[CSC] Custom Summoning Contract - Batoidea [Rays]

System001

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As you stamp your thumb your name magically begins to appear on the scroll in the same style as the others. Blah blah blah.

Alright, so we're basically kinda like, done now. Only thing that I want you to do now is go and make a fight thread and use them. Try to use them in whichever way possible, push their limits even, I just wanna be sure that you understand the summons and that's it. Yeah.

Actually, before that, any questions?
If not then just follow the above.
 

Noni

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Alright, so tell me everything you know about Rays. Everything.
I won't be able to answer like drackos did, however, I will try.

Ray's are an aquatic based element, found in many deep sea areas. It is a cartilaginous fish, with over 500+ species. Known to be closely related to sharks, being under the same subclass Elasmobranchii. There body type is very unique, flat, almost like a disk shape. With their fins infused to their heads as well. Making them seem almost like one entire fluid shape. However, that is not necessarily the case. They can move their fins individually, and there body movement is somewhat graceful. The eyes and spiracles are located on the top of the head. Most of the rays have heavy, round shaped teeth, with moderately strong jaws, able to crush down on their prey. Specifically snails, clams, and oysters are apart of their diet. This changes of course, since different species might consume something extra, or less. There are four classifications for rays, Myliobatiformes, Rajiformes, Torpendiniformes, and Pristiformes. They have been known to use electroceptors, detecting electricity in the water, to navigate around the water.

Ray's size can very in the real world, but for the RP context, they can actually reach colossal sizes, making them quite powerful and strong. Most rays have their own, barbed wire stinger, at the end of their tail, which can inject a powerful venom. There noses are saw-like, can inflict serious damage and pain to anyone unlucky enough to make contact with it. They can naturally release a discharge of unfocused electricity, and manipulate it while under-water. As well as they can swim underwater, they can also swim in the air, however with not as much speed and agility, and usually for a limited time.

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?
I like the contract because I really enjoy aquatic animals. I prefer the water element over many others, and I'm a use of the storm KG, I think rays might be a great addition to my love of the aquatic manipulation, and add to my arsenal quite exceptionally. I've read the majority of the contracts and techniques, I really like that they aren't just the basic summons, with basic ability, I think they are unique and work well in fight. The only thing I would attempt to help it out, probably make it more versatile with the earth element? Probably some new manipulation with the venom, just trying to add more ideas to it. It is already quite well written, not much to really add in to make an exceptional difference. Hydra is by far my favorite summon.
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?
I got many uses for rays in my fights. I'll just give a specific example. Ray's have an exceptional ability with lightning and water. My two most versatile elements (behind earth overall), I use those two heavily whenever I can. Ray's would be used as a neutralization, preventing an opponent to take over with their earth usage, if they are keen with earth. I see Ray's as a way to control the terrain to my will, which is something I like to do. I'm also an elemental warfare type of fighter, so I will definitely use them as a combo with their unique ability with lightning. Yeah, I can go into specifics, but I'm not the greatest writer >_O. Leave that to drackos.

The venom is protein based, which is injected through the barbed wire tail of the ray. Either through physical contact, or through projectile use. The venom can inflict serious, annoying, and damaging pain when entered in the body. The effects of the venom is quite potent, when on contact with a muscle, the muscle begins to contract, depending on the muscle contracting, will depend on the effect. If a leg muscle in contract, then obviously their movement is harmed, if the arm is contract, then handseals become an issue. To get a good feeling of how they feel lightning, if someone has ever gotten a Charley horse, where the muscle slightly contracts and spasms, that is how it feels. Which sucks. Large dosage of the venom (which usually isn't likely to happen in our rp), will be even more painful, potentially even death. For our rp fights, this effect is increased and more damaging, creating full body numbness, after a number of turns, they can be released through different means as well.

Their sensors are basic to describe, they work as electroceptors, detecting electricity along the body of water, sensing what is around the Ray, and can actually reach up a huge distance. They can detect disturbances and know who/what is around them. This is expanded for our rp, since we can detect attacks and defenses as well.

I have bright ideas everday, just not today z.z. If I do, I will be sure to tell you on skype.

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."
Lancer raises his right hand, bites his thumb, spilling some blood, Lancer them places his bloodied thumb on the scroll, officially placing his thumb print. Lancer begins to think to himself..

"I can't wait to start using the ray's...**** binkan."
 

System001

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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.

Alright go through this, figure out the ones you've learned, and tell me about the ones that you haven't.
 

Kryptiic

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I learnt 1-5 already. Thank God. I helped you make Ophelia though, so we'll call it 6.
Ray 7; Hydra is pretty simple. Cut one tail off 3 grow back. He has a lot of tails and their manipulation costs a move. They can be used to make almost anything. It's weakness is lightning for reasons stated in the jutsu.

Ray 8: Blitz Krieg is cool. Brings lightnine clouds that acts as a source for said elemental jutsu. He can create anything he wants with the lightening at multiple ranks. Also can make my own lightening jutsu 20+ in power.

Both rays can swim and fly well. Also both can sense like the other rays.
 

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Gladly. The Summoning Contract involves summoning animals from the Ray family, which is an aquatic based series of animals that are generally classified by their flattened kite-like bodies and tails. They are able to produce toxins that can be used for defensive and offensive purposes. They're also supposed to be closely related to sharks.

The history of the contract revolves around three triplets that battled each other for the throne, creating animosity amongst the species. The entire population of the rays resides in the Lake of Antiquity.

That's about it.
 

System001

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Gladly. The Summoning Contract involves summoning animals from the Ray family, which is an aquatic based series of animals that are generally classified by their flattened kite-like bodies and tails. They are able to produce toxins that can be used for defensive and offensive purposes. They're also supposed to be closely related to sharks.

The history of the contract revolves around three triplets that battled each other for the throne, creating animosity amongst the species. The entire population of the rays resides in the Lake of Antiquity.

That's about it.
You've actually missed out on quite a bit. But dw, you will get there eventually.

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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Kai NB

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Well, I would definitely use them whenever I utilize heavy water-based techniques. Like the dome of water would be a great time to use these guys. But, considering they can "fly" through the air, there's no real need to worry about water. They'd be great for transportation, but I'd mainly use them for their poisonous abilities.

All I do know at the time, is that their venom can lower the heartbeat of a target and lead to eventual paralysis and/or death. For sensory, they're supposed to "connect" with the electromagnetic spectrum around them, correct? It's similar to sharks, and grants them the ability to feel things all around them. I don't know the specifics to it though. May need some more detail

Currently, I actually don't know much about them. All I know is that they are held in high regards. And I don't really have any bright ideas right now, because I don't know what all the summons do. So I'd need to know their full capabilities and what has already been done to offer new ideas. But don't be fooled, I will help U_U
 

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Well, I would definitely use them whenever I utilize heavy water-based techniques. Like the dome of water would be a great time to use these guys. But, considering they can "fly" through the air, there's no real need to worry about water. They'd be great for transportation, but I'd mainly use them for their poisonous abilities.

All I do know at the time, is that their venom can lower the heartbeat of a target and lead to eventual paralysis and/or death. For sensory, they're supposed to "connect" with the electromagnetic spectrum around them, correct? It's similar to sharks, and grants them the ability to feel things all around them. I don't know the specifics to it though. May need some more detail

Currently, I actually don't know much about them. All I know is that they are held in high regards. And I don't really have any bright ideas right now, because I don't know what all the summons do. So I'd need to know their full capabilities and what has already been done to offer new ideas. But don't be fooled, I will help U_U
Well all I can suggest is that you read up on them a little and come back to me with what you know, I mean I could hit you with a wall of text about them, but it's probably better than you find the information for yourself tbh.
 

System001

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So, uh, you've finished but don't have anything to report?
Come on Jakai, let's do this properly at least. This is pretty much the most intensive part of the training so there isn't going to be any shortcuts. ._.
 

Kai NB

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So rays are aquatic animals that are related to the sharks, but are noticeably different and can be distinguished with their flattened bodies. Few unique traits amongst these animals are the abilities to generate electrical discharges, stingers that can be launched, protein based toxins that effect the respiratory systems of the victims, as well as saw-like noses. Beyond that, the Rays have developed ways to act on land, through means of "swimming" through the air while holding their breath. Some summons possess better abilities than others at this, though the common fact remains they can all swim expertly through water.

With all this in mind, Rays could theoretically use their saw like noses for a style of Kenjutsu unique to them. Their own electrical discharge ability makes them relatively immune to damaging or shocking themselves, and could effectively shock areas of water. Their tails that can be launched are perfect for acting like natural kunai and senbon. And given how their toxins are stated to simply "alter" the respiratory systems of those that are hit, in theory, one summon's toxin can be used to supplement the user and empower their own breathing, allowing them to better perform.

Their ability to "swim" through the air can be especially effective if the summon is a wind specialist. Of course, this also grants the user an effective mean of flying.

Maybe if contract users or contract specialist were able to be immune to the toxins, these summons would be even better in tactical situations. Similar to how Sasuke Uchiha was stated to be immune to most poisons thanks to Orochimaru (and by extension, his practice with snakes)
 
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