Roleplay Tenkaichi


(Any complaints regarding rules, admins or other players may also be submitted through our discord.)


General Rules

  1. Any punishment for any infraction of the rules or behavior deemed inappropriate for the rest of the community and server is determined by the admin team.  You can be banned for spamming in OOC if you are a repeat offender and a toxic community member, but it also means you may get off with a warning from a combat technicality if you are new.

  1. Admin Help: In all official communication channels, Ahelp and Admin PMs, players and admins will be held accountable for their conduct in these channels. The rule of thumb here is don’t argue or otherwise incite arguments in these channels and keep all conversations in them clear and concise.

  1. Admin Law: If for any reason an Admin asks you to stop doing whatever it is you are doing, do so. Cooperate with admins when they are asking you questions.

  1. Naming: Your name must begin with a CAPITAL LETTER, and contain only alphanumeric characters. (A - Z, 1 - 0). Whilst not strictly enforced, you should consider the naming conventions of your chosen race if you know them, i.e. avoid “Bob” if you’re a Saiyan. In general, be creative and realistic in the scope of your RP environment when choosing a name. The character name you enter at creation should be the one you keep.

  1. NSFW Content: Do not post NSFW content on any channel in the game. This includes pornography or anything else that could be considered exceedingly graphic.. ERP is not permitted within the game. You may not conduct your roleplays in an overly sexual manner. Use common sense here, folks. Do not even HINT at rape in roleplay.

  1. Alt Interaction: Any form of direct or indirect interaction with your alt characters is not allowed. Furthermore, alternate characters are not allowed on the same Z plane as any other character you may have logged in.

  1. Deceptive Iconning: You may not use your ability to change the icons of any object in the game in a deceptive manner. This includes but is not limited to: Invisible attacks or charging icons, teleporter pads, cloning tanks, doors, or making your own mob invisible or smaller than 16x16.
  1. Mana Pylons and Drill Towers may not have their icons changed.

  1. Race Icons: You must use an icon that follows your races general appearance “theme” (Kannasans must look like fish or have scales, yardrat must be purple, kaios and demigods must be humanoid, humans can’t have animal traits such as tails or cat ears , etc..).The exception to these rules are Aliens, Androids and Demon which have much more freedom.

  1. Buildings: You must include a door or opening leading into a building and all rooms inside of it. You are also not allowed to place more than one door per tile with nothing under it, due to interactions with the Hacking Console. If you are discovered to be building in a way that could be considered disruptive or obnoxious in any way, (i.e. spam building ugly tiles all over the map or blocking off public access ways) you will likely be punished and have your buildings torn down.

  1. OOC Placement: You are not allowed to be somewhere ‘OOCly’ without expressed admin permission for certain events.

  1. Accidents: Any items that are destroyed while someone is sparring or fighting is considered IC. If someone is not involved in a fight or a spar and they misclick an attack, the item may be eligible for a refund depending on the situation.

  1. Teaching: OOC teaching is not allowed. All skill teaching requires an emote of sufficient size and detail for each individual skill you are teaching for both parties involved (Teacher & Student).

  1. Roleplay: In general, you are expected to roleplay any action that would affect another character/player, whether it be positive or negative. This includes things like medical scans, imitation, healing and stun chips, anything you target another player with would generally require an emote.

  1. Buildings: Breaking into any base or through any wall/door that you did not create requires an emote of at least 50 words and a countdown of 60 seconds. If a base is made up of multiple distinct buildings or rooms, each building or room requires its own RP of at least 25 words and a CD of 30 seconds after the initial 50+ word emote with 60 second countdown. Destroying items within a base requires its own 25 word RP and a 30 second CD per room of items being destroyed.

  1. Theft: Taking any item that you did not create or a create did not ICly create/give to you requires you to emote it with at least 25 words and a 60 second CD. If you break into a base and are robbing the base, the initial robbery RP (which must be a separate RP from the breaking/entry) requires at least 50 words and a 60 second CD. If you are required to make multiple trips to complete the robbery, you must post a new emote for each trip you make into the building.  Each of these emotes must be at least 25 words and be a 30 second CD. In summation; all initial theft requires a 50 word emote a 60 second CD and repeated trips of robbing a base require 30 second CD and 25 words.

  1. Chat Rules:
  1. Spam: Do not spam or flood IC, OOC, or LOOC.

  1. Harassment: Excessive flaming / harassment may result in an immediate mute. It's okay to sometimes get a little heated, but if you go on a minutes-long crusade to bash/shame/troll others, expect consequences.

  1. No IC in OOC: Don't post emotes / says or any IC information in OOC. An exception may be made for your own emotes / says for the purpose of humor, etc.
  2. DDoS Threats: You are not allowed to make threats of hacking, cracking, DoS or DDoS against either the server or the player base, even jokingly. You -will- be punished with a ban for a minimum of a day if you’re caught doing any of this. Not appealable.
  3. Advertising: Absolutely no advertising other BYOND games within this one is allowed. Furthermore, you may not advertise THIS game in other BYOND games.

Combat Rules

Phases of Combat        

Each instance of combat has three distinct phases.

(Roleplay) Main Roleplay including targets and intent

(Battle) Verb Combat

(Resolution) Injure Verb + Results Roleplay

Roleplay) All combatants, anyone that is participating in fighting, harming, healing or

otherwise supporting and any targets thereof, must emote their intended actions during the Main Roleplay phase in order to participate in the verb phase. You must declare malicious intent if you intend on using lethal or injuring/stealing in the resolution phase.

Spectating: Anyone that does not emote during the Main Roleplay phase is an

Implied spectator and is considered IC.  This means that any collateral damage can fully affect them. Intentionally targeting spectators will result in punishment. You may not use RP mode to avoid injury while spectating.

An acceptable Main RP Phase emote must clearly include your character's actions or

intentions to act. I.E. you must use clear language communicating what your character's

actions will be. The language does not affect IC communication though, and is a player to

player based restrictions as opposed to being an in character one. This emote must be at least 50 words.

Once all active participants have posted their role plays, one person must be selected to

perform a countdown. At the end of the countdown all participants then enter the Battle

Phase and begin the verb portion of the fight. During any countdown to initiate combat or

perform any action, you may not start your action before the timer reaches zero, but you

may use Buffs.

Battle) The Verb Combat phase remains active until: all sides except one are knocked out or all but one successfully flee or all members agree to stop fighting and agree to a’ draw.’ When knocked out you must turn on RP mode until the beginning of the Resolution phase. At the end of the Verb Combat phase, if you are still standing you may carry out your intentions stated in your emote, such as theft or use of the injure verb.  Once you carry out your intentions, you must then roleplay the results, participation is optional for the target.

Combat Pause: Combat pauses may be requested during the Verb Combat

Phase of fighting. Upon the call of a pause, everyone must go into RP mode.

Everyone involved in the combat gets to change their RP intentions; or RP a new

 specific action.  Pauses do NOT allow a new party to join the Verb Combat Phase if they were not already participating. Each side gets a single pause that must be honored when called for. All emotes during a combat pause must be under 30 words due to the new anger system.

Player Disconnection: If anyone involved in an active or imminent combat suddenly disconnects, a free pause will be given to wait for their return. If they do not return in a timely manner (ten minutes), the situation may continue without them but should use a new countdown.

Resolution) Once the battle phase has ended all parties immediately move to the resolution phase, all participants must have RP mode on after healing to their current Willpower. The victor(s) may use the Injure/Absorb verb on one of their targets or steal one item from one target or flee the scene. Parties on the sideline who were not a part of the combat phase may not interfere and must wait until the resolution phase is completed. After performing the action, you MUST then roleplay the results. Any parties directly affected may post a response RP detailing their side of the struggle/injury/etc, but are not required to do so.  Once all result and continuation emotes have been posted, the combat may move on to the next battle phase. The exception with inflicting the injury first is with killing, when you must post the emote first and allow the victim to post a death emote.


  1. Fleeing requires clear intent to flee in your roleplay and a (Flee) included at the end of the emote. You would then use the Flee verb and see what your result is. People may then choose to respond to your Flee with either a Chase attempt if they are hostile or join you in a Flee attempt if they are your ally.

  1. If you fail your flee roll (rolling lower than your opponent’s Chase result), you are caught and you MUST fight out the round with anyone who engages you (that would normally be eligible to participate). Once the round is completed, you may then attempt to flee again. If you win the fight after a failed flee roll you are eligible to injure one of the people you beat, but doing so means you cannot flee the scene. If you are caught, you must fight everyone that targets you, not just the one who caught you.

  1. If you succeed in a flee (rolling higher than or equal to those chasing you,  the person fleeing always wins a tie) you must leave the scene immediately and the people you fled from may not engage you in combat for rest of the scene. The person who fled should try to remain hidden.

  1. Flee rolls are counted individually, as are chase rolls. Anyone who succeeds in fleeing may choose to stay behind and assist anyone that fails a flee attempt. If multiple people are fleeing, you can only ‘catch’ one of them, as opposed to everyone with lower rolls.
  2. If you chase someone and fail, you cannot join in the combat round of the original situation that they fled from. Once that round is over, you may rejoin.

  1. If you leave a scene voluntarily and no one chases you, you still cannot return to that scene until it is over. This is if you leave the scene physically, if you disengage combat without a flee and aren’t MI’d you can continue to watch the ongoing conflict from the sidelines.  

Note: If absolutely no emotes have happened in a given situation, you are not obligated to emote about your exit. An RP situation does not begin until there is an emote!

Combat RP Rules

  1. Imprisonment: Anyone captured and put into a prison must receive RP. If they have no RP for 1 hour, they are allowed to Ahelp to be set free as long as it is roleplayed accordingly.

  1. Building During Combat: You are not allowed to build roof, walls , tiles , etc in combat. You are allowed to build items (magic or tech) in the middle of the fight but you should include them in your emote.

  1. Mulligans: A situation where rules are broken or a bug feasibly alters the result of combat -MAY- result in an admin declaring a redo of the situation. Combatants will be restored to where they were before combat began, and the situation will resume from the beginning after a countdown.

  1. KO Verbs: Auto KO verbs such as stun chips, Soul Contract, etc., are considered an act of combat and must be RPed and follow regular combat rules. You may also install one of these in place of an injury if you win a round, but only one per round.
  2. AFK Rules: You may not harm any player that is AFK in any way. You may not build around them to wall them off. You are only protected by the AFK tag itself. You may not flag yourself as AFK to deliberately avoid harm.

  1. Rescues: Anyone above 0 WP can be rescued by an ally in a save attempt and then once combat has stopped, regenerate by normal means. (Save attempts involve Flee/Chase rolling against the ‘Saver’ and the ‘Attacker’)  Anyone that has been reduced to 0 WP can not be saved. The one exception to this is Stealing (See #2)

  1. 0 WP and Defenselessness: When brought to a willpower total of 0 you are considered 'defenseless' in the sense you are no longer able to defend yourself. While in this vulnerable state you are unable to take actions or declare malicious intents towards others, but you must still roleplay your condition.One cannot simply happen by someone in this vulnerable state and execute them on the spot. One must be actively involved in the combat scenario and/or fight against defender(s) depending on circumstance. See below:

  1. Those not directly involved with an ongoing lethal combat scene, cannot approach someone reduced to 0 WP in the ongoing conflict to kill them without current involvement in the battle. (AKA they cannot be 'sniped' by someone on the sidelines, this goes for Absorb and similar verbs.) If someone wants to attempt to kill/harm/kidnap/etc someone in this way, they must join in the next round of the lethal and fight through at least a single round.

  1. After a lethal combat has concluded and someone reduced to 0 WP is in what could be considered a 'safe zone' (their own base, a regen tank with allies around, or similar situations), they cannot be killed on the spot. If there is an allied party already present, they are allowed to defend the compromised individual. If the attacking party loses, they lose their right to kill for that round but may make another attempt. If the attacking party is successful, then they may follow through with their action after successfully KOing all defenders. Additional defenders may not jump in after an initial defense attempt has been unsuccessful.

  1. Grab Rule: You are not allowed to grab items in combat that would disrupt players from dealing damage to you. Examples are training dummies and punching bags. Grabbing other players is fine as long as you have the intent to use a damaging ability on them, such as Throw or Megaton Throw.

  1. Combat Avoidance is spending more than half the time running away from an opponent. Combat Avoidance is not dodging or evasion, it is fleeing in a non-flee situation.

    Tile Limits: You should stay within 15 tiles of a person at all times. Spending longer than 5 seconds outside of the 15 tile range, or dipping out of the 15 tile range repeatedly can be considered a breach of the rule. Generally speaking, you should stay within the screen of your opponent. The only exception to this is when an enemy uses Homing Finisher; you can leave the boundaries of combat until the attack resolves.

    Changing Z: Changing Z-Coordinates is not allowed with pods or ships. Changing Z’s after a combat situation requires a full RP, and CD; be it a telepad, a magic portal, or another Z-shifting skill. Using pods and ships to escape a Z-coordinate requires combat to be over entirely. If you wish to change Z’s, it must be done between rounds and fights.

  1. 1 Injury Per Loss: Each time someone loses a round of combat, they may only be injured once, regardless of the number of winning parties. The person who knocked them out has the right to the injure.A limb will follow the following progression: Healthy →  Broken →  Maimed → Removed

               Note: The ‘Injure’ verb will control the progressions of Injury for the user, and will make sure that                                the injury provided is within the correct parameters.

  1. Leaving vs Fleeing: If you leave a scene voluntarily and no one chases you, you still cannot return to that scene. You can leave a scene if you win that round of combat and forego doing an injury and no one can chase you.

Rivalry Rules: See this link