[CSC] Custom Summoning Contract - Batoidea [Rays]

System001

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Summoning Animal

Rays (Batoids)
Scroll Owner
Scaze
Other Users who have signed this contract
, Baldy,
,
Summoning Boss if Existing


Other Summoning Animals Tied to this Contract

Kodai no mizūmi Sting Rays
Torpediniformes
Pristiformes
Rajiformes
Myliobatiformes

Origin
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.

General Description
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.

Summon General Abilities

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.

Summon Land History


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 separated.
As such the triplets are all bosses of the three segregation keeping a level of peace, but still regarding eachother as traitors, leading to much tension between the three segregation. Something that every signer since has been striving to amend.




Ray Summons
(Kuchiyose:Batoidea:Sting)- Summoning:Batoidea:Sting
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

(Kuchiyose:Batoidea:Krieg)- Summoning: Batoidea : Krieg
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

(Kuchiyose:Batoidea: Atlantia) -Summoning: Batoidea : Atlantia
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
- Atlantia is capable of creating a maximum of 2 S rank structures, 3 A rank structures, and 4 B rank structures.

(Kuchiyose No Jutsu:Batoidea: Slip-Stream)- Summoning: Batoidea: Slip-Stream
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

(Kuchiyose No Jutsu:Batoidea: Kagutsuchi)- Summoning: Batoidea: Kagutsuchi
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.

(Kuchiyose No Jutsu:Batoidea: Ophelia)- Batoidea: Ophelia
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.

(Kuchiyose No Jutsu:Batoidea: Hydra)- Summoning: Batoidea: Hydra
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.



Kuchiyose No Jutsu:Batoidea: Blitz Krieg)- Summoning: Batoidea: Blitz Krieg
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.

Ray Summoning Techniques
Batoidea Jutsu : Ken Gyakujou | Batoidea Arts: Stinger Frenzy
Type: Offensive Rank: A Range: Short-Mid Chakra: 30 Damage: 60 Description: The user swipes their thumb across their mouth, drawing blood from their thumb, the user then slides the blood across their summoning tatoo, calling forth dozens of stingray stinger barbs into their mouth at anyone time and spewing the stream of stingers that each contain a sac of intense toxin. The stingers ranging from the size of small needles to that of senbon. The volley of stingers being comprised of hundreds of stingray stingers that are harder than steel while being exceptionally aerodynamic, the stingers are also serrated, meaning once they are lodged in something, they are increasingly hard to pull out. 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 them to "die". A few (ten or so) stingers are capable of incapacitating half a limb and any organs contained within the period of two turns. This can alternatively be used by a Ray, however they simply spew the volley of stingers without the need for prior movements. If used by a Kodai boss, the stingers will be the size of a shortsword. Note: - Can only be used once ever two turns. - Can only be used 3x by a Human, and 2x by a Boss. Can only be used maximum of 3x per battle regardless of who the user is. - Can only be used by a Ray or signer/owner of the Batoidea contract.

Batoidea Jutsu : Ken Gyakujou | Batoidea Arts: Stinger Frenzy

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.

Batoidea Jutsu: Kakuu Heki | Batoidea Arts: Aerial Burst
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)

Batoidea Jutsu: Kakuu Heki | Batoidea Arts: Electrostatic Surge
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.

Note:
- 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


Batoidea Jutsu: Sutingā no kakudai | Batoidea Arts: Stinger Expansion

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.
Ray Summoning Techniques
 
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System001

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-Waits for you to stop being gay- :coffee:

Alright, tell me all that you know about Rays, everything. You can be concise, but I want lots of accurate information about Batoids in real life, and the Rays of my contract.
Make sure to focus on areas of unique anatomy, capabilities, and so on. Alongside a description of their Venom.
 

ZandaT

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Stingrays are a group of rays that are cartilaginous fishes related to sharks. Stingrays are common in coastal tropical (Virgin Islands) and subtropical marine waters throughout the world, and the stingrays also includes species found in warmer temperate oceans and those found in the deep ocean on the demersal zone, which is the level of the ocean before the sea floor. The river stingrays, and a number of whiptail stingrays are restricted to freshwater.The flattened bodies of stingrays allow them to effectively conceal themselves in their environment allowing them to blend in with their surroundings. Due to having their eyes on top of their bodies and their mouths on the undersides, stingrays cannot see their prey, but instead, they use smell and electroreceptors to sense the disturbances of the electric fields within the water. Some stingrays' mouths contain two powerful shell-crushing plates, while other species only have sucking mouthparts. Most stingrays have one or more barbed stingers on their tail, which are used exclusively in self-defense situations, giving stingrays a natural weapon against predators. The stinger may reach a length of approximately 14 in, and its underside has two grooves with venom glands inside. The stinger is covered with a thin layer of skin in which the venom is concentrated. Being stung with the stinger of a stingray causes local trauma from the wound itself, pain, swelling, muscle cramps from the venom, and later may result in infection from bacteria or fungus. The injury is very painful, but seldom life-threatening unless the stinger pierces a vital area. The barb usually breaks off in the wound, and surgery may be required to remove the fragments.

There lays a valley, obscured by a large mountain range, that holds a mysterious lake named Lake of Antiquity. Dwelling within that lake are unique cartilaginous fish known as Rays. The many species have distinct characteristics ranging between them like toxic barbed tails, the ability to release electromagnetic charges, and even saw like noses. The rays of Lake Antiquity range in size being as big as Gamabunta to their normal size. Even though rays are naturally aquatic creates the rays of Lake Antiquity have the special ability to use their chakra to fly through the air as if they were swimming in water, for various periods of time depending on the ray. Unfortunately the Rays that reside in the Lake of Antiquity, are currently separated due to a civil war brought about due to triplets being born as heirs to the throne and no record remaining of their birth sequence. They all strived to establish dominance over each other resulting in a stalemate that caused the separation of the ray population. The siblings are all bosses of their part of the three segregation, keeping a level of peace, but still much tension between the separated groups. Something that I'm striving to amend......
 

System001

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Alright, now tell me about the summons created so far, what are the general trends that they follow? What kind of a contract have I created, what are their advantages, and, if disadvantages, if there are any. Basically, I'm looking for a generalisation styled description of the contract so far.

Although, don't make the mistake of thinking that my contract is just Stingrays, it encompasses all Rays and Skates.
 
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ZandaT

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I've noticed the the rays of your contract tend to have special abilities, which are there main arsenal, with some having an elemental affinity as well. All have the ability to use electro sensing, attacks based on their toxins, as well as the ability to glide through the air. Most Rays have abilities are based around there stinger, some Rays having significant reach, but it does leave the Rays open to getting their tails damaged which would lead to them being unable to reproduce their stingers. Also, some rays will be unable to use their natural affinity underwater leaving them limited in an environment they should control. Other than that the rays of Kodai no mizūmi have a unique abilities that can change the tides of battles upon them being summoned. Most have a wind affinity, while some have the ability to absorb lightning leading me to think that your contract has a natural advantage against those who use the raiton element.
 

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After getting stung, the pain typically peaks at 30 to 60 minutes following the injury and it radiates centrally, lasting around 48 hours. The first phase of envenomation involves erythema, which is a redness of the skin, and edema, which is an abnormal accumulation of fluid beneath the skin or in one or more cavities of the body, of the skin and tissues respectively. Such intense inflammation in humans suggests that the stingray venom affects the extracellular matrix of cells. This phase is followed by central necrosis of the fat and muscle causing tissue flabbiness and the formation of a pink ulcers hours after the sting. Other effects of stingray stings include fever, paresthesia, dizziness, nausea, vomiting, salivation, diarrhea, abdominal cramps, sweating, muscle fasciculations, and convulsions. More serious effects deal with limb paralysis, hypotension, respiratory depression, and cardiac arrhythmias. All in all, if not treated, stingray barb wounds will lead to fatality if not treated in time.
 

Drackos

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I'll begin with rays in real life before describing them to you as creatures of your contract in the RP. The Batoids are a group of fish under the class of Chondrichthyes. They live in many regions of the world primarily in coastal waters and waterways. However, there are some that live in deep ocean regions. They are quite versatile in their habitats depending on their species as some can live in tropical marine environments and others can live in temperate or quite cold environments. All usually live in groups however with very few living in wide open ocean. So rays themselves are quite close to sharks but can be clearly distinguished from their flattened bodies which provide them numerous benefits such as hiding themselves in their environments. Their anatomy places their eyes above their head and their mouths below causing them to actually rely on electroreceptors to detect disturbances in an electrical field that they create through these. This is similar to what sonar does except it does not rely on sound in this case. And of course rays are commonly called stingrays which is a good moniker for them. As such, stingrays have barbed stingers that are quite deadly and used when the ray believes they are in danger. The stinger possesses a two fold use. The first is to strike predators and use the venom glands on the stinger to get this trauma inducing venom into the body of the predator. The venom causes muscles to seize up and cause incredible pain. While not life threatening usually it can be should it strikes a vital point. The second purpose of the stinger is to break up and break into the wound causing it to be somewhat like shrapnel making it incredibly dangerous to remove without surgery.

So, in the context of the RP and your contract Rays hail from a lake found in the valley of an obscure mountain range titled, in English, the Lake of Antiquity. Their anatomy remains pretty much identical to their anatomy in our world in that they are closely related to sharks in their characteristics, however they can be differentiated by their flattened bodies. They can use their natural characteristics as abilities in the RP as well such as their electroreceptors to create a sort of sensory ability in the RP. They can use their venom glands in the RP as well creating potent toxic attacks through their barbs. Probably the most important difference is while they are quite graceful and swift in the water they can also (in varying skill and duration) fly in the air as if they are swimming using their chakra. This is quite cool and makes them a highly versatile contract. They can generate electrical discharges which is useful in stunning opponents and in self defense alike. The Rays can also launch their stingers and use them as projectiles to deliver the naturally produced toxins to targets at a distance. In the contract the toxin actually can alter respiratory and heartbeat rates making it quite dangerous. Rays vary in size as well and can reach up to immense sizes as large as Gamabunta, the toad chief. Basically, the anatomy of the Rays in the RP was well preserved and translated. Being that their characteristics are the same except the anatomy in the RP is simply amplified making all of their abilities far more dangerous such as the potent venom and their saw-like nose far more dangerous.
 

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Alright, nice explanation.

So, what's your favourite thing about the contract? What do you think of the contract so far? What do you think of the summonings and techniques, any particular likes or dislikes? Do you believe it to have any faults or shortcomings, if so what? Which, if any, is your favourite summon?
 

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Alright, nice explanation.

So, what's your favourite thing about the contract? What do you think of the contract so far? What do you think of the summonings and techniques, any particular likes or dislikes? Do you believe it to have any faults or shortcomings, if so what? Which, if any, is your favourite summon?
So in regards to the contract I really like how well thought out and well implemented the general abilities of all summons are. Clearly quite a bit of thought was put into translating their general abilities over to the RP from their protein based venom to their electroreceptor sensory. And I really like their duality between their natural aquatic swimming to their ability to effectively swim in the air. The image of a Ray flying through both air and water is quite nice to imagine. So I'd have to say my favorite part is the general abilities and how well translated to the RP they are. And I mean to answer your next question is quite similar to my first. I think the contract is clearly well thought out with hours of effort poured into it from the general abilities to each summon. Even the Ray Summoning Ninjutsu are very well thought out.

So now onto the summonings and the techniques. Okay, so this will probably answer both my favorite summon and my likes and dislikes xD. So I'm just gonna roll with it. So I really like the detail put into the summonings. They are very different from summonings of a contract that can use elemental jutsu of X-Rank and below that the user can use. All of these summonings are quite unique and very different from others in that regard. I also really like the summoning ninjutsu as well. I honestly don't have any dislikes about the contract. While it may seem strange that its all so positive I just think its so well thought out. I suppose I feel that it could go even further as there is more room for work since the contract isn't full yet and there could be more summoning ninjutsu to create.

So far my favorite summoning is Hydra. Hydra's tail manipulation ability is just too amazing and versatile. Effectively being able to create anything with Hydra by using the tails as an exoskeleton is just incredible and well thought out. Really huge props to whoever came up with this. I like the usage of both Greek mythology which I am a personal fan of and the relation with Pein's Giant Dog summoning. I also however really like Kagutsuchi for his venom/fire combination and Krieg for his raw power and power over lightning.
 

System001

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How would you use Rays and why would you use them?

And, can you tell me about their Venom and Sensory, how exactly do they work and take effect? What do you think about their current applications within the RP and, do you have any bright ideas on how they could further be utilised or expanded upon to make the contract greater?
 

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So as I mentioned before all of your Rays have quite unique abilities. I pointed out the difference between this contract and many others in that most of your Rays abilities don't actually use just the basic jutsu that the user knows, so for example S-Rank wind or something like that. Instead they all have quite unique applications giving them all their own little niches in battle. So the usage of Rays is quite situational yet they excel in their situations. There are exceptions to that like Hydra who can morph into effectively whatever you want using the tail manipulation ability. Overall I'd use Rays to turn the tide of a fight into my favor. Once you use a Ray that can take advantage of the situation the user is currently in the opponent will find the tides turned on them quite quickly given how powerful the Ray, depending on which is summoned, can take advantage of those circumstances. And of course all Rays share similarities through their general abilities. These supplement their special abilities and add onto their power. These abilities are the electroreceptors allowing for sensing, protein based toxin, and the ability to both move in the air through flight (depends on the Ray) and the ability of course to swim proficiently through the water. It is for these reasons why Rays also are quite powerful in any situation in a fight. Their protein based toxins are quite powerful depending on which Ray summoning is in play and have been translated quite nicely into the RP through both the Rays and the summoning contract techniques. So as I previously mentioned I'd use Rays to potentially play up to their advantage and really exploit a situation to push a fight into my favor or further deepen the opponent's situation.

So first I'll explain the protein venom of a Ray. So this venom is delivered through their usually barbed stinger which is so famous for inflicting serious pain. So the basics behind this is that the Ray will strike with the stinger at any location on an opponent's body by either physically using their tail to strike them or launching the barbed stinger from their tail and then creating a new one to replace it. The summoner him or herself can even do this as well through the summoning ninjutsu and using a blood sacrifice to launch these from their mouth or hands. So onto the effects of the venom itself. The venom is quite potent as a disabling poison almost where it will cause the muscles in the localized region of being struck to seize up and contract. This doesn't normally cause death although in extremely high concentrations and depending on where the stinger strikes this can easily result in death. Especially should the stinger come near the heart or another vital muscle which can cause much more severe damage. So on the surface the skin will swell and appear red while of course the wound itself can cause profuse bleeding which in and of itself can cause severe complications for the victim. However the venom aftereffects will leave the opponent dizzy, nauseated, and in general pain from the severe muscle contraction and convulsions that had happened before.

Ray sensory is basically electroreception. What this is is basically the Ray will produce an electrical field around them. The field's distance covered depends on the Ray summoned but they generally follow the same principle as sonar in that the Ray will detect disturbances in the field produced which alerts them to the presence of foreign attacks, opponents, etc. This is incredibly useful and well translated into the RP.

So first I'll talk about the application of the stingers and venom in the RP. The summoning techniques are really awesome. First off I like the versatility offered by Stinger Frenzy. So either the user (through blood sacrifice) or the Ray itself can produce a volley of stingers each armed with a potent source of venom that when delivered causes the same effects as all Ray venom causing paralysis and other bodily effects in the region they strike for two turns. Now the degree to which the stingers can affect is directly proportional to their size. So the larger the stinger the larger the region of the body that can be paralyzed. However, this does not mean one should simply launch the largest sized stingers as possible. As the realization is that even the smallest sized stingers can paralyze an entire limb which is incredibly potent given that the stingers can be as small as one centimeter. When the user applies this technique there is a bit of degree of versatility with where they can be launched. They can be launched from their mouth, fingers, crevices between the fingers, and their hands similar to that, as the technique says, Hidden Snake Hands. So next I like the amplified version of the electroreceptors in Electrostatic Surge. This applies Active Electrolocation that would interfere with an opponent's nerves causing various affects depending on the opponent's rank. I really like that rank usage there as it is quite familiar with Killing Intent which is a nice usage and parallel. Overall I really like how the general abilities for all Rays has been translated into the RP.

So far I've had one idea that could expand the Ray summoning techniques a little. This may be completely invalid and bad but here goes anyway ;_;. An application where it is similar to Swarabi no Mai, the final dance of the Kaguya which creates a forest of bone. So my idea would be a parallel to that where you'd summon stingers from Rays at the Lake of Antiquity that could vary in size from small senbons to large ones from Rays the size of Gamabunta. The stingers would be summoned from the ground and push upward impaling and striking opponents and delivering their venom from below.
 

System001

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So as I mentioned before all of your Rays have quite unique abilities. I pointed out the difference between this contract and many others in that most of your Rays abilities don't actually use just the basic jutsu that the user knows, so for example S-Rank wind or something like that. Instead they all have quite unique applications giving them all their own little niches in battle. So the usage of Rays is quite situational yet they excel in their situations. There are exceptions to that like Hydra who can morph into effectively whatever you want using the tail manipulation ability. Overall I'd use Rays to turn the tide of a fight into my favor. Once you use a Ray that can take advantage of the situation the user is currently in the opponent will find the tides turned on them quite quickly given how powerful the Ray, depending on which is summoned, can take advantage of those circumstances. And of course all Rays share similarities through their general abilities. These supplement their special abilities and add onto their power. These abilities are the electroreceptors allowing for sensing, protein based toxin, and the ability to both move in the air through flight (depends on the Ray) and the ability of course to swim proficiently through the water. It is for these reasons why Rays also are quite powerful in any situation in a fight. Their protein based toxins are quite powerful depending on which Ray summoning is in play and have been translated quite nicely into the RP through both the Rays and the summoning contract techniques. So as I previously mentioned I'd use Rays to potentially play up to their advantage and really exploit a situation to push a fight into my favor or further deepen the opponent's situation.

So first I'll explain the protein venom of a Ray. So this venom is delivered through their usually barbed stinger which is so famous for inflicting serious pain. So the basics behind this is that the Ray will strike with the stinger at any location on an opponent's body by either physically using their tail to strike them or launching the barbed stinger from their tail and then creating a new one to replace it. The summoner him or herself can even do this as well through the summoning ninjutsu and using a blood sacrifice to launch these from their mouth or hands. So onto the effects of the venom itself. The venom is quite potent as a disabling poison almost where it will cause the muscles in the localized region of being struck to seize up and contract. This doesn't normally cause death although in extremely high concentrations and depending on where the stinger strikes this can easily result in death. Especially should the stinger come near the heart or another vital muscle which can cause much more severe damage. So on the surface the skin will swell and appear red while of course the wound itself can cause profuse bleeding which in and of itself can cause severe complications for the victim. However the venom aftereffects will leave the opponent dizzy, nauseated, and in general pain from the severe muscle contraction and convulsions that had happened before.

Ray sensory is basically electroreception. What this is is basically the Ray will produce an electrical field around them. The field's distance covered depends on the Ray summoned but they generally follow the same principle as sonar in that the Ray will detect disturbances in the field produced which alerts them to the presence of foreign attacks, opponents, etc. This is incredibly useful and well translated into the RP.

So first I'll talk about the application of the stingers and venom in the RP. The summoning techniques are really awesome. First off I like the versatility offered by Stinger Frenzy. So either the user (through blood sacrifice) or the Ray itself can produce a volley of stingers each armed with a potent source of venom that when delivered causes the same effects as all Ray venom causing paralysis and other bodily effects in the region they strike for two turns. Now the degree to which the stingers can affect is directly proportional to their size. So the larger the stinger the larger the region of the body that can be paralyzed. However, this does not mean one should simply launch the largest sized stingers as possible. As the realization is that even the smallest sized stingers can paralyze an entire limb which is incredibly potent given that the stingers can be as small as one centimeter. When the user applies this technique there is a bit of degree of versatility with where they can be launched. They can be launched from their mouth, fingers, crevices between the fingers, and their hands similar to that, as the technique says, Hidden Snake Hands. So next I like the amplified version of the electroreceptors in Electrostatic Surge. This applies Active Electrolocation that would interfere with an opponent's nerves causing various affects depending on the opponent's rank. I really like that rank usage there as it is quite familiar with Killing Intent which is a nice usage and parallel. Overall I really like how the general abilities for all Rays has been translated into the RP.

So far I've had one idea that could expand the Ray summoning techniques a little. This may be completely invalid and bad but here goes anyway ;_;. An application where it is similar to Swarabi no Mai, the final dance of the Kaguya which creates a forest of bone. So my idea would be a parallel to that where you'd summon stingers from Rays at the Lake of Antiquity that could vary in size from small senbons to large ones from Rays the size of Gamabunta. The stingers would be summoned from the ground and push upward impaling and striking opponents and delivering their venom from below.
Alright, cool.
Usually this is the part where we RP...but I'm so lazy nowadays, and I can't say that I'm too interested in doing it anymore anyway, so we'll just keep it short.

I casually summon the contract scroll through use of a technique that I may, or may not have; and levitate it before you through use of some kind of an appropriate technique. The scroll is like super old, super amazing, has quite a few names and has this whole artifact vibe going for it and stuff. Some of the names are bold, some are faded and near non-existent, and all of them are written in an impeccable and decorated calligraphic style. Besides each name is a thumb print that is as bold or faded as it's respective name.

"Bloody your dominant thumb and stamp it on the parchment in the area below the other thumb prints."


___
Ah, I'll give you my answer to your idea over Skype, although I'm not sure if I have yours?
 

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Alright, cool.
Usually this is the part where we RP...but I'm so lazy nowadays, and I can't say that I'm too interested in doing it anymore anyway, so we'll just keep it short.

I casually summon the contract scroll through use of a technique that I may, or may not have; and levitate it before you through use of some kind of an appropriate technique. The scroll is like super old, super amazing, has quite a few names and has this whole artifact vibe going for it and stuff. Some of the names are bold, some are faded and near non-existent, and all of them are written in an impeccable and decorated calligraphic style. Besides each name is a thumb print that is as bold or faded as it's respective name.

"Bloody your dominant thumb and stamp it on the parchment in the area below the other thumb prints."


___
Ah, I'll give you my answer to your idea over Skype, although I'm not sure if I have yours?
I have you on Skype lol. Just sent you a message xD.
Watching as the very clearly ancient scroll levitates before me. I couldn't help but feel I was reaching some milestone of an achievement. The Rays of the Lake of Antiquity. This clearly was not to be taken lightly. Raising my dominant left hand to my mouth I take a small bite from my thumb and then proceed to firmly press it below the other series of thumb prints on the contract.

"It's done."
 
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