilities. Of course should Hydra’s tails be cut off, three more will immediately grow in the place of each one, however Hydra’s tails can still be destroyed by being crushed, burned, or even shocked and paralyzed. Lightning perhaps being Hydra’s one weakness, as the electrical current prevents a tail from being manipulated any further due to paralysation, while the current is also capable of quickly spreading directly back to Hydra’s actual body, thus also being capable of electrocuting him as well. Therefore widespread piercing and electrocuting lightning techniques such as Chidori Raimei can prove to be devastating when used against Hydra. As the tails will be both physically damaged, while the electricity stops any kind of regeneration and the electricity continues to conduct towards the main body. Hydra; over time has honed the physicality of his tails; turning them into lethal weapons that are easily capable of punching through concrete. Hydra’s sting isn't all that potent, although it does work rather quickly, with a single sting being able to quickly affect an area the size of a tennis ball in a matter of moments, introducing severe and intense involuntary clenching that produces excruciating pain, while the enzymes quickly ravage cells in the afflicted area inducing necrosis. Hydra's tail are capable of lengthening into long range, while their thickness is capable of growing to to be half the thickness of the 'Water Dragon Bullet Technique. This effectively allows him to combat large summons such as Gamabunta. Hydra's tail growth counts as a move, their growth can be freely and continuously manipulated within the turn that this technique is used. However on the next turn, Hydra would have to renew his tail size, as if he shouldn't they would begin to revert to their normal size, leaving him rather vulnerable. Note: - Hydra can only be summoned once per battle and stays on the field for four turns. - Hydra is capable of both swimming and flying through the air. - Hydra’s electroreception spans out to long range through medium of water or air. - Expansion size is slightly faster than Akimichi's, while regrowth is slightly faster than that. - Only three sets of regrowth can be done, a set being defined by when all tails are fully restored. Sets occur irrespective of Hydra's wishes, being passive and automatic in nature, therefore they're liable to run out quickly. - Hydra’s abilities are loosely based off of Pein’s dog. - Tail size manipulation can only be used three times per battle. [/SPOILER] [/SPOILER] [/SPOILER] Torpediniformes Pristiformes Rajiformes Myliobatiformes [B]Origin[/B] The Rays are from a hidden secretive and mysterious lake found in a valley within a obscured mountain range called Kodai no mizūmi, translated to Lake of Antiquity. [B]General Description[/B] Batoidea is a superorder of cartilaginous fish commonly known as rays and skates, containing more than 500 described species in thirteen families. They are closely related to sharks, from which they can be distinguished by their flattened bodies, enlarged pectoral fins that are fused to the head, and gill slits that are placed on their ventral surfaces. Some species of Rays being able to naturally generate a eletrical discharge used as a self defense or offense mechanism to stun a predator or prey. While others have what could only be describe as a tail with a barbed stinger on the end, that can literally be launched, the stinger containing naturally produced toxins that are usually protein based, and can be used to alter respiratory and heartbeat rate. Some even having what could be described as a long "Saw" like nose used for slashing at prey and predator alike. [B]Summon General Abilities[/B] Kodai no mizūmi Rays vary in size, being as small as a plate to being as large as gamabunta, and other great summons. Like all Rays, Rays that hail from Kodai no mizūmi also known as Lake of antiquity or sometimes referred to as Lake of the past or Lake of time, have their natural abilities, such as having a barbed stinger at the end of their "tail", or even naturally being able to generate eletrical discharges, however it is usually the case that their abilities are much more developed and "Heightened" than a standard Ray, the Protein-toxins being much more potent, naturally discharged eletric currents being much more harmful, and the strength of the Saw like noses being increased ten or even one hundred fold.Furthermore, Kodai no mizūmi Rays are aquatic animals, swimming with great agility and speed (and beauty) but some can even use their chakra to "swim" through the air for a limited amount of time (turns). Rays that can swim through air have a unique adaptation that allows them to breathe in air for a period of time before being forced to return to water to breathe properly. Some Rays can keep this up for only a few minutes, while others have trained to be able to utilize this ability for hours or even days. [B]Summon Land History[/B] Kodai no mizūmi being a epitome of beauty, nature untouched and unspoiled by the average human, however unfortunately the Rays that reside in the Lake of Antiquity, are segregated due to a civil cold war brought about due to triplets being born as heirs to the throne, and no record remaining of which is older, thus they both strived to establish dominance resulting in a stalemate and the Ray population being seperated. As such the tripelts are all bosses of the three segregations keeping a level of peace, but still regarding eachother as traitors, leading to much tension between the tjree segregations. Something that every signer since has been striving to amend [B][U]Batoidea Arts[/U][/B] [B]#4 Batoidea Jutsu: Kakuu Heki | Batoidea Arts: Electrostatic Surge [/B] [spoiler]Type: Supplementary/Offensive Rank: A Range: Short-Mid Chakra: 30 Damage: N/A Description: The user draws blood and then continues to slides the blood across their summoning tattoo so as to summon five identical rays around the opponent in a pentagonal formation. These Rays specialize in an immensely potent and powerful variation of Active Electrolocation, which produces a field that directly interferes with the opponents nerves. Shinobi two ranks below the user will find performing even hand seals to be an immensely difficult task, while those of equal or higher rank will suffer from a state of slowed movement, and sluggish bodily control. The field doesn’t affect the enemies reaction times, as they can still think and strategize as normal, and thus perform handseal-less jutsu with only a slight deficit in initiation speed. However it does affect motor skills and function, making movements, reflexes and the like slower and more difficult. On being summoned, these rays continually dart and whiz around the opponent, following them if need be. The rapid sometimes orbital movements of the rays causes for countless minute non-damaging sparks of electricity to materialize over the opponent's body, giving them a strong electrostatic charge which is oppositely charged to that of ordinary lightning. As a result, whilst the opponent is surrounded by the rays, raiton jutsu become incredibly difficult to dodge and Raiton jutsu used by the opponent often suffer from the habit of discharging back into the opponents body, shocking them, or perhaps doing worse depending on the nature and power of the technique. (Unfocused bursts would be heavily affected, while immensely focused, directed and projectile like lightning techniques would work almost as normal; Eg Spear of Darkness) Due their speed, these rays can be incredibly difficult to escape from. Alternatively, the user can simply summon the Rays so as to ‘sniff’ out and surround the opponent, making them exceptionally useful for finding hidden enemies due their abilities. [B]Note:[/B] - These Rays disappear when either killed, or three turns pass. - Each time a ray is killed the technique becomes weaker. Once at least three of these Rays are killed the technique ends. - Can only be used twice per battle - No Ray jutsu can be performed by the user for the rest of the turn. - A ray can summon these Rays simply through the use of chakra and a high pitched call. - Must have signed the Ray Contract [URL="http://narutobase.net/forums/showthread.php?t=157594&page=129&p=13057381&viewfull=1#post13057381"]Link to Approval[/URL][/spoiler] [B]Batoidea Jutsu: Sutingā no kakudai | Batoidea Arts: Stinger Expansion[/B] [SPOILER] Type: Supplementary/Offensive Rank: A Range: Short-Mid Chakra: 30 Damage: N/A Description: A technique which allows the user to expand Stingers through use of chakra, allowing them to become larger in size, weight, and potency in a similar manner to the ‘Giant Shuriken Technique’. The expansion size is proportionate to the size of the targeted Stingray barbs, for instance a senbon sized barb could be expanded to reach a maximum size large enough to skewer a small summon such as Sasuke’s Hawk. Several Stingers can be targeted for this technique, or alternatively the user can target a specific area for this technique, enabling expansion for all Stingray barbs within that specific area. Naturally, this technique also expands/duplicates venom, allowing ratios to stay intact. Unfortunately, the expansion area is limited to a 3 meter radius, limiting the amount of barbs that can be expanded without having to visually single them out. Note: - Can be used by both Contract signers/summoners, and Stingrays. If used by a Stingray boss the size increase and expansion area can be up to 2x as large. - Can only be used 2x by a boss, and 3x by a human/normal Ray. Can only be used a maximum of 3x regardless of the user. - Stingers, shards can all be expanded. [URL="http://narutobase.net/forums/showthread.php?t=368319&page=3"]Learned here[/URL][/SPOILER] [B]Batoidea Jutsu: Kakuu Heki | Batoidea Arts: Aerial Burst[/B] [SPOILER]Type: Supplementary Rank: B Range: Self Chakra: 20 Damage: N/A Description: A simple technique developed by the Rays so as to make aerial maneuvers easier as well as much faster. A Ray will release chakra throughout their body so as to give a non-forceful augment to their physical strength while allowing some of the chakra to seep outwards so as to coat the outside of their body. The chakra that is released serves to temporarily decrease, or increase the wind resistance around the Stingray, allowing for more advanced, powerful and finessed aerobatic maneuvers. By increasing the resistance; it allows for the Stingray to pull up, and ascend into the air easier as the wind beneath their wings becomes amplified. While the strength augmentation puts them just above their physical peak, allowing for them to cope with the increase in force. Likewise if air-resistance is decreased it allows for the Stingray to pull off sharper and more intense diving movements. In short, this technique effectively allows a Stingrays to further enhance their aerial maneuverability and speed for a short period of time by increasing or decreasing air-resistance in conjunction with aerial moves. Allowing for fast paced barrel rolls that allow the Stingray to dodge to the left or right, or for high speed ascents or descents. The technique also leaves behind an aesthetically pleasing glowing trail of sorts, which acts much like a slip-stream that allows other Rays to follow the leads movements albeit to a lesser extent. Allowing flocks to move with immense grace, speed and unity. This also works underwater by affecting water-resistance and buoyancy. Notes: - Useable by all Rays - Lasts momentarily. (For that turn only) [/SPOILER] [B]Batoidea Jutsu : Ken Gyakujou | Batoidea Arts: Stinger Frenzy[/B] [SPOILER]Type: Offensive Rank: B Range: Short - Long Chakra: 20 Damage: 40 Description: By drawing blood, the user is capable of calling forth stingray barbs, ranging from dozens upon dozens of small needle to senbon sized barbs, to a few larger spear sized barbs, each containing their own sac of intense venom. The stingers being harder than steel and exceptionally aerodynamic, allowing them to be launched at high speeds through propulsion spewing should they be released from the mouth, or similarly propelled/thrown if called forth into the sleeves, similar clothes folds, or even the crevices between fingers for exceptionally small ones; done in a similar manner to 'Hidden Snake Hands'. The protein toxins on the stingers force the muscles in the opponents body to tense, resulting in severe and painful cramping as the enzymes ravage the cells in the impacted area, causing intense searing pain. The potency of the venom follows a combinational size to effectiveness ratio, therefore a single four cm stinger, or four one cm stingers, would be capable of incapacitating a limb and any organs contained within the period of two turns via paralysis. This can alternatively be used by a Ray, however they simply spew the volley of stingers without the blood requirement, or alternatively call forth the Stingers to release them in a manner orientating around a specific body part/area, for example releasing them through a whip of a tail, via a flap of pectoral fins or etc. Note: - Can only be used once every two turns. - Can only be used 3x by a Human/Ray. - The stingers are dark tan in colour. - Can only be used by a member of the Batoidea contract. [/SPOILER] [/QUOTE]
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