Doubles Championship Information

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Drackos

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The 147th Doubles Championship
Presented by the Witchwood Company
Since the year 665, the Witchwood Company and the Witchwood Arena have hosted the Doubles Championship; an event that takes the basic rules of the Witchwood Arena and hosts them as an event where two people can team up and compete for prizes. In short, it is a tournament where teams compete to accumulate a win streak; those that remain undefeated for the longest time will earn immensely powerful items as prizes. This Ninja World event will be hosted from February 10th to April 10th as a celebration for Valentine's Day and the coming of Spring, in line with the Season of the Rose. At the end of the event, on April 10th, the doubles pair with the longest win streak will be declared the 147th Doubles Champions, with those who came in second and third place also earning prizes. Doubles Championship battles cannot be claimed for Kumi in the Kumi Exchange thread.

By and large, the Witchwood Arena remains unchanged for the Doubles Championship. For the time being, standard Witchwood prizes cannot be claimed during this event for win streaks and normal Witchwood fights are suspended. Unlike the normal Arena rules where only one fight can occur at any time, the Doubles Championship allows for any number of fights to occur as long as they take place in the Arena and are posted in the Ninja World Events section. Fights won outside of the Arena do not count toward your win streak. Once you lose a fight in the Arena, your win streak is considered broken and you can start again. When you lose a fight in the Arena and your health drops to zero, for the duration of this event, you will be instantly healed to 80% of your maximum health pool. This is to allow for more rapid succession of fights within the two month timeframe.

The Rules

The Doubles Championship, for the most part, operates on standard Witchwood Arena rules with minor changes. They are:
  • All Doubles Championship fights must be between two teams of two, specifically two RPers, not clones (2v2).
  • A time limit of 48 hours, no exceptions. Extensions can be granted with the consent of the other team.
  • Time limit extends to quoting and discussing a move, but once a Sensei has been contacted then timelimit is paused. Time limit does not reset after a check, it simply continues. Checks are final, meaning there is only a single check like in all Witchwood fights. Both teams must agree on this checker. They do not have the right to a second check.
  • Multiple fights can take place in the Witchwood Arena for the Doubles Championship. Challenges are issued in the Arena thread and posted in the Ninja World Events section. Teams approach each other, challenge, agree on the battle type chosen (posted below), and then begin battle.
  • Fights can operate on three different battle types, which must be agreed on by both teams before proceeding into a fight. You do not have to have a win streak confined to a specific battle type, they are carried over all battle types.
  • If two teams cannot agree on a Battle Type then the rule set for the battle will default to Standard Doubles Rules (2v2). This change is made to avoid conflict over rule types and keep fights rolling. Declining a challenge results in a loss and breaking your win streak (although your health will not fall to zero).
  • Winners are declared on April 10th. The team with the longest win streak is crowned first place, with the teams with the second and third following. If there is a tied win streak, then tiebreakers will take place to determine the winner.
  • You cannot challenge the same team consecutively. You must issue a challenge to a different team before you are able to challenge a team you just beat, or a team that has declined your challenge.
The Battle Types

Standard Doubles Rules:

Standard doubles fights (2v2) are standard battles under Witchwood Doubles rules with no deviations.

Sudden Death:

A battle type where all combatants no longer adhere to the Health Point system and instead operate as rules did prior to the HP update.

Soul Bound:

A battle type where you and your partner are bound together by your souls. This binding is strongest when you and your partner remain within short-range of each other, conferring a passive enhancement of 1 rank increase to all of your techniques, and increasing your base speed by 4 levels. This binding weakens when you are within mid-range of each other, reducing the enhancement to 10 damage increase for all Ninjutsu and increasing your base speed by 2 levels. Entering long-range from your partner does not break the Soul Binding, but does not confer these advantages upon your team. When your partner falls in battle (meaning their health reaches 0), your Soul Binding breaks and you are weakened significantly - suffering from a -30 damage to all techniques, and losing 5 base speed. If your partner falls and you successfully heal them above 0 health, the Soul Binding is restored. Remain close and protect your partner at all costs. These boosts, and debuffs, do not count as normal boosts and debuffs, allowing combatants to layer on two other boosts. Outside of these changes, battles remain normal.

Protector & Attacker:

A battle type where one partner chooses the role of Protector, and the other as Attacker. In this mode the Protector is conferred bonuses to their defensive ability and should, using their abilities, defend their Attacker. The Attacker is granted bonuses to their offensive ability and should, for the most part, use their skills to attempt to damage the opponents. When the Protector falls, the Attacker will lose their enhancement, and vice versa. Healing your teammate will restore this bond.

The Protector: The Protector will inherently take 50% less damage from all techniques and has a health pool increased by 200%. For example, a Jounin Protector will have 320 Health Points and take 50% less damage from techniques that strike them. If they are struck by an S-Rank technique (80), then they will suffer 40 points of damage from this 320 health pool. The Protector's techniques will inherently deal 50% less damage to opponents. This does not mean they are weaker in clashes against other techniques, but when striking an opponent they are 50% less damaging.

The Attacker: The Attacker inherently receives a 50% damage increase against opponents, while receiving a 50% demerit to their own health pool (Jounin have 80 health). This means their techniques clash normally with other techniques, but when striking opponents they become 50% more potent (S-Rank striking an opponent will deal 120 damage). In addition to this normal bonus, Attackers have all of their Offensive Ninjutsu enhanced by 20 damage, this does not count as a boost to their damage (meaning they can use two other boosts).

The Prizes

The Witchwood Company presents their finest collection of prizes assembled for the Doubles Championship. These are classed as special artifacts and are exempt from certain Artifact rules. Most notably, these are special items that, once won, become yours forever. Much like a Custom Weapon, these items can be placed on a single bio at any time and cannot be stolen from you in the Ninja World. You can change them between your bios without losing them. But they can only be on one bio at any time.

The team that places first can pick two from any tier of items. The team that places second can pick one from the Forbidden tier of items, after the first place team, and one from the S-Rank tier of items. The team that places third can pick two from the S-Rank tier of tiems, after the team that placed second. Note that the prizes are split between partners, and one person cannot pick two items for themselves.

(Issen Koe) – One Thousand Voices
Type: Weapon
Rank: Forbidden
Range: Short – Long (Short – Mid Detonations)
Chakra: 70
Damage: 80 / 140 (-10 per use)
Description: A weapon in the shape of a rifle fashioned from the bone of an ancient dragon that lived over 4,000 years ago in the Great Wind Desert. The Witchwood Company has engineered their own machinery into the bone, creating a devastating fusion rifle that can unleash untold amounts of destructive force. One Thousand Voices works to draw upon the user’s desires, a product of their spiritual energy, and their life force, part of their physical energy. These forces are combined to create a gigantic continuous beam of death that is strong to all basic elements, and neutral to all other elemental natures. In terms of battle, for each use, at the cost of 10 health, the user can unleash a superheated beam of potent chakra that is strong to all basic natures. Direct contact with this beam inflicts 80 damage. The real destructive force, however, comes from the residual energy left behind from anything that comes into contact with the beam. This energy appears as a dark energetic orange and, after a few moments, will detonate. The resulting explosion can reach up to mid-range from its original position and inflicts 140 damage. While the initial beam is not necessarily the strongest ability, even if it is overpowered the residual energy will always be left behind and detonate. Unique to this weapon is that the beam can be controlled by aiming the weapon, allowing the user to outline an area with the initial beam and then cause that area to explode in that shape. The siphoned health cannot be mitigated by damage resistances, or immunity from self-harming Forbidden ranked techniques, or healed while in battle. One Thousand Voices can be activated once every three turns. One Thousand Voices's damage cannot be boosted by other techniques.


(Tamashi Hirogaru) – Soul Diffuser
Type: Weapon
Rank: Forbidden
Range: N/A
Chakra: 120 (-30 per turn)
Damage: N/A (-10 per turn)
Description: The Soul Diffuser is a small ornate dagger bearing runic inscriptions on both side of the blade and at the bottom of the hilt; the runes are from an unknown language from a society lost over 2,000 years ago in Tobusekai. The dagger is only a mere 10 inches in length, not including the hilt, and is only somewhat sharp, clearly not intended for brute combat usage. The Soul Diffuser’s true purpose is shrouded in mystery, but it is known that the dagger is capable of summoning the Death God’s power into the user. This is achieved by the user smearing some of their blood on the dagger, and then stabbing the dagger into their own chest. With the blood smeared on the dagger, the dagger will instead of piercing into the user’s physical body will pierce into the user’s spiritual energy and summon the Death God’s power into the user’s form. At the cost of 10 health per turn, which cannot be healed or resisted in battle, the user becomes enhanced for a maximum of six turns. The Death God’s enhancement improves the user’s combat abilities significantly, and counts as a mode. Their speed is increased by 5 times its base, and all Ninjutsu performed is increased by 30 damage. The user becomes highly resistant to spiritual based techniques, becoming able to repel S-Rank and lower spiritual-based debilitations regardless of their nature (including Yin Release), for the duration of the enhancement. In addition to this, the user becomes able to visually perceive the spiritual world; this includes Limbo clones, Hands of Sloth, and other techniques not normally perceived within the physical plane. The Soul Diffuser can be used twice per arc.


(Koibito no Irori) – Lover’s Hearth
Type: Weapon
Rank: Forbidden
Range: N/A
Chakra: 200
Damage: N/A (+30 to applied techniques)
Description: The Lover’s Hearth is a locket that was crafted in the Land of Fire long before the rise of the Hangurian Freehold, perhaps even over 1,000 years ago. It is crafted from the finest gold in the world and, when worn, feels warm to the touch, bringing comfort to its wearer. The locket, after the passage of so much time, has been fused shut and is impossible to open even with the strongest of ninjutsu. However, it is rumored that the picture of a loving couple to be inside of it, providing protection to whoever holds the locket. By default, the locket offers nothing to the wielder; but when the owner’s health falls to 0, the locket will draw upon their chakra and memories to restore their body to its original peak condition, at the cost of 200 chakra. Much like returning to the warmth of a familiar hearth, the user will feel refreshed and energized by the energy stored in the locket. For four turns after their revival, the user’s ninjutsu will be empowered by an additional 30 damage. Lover’s Hearth can be used once per arc.


(Chōten Zeitaku) – Apex Opulence
Type: Weapon
Rank: Forbidden
Range: N/A
Chakra: 150 (-40 per turn)
Damage: N/A
Description: A magnificent diamond that was presented as a wedding gift at an unknown Daijo-daijin’s wedding over four centuries ago. The Apex Opulence is a priceless artifact that even the wealthiest of Daimyo and Warlords feel pressured in buying. At the time of the Daijo-daijin’s death, he sealed his and his wife’s soul within the diamond that would, in effect, allow them to be together for eternity in the grandeur that was the Freehold. The gemstone was passed down from administration to administration until it was finally lost when the Kyuubi razed Chungsu, leading the Apex Opulence into the hands of the Witchwood Company. The gem allows the user to summon the souls of the two unnamed rulers into battle to serve the user for six turns in exchange for an immense amount of chakra. While the Apex Opulence is active and their souls are summoned, the user cannot have other summonings on the battlefield. If there are summonings present when the Apex Opulence is used, they will be automatically dispersed. The two souls are bound as one; this means that while they operate as two entities, should one be dispersed then the other will be as well. As spiritual entities, the souls of Apex Opulence can only be interacted with by Yin-Yang or Senjutsu, much like the Hands of Sloth. However, they can be perceived as normal spectral beings. Neither speak or communicate with the user, but they share a mental bond that allows the user to issue their commands. The Apex Opulence is immune to Fuuinjutsu of all types, and can perform elemental Ninjutsu without hand seals, including all elements that the user knows. These techniques are enhanced by 30 additional damage, and do not draw upon the user’s chakra reserves. Unlike the spirit’s incorporeal form, the techniques they produce can be interacted with as normal. Both spirits move at quadruple the speed of a Jounin shinobi. The Apex Opulence can be used twice per arc.


(Katai Omori) Leg Weights
Type: Weapon
Rank: S
Range: Short
Chakra: N/A
Damage: N/A
Description: An advanced version of the normal Leg Weights created for those dedicated to their craft, the Advanced Leg Weights increase the stress and weight applied to the user in order to achieve an even higher payoff. When inactive and worn, the user experiences a -3 Speed level drop due to the intense weight slowing him down. However, when released, the user gains a drastic four times increase to his normal base speed and a +40 to all his kick-related moves. Much like the weaker versions, this boost in strength and speed is completely nullified when releasing the EIG or when using any kind of movement speed enhancement technique or weight manipulation technique; they don't add up on each other. Only one of the user's bio can have these weights at any time.


Tattered Staff
Type: Weapon
Rank: S
Range: Short
Chakra: 50 (-10 per turn)
Damage: N/A (-30 when triggered)
Description: An ancient relic discovered in the Shadow Desert of Tobusekai, the Tattered Staff was said to belong to disgruntled warriors of the Jashin faith known only as the Wraiths. When confronted of their unholy acts against their lord Jashin, the Wraiths allegedly fought back and used their Kinjutsu and Sealing abilities to seal their spirits with the other Jashinists, causing their souls to merge and become sealed within a lone staff. Ornate markings and symbols line the handle of it with a lone crescent moon shaped tip at the top. This staff, recently discovered, has the ability to bond the user and his target's spiritual and physical energy to one another; whenever the user triggers it, countless entities flood the field near instantly and form a translucent purple sphere 20 around the targets. Those within the sphere become entangled and linked on such a nature that whenever the user takes damage, his opponent feels that same damage doubled. This effects extends to both allies and enemies, a cruel invention of those rogue Jashinists to sacrifice as many as possible to their Lord Jashin.
Note: Sphere lasts up to 6 turns and can be used 3 times per event.
Note: When in use, the user cannot cause any direct harm to himself unless using Forbidden ranked Jutsu or the recoil from other techniques. This damage does not transfer to others.
Note: The user can use this staff as an extension of him and as such, use it for Taijutsu, Kenjutsu or staff based attacks.


Eye of the Storm
Type: Weapon
Rank: S
Range: Short
Chakra: 50 ( -10 per turn )
Damage: 120
Description: Rumored to be the famed shades of the Fourth Flame Touma of Tobusekai, the. Eye of the Storm was able to help Touma protect his home from many invading forces during the battles of the Purity War. These glasses, black and seemingly normal shades, are designed to see any hidden obstacle, foe, seal, etc through highlighting it's chakra source and it's presence. This allows him to detect even the most hidden of entities and chakra and even distortions in space or time, appearing as a faint blue shade to show its location and create a trail to it's new one. Using these glasses, Touma was able to fight off a band of invading S/T users as well as Limbo clone like entities and speed blitzer's, able to track anything regardless of speed when worn. Once per turn, the user is capable of triggering each eye, creating a natural energy based hurricane to spawn on his focal point to cause high damage but prevents the user from using any of the tracking abilities while doing so.
Note: Tracking related abilities can only be used 3 times, lasting 4 turns each use and requiring the same amount of time in between uses.
Note: The hurricane can be generated once per lense, preventing the rest of the abilities from working in the lense used in.

The Doubles Missions

For those who don't necessarily want to partake in the Witchwood Arena's potentially gruesome player vs. player activities, you can utilize the Doubles Missions! The Doubles Missions are similar to the style and formatting of the win streak battles above, but center around teams of two against a simulated opponent. The missions are formatted exactly as a normal Ninja World Mission is formatted, with the exception of two important aspects. These are battle missions, and take place in the Ninja World Events subforum. All battles begin roleplayed in the Witchwood Arena thread, and then the mission itself will begin in the Ninja World Events marked with a [Mission] X & Y vs. Z. These battles, obviously, do not count toward win streaks in the Witchwood Doubles Championship.

These missions will feature a team of two, just like the doubles battles above, against their simulated opponent. This means that one member of the team will be controlling their own bio in the battle, and then will also control their opponent. Rules of the battle follow normal doubles rules and, as the rank of the mission increases (D to S-Rank), so too should the difficulty of the battle. When creating your opponent, you should follow the Tier List. D-Rank missions should battle against enemies that use Tier 1 abilities, C-Rank Tier 2, B-Rank Tier 3, and so on. The battles and their length should also scale with this difficulty. You are afforded pretty vast creativity when crafting your opponent for these battles, and so you cannot use canon bios for these missions. These missions award bonus Kumi, an increase of 20% from normal missions. Awarded Kumi for passed missions is not split between the partners.
  • D-Rank: 300 Kumi
  • C-Rank: 540 Kumi
  • B-Rank: 780 Kumi
  • A-Rank: 1,200 Kumi
  • S-Rank: 1,800 Kumi
 
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Drackos

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Amendments to the Rules:
If two teams cannot agree on a Battle Type then the rule set for the battle will default to Standard Battle Type (2v2). This change is made to avoid conflict over rule types and keep fights rolling. Declining a challenge results in a loss and breaking your win streak (although your health will not fall to zero).

Your win streaks only carry in the same team. This means that if you, person A, and person B, go on a 5 win streak, and you split up afterwards, your new teams will not have this win streak.

You cannot challenge the same team consecutively. You must issue a challenge to a different team before you are able to challenge a team you just beat, or a team that has declined your challenge.
 
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Drackos

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Bio Rule Amendment for the Doubles Championship:

After some discussion about the disadvantages of being restricted to a single bio for the Ninja World with this event, and how this event would shut down activity in large portions of the Ninja World, we decided on a slight change. For the duration of this Arc only, you are able to enter the Ninja World only in the Witchwood Arena on a second bio. The bio cannot leave the Arena for the duration of the arc, being dedicated only to participating in the event for the player vs. player activities. This second bio cannot complete Doubles Missions. This is done so you cannot be completing normal NW missions on one bio, and Doubles Missions on the second.

Likewise, your primary biography cannot be used in the Witchwood Arena for the duration of this Arc if your second bio is currently present there. They cannot be switched.
 
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