Roleplay Tenkaichi: a DBZ roleplaying game

Game Guide

v 1.0


This guide will help new players learn how to effectively play the game and make the most of their time while also revealing some of the more nuanced mechanics that experienced players can benefit from.  This will not be a roleplaying guide, as those can be found in many locations online and within the outdated guide available in game.  This guide is designed to focus on explaining the systems and mechanics of the game.  It will be assumed that you are familiar with text based roleplaying games and understand the expectation to roleplay or emote your character’s actions within the game world.  It is also expected that you have at least a passing familiarity with dragon ball; you should know what a super saiyan is, know what a ki blast, etc.  

Roleplay Tenkaichi is designed by a core team of people that each boast over a decade of experience on the BYOND platform and text-based roleplay.   Many of the systems within the game are similar to other systems found within the ‘dragon ball roleplay’ genre, but many of the systems are in direct contradiction to what previous games have done as well, so it is important to approach this game with an open mind. In addition to reading this guide, you are highly encouraged to join the game’s discord server and participate in discussion.

Roleplay Tenkaichi is based around a 70(ish) day wipe system where the game will start anew after 70 days.  During this period the game will go through various eras and races and builds will have their strong moments and their weak moments.  Because the game is balanced around the entirety of a wipe, it is important to consider your choices alongside your own playstyle.  Certain races are better for someone that can commit to a long wipe whereas others are better for people that may only have a few weeks to play actively.


In Roleplay Tenkaichi (RT from here), each player character has many different variables that would be considered stats.  The core stats are Battle Power, Energy, Strength, Endurance, Force, Speed, Offense, Defense, Regneration and Recovery.  There are many other stats that affect a character, but the core stats are the most important.  Of the core stats, everything except Regeneration and Recovery can be improved upon through one form of training or another.  Below I will explain some of the stats you will encounter in your average wipe of RT.

Battle Power (BP):  BP is a multiplier stat.  It multiplies the trainable combat stats; Strength, Force, Endurance, Speed, Offense, Defense.  Example: You have 100 BP and 1 Str, 1 End. This means you have 100 effective Str and End.  Your opponent has 10 BP and 10 Str and 10 End. They would also have 100 effective Str and End.  Battle Power represents someone’s ‘overall’ power rating and increases through virtually all training.  You gain more BP based upon a hidden variable called experience(sometimes referred to as gain). BP has a soft cap like all trainable stats and its cap increases every 12 hours.

Energy: Energy measures your stamina in a fight and your reserves of ki.  Energy is one of the primary requirements for unlocking, teaching and being taught skills.  Virtually all training increases energy.  Having more energy is good for skills and techniques with static costs, but having extra energy generally loses its effectiveness later into the wipe where the base energy pools are very large.

Strength: This stat dictates how damage your melee attacks and melee based skills hit for. It is a primary stat for melee builds and investing in it can be effective for some races. Strength is useful wipe long but can be especially useful very early wipe before any skills are unlocked. Strength will work as a ratio against the opponent’s Endurance to increase the damage of melee based attacks.  Attack Damage x ((Attackers BP x Attackers Strength) / (Defenders BP x Defenders Endurance))

Endurance: Endurance is the primary defensive stat for directly reducing the damage your character takes.  Investing in Endurance can often be effective, but its use is more effective early game, before characters have access to more offensive techniques, and loses effectiveness to defense later in the wipe.  Because glass cannon builds are difficult to effectively use, it is recommended that you invest Endurance or Defense. Endurance directly reduces the damage of all attacks in a ratio manner compared to the attacker’s strength or force.  (See Strength)

Force: Force is what dictates the damage your Ki based attacks do. It is the primary stat for ki builds and tends to be ineffective early wipe but spikes in power mid and late wipe.  Because they are ineffective early wipe and require certain milestones and techniques to be effective, ki builds are generally not recommended for beginners. Force works in the same ratio manner of increasing attack damage as Strength. (See Strength)

Speed: Speed dictates how fast you can hit, how fast you can move, how long your cooldowns last and 15% of your Speed gets added towards Offense and Defense for melee techniques.  With the use of certain milestones and skills, Speed can also be a damage stat which makes it very effective to invest in.  Because of its relative strength, it is recommended that most builds invest some points in speed.

Offense: Offense dictates your odds of landing any attack other than a beam, making it an important stat for a majority of builds.  Offense, in addition to 15% of your Speed, works against an opponent’s Defense.  The base chance to hit with the Attack verb is 50%, blast typed projectiles have a 55% base chance to hit.  These base chances are adjusted by the ratio of (Attacker BP x Attacker Off x 15% Attacker Speed) / (Defender BP x Defender Def x 15% Defender Speed).

Defense: Defense dictates your odds of dodging an attack.  Because dodging completely avoids damage, defense builds can be very difficult to take down.  Defense starts off weaker in the early game due to the inability to boost it, but becomes especially more effective later in wipe when attacks deal greater amounts of damage and avoiding them altogether is more effective than reducing the amount. Because glass cannon builds are difficult to effectively use, it is recommended that you invest Endurance and/or Defense. (See Offense)

Regeneration: Regeneration dictates how much HP you regain each tick.  While in lethal combat your willpower will reduce on each tick of healing by a flat amount, meaning having a higher Regeneration mod will lead to ‘spending’ less willpower to recover a given amount of HP.  Example: 1 x Regen vs 10x Regen.  Both people take 10 HP damage, the one with 1x regen will heal ten times slower than the other, meaning they will take 10x the ticks of WP damage.  You can not invest in Regeneration, but various buffs and items will boost it.

Recovery: Recovery dictates how high you can “power up”, which will serve as a direct increase in your BP and by association an indirect increase in all of your stats.  Recovery will also increase the % of your max energy you gain each tick.  Recovery is especially effective at cancelling the drain on percentage draining skills and buffs.  Because it increases BP through power up, Recovery can be an effective investment, but it needs supporting stats.

Intelligence: Intelligence is what enables your character to create technology.  It has levels and a mod.  The mod will unlock new tiers of craftables and skills and reduces the cost of making them.  The levels will unlock new items as you hit their requirements and allow you to upgrade things further.  You can spend milestone points to increase your intelligence mod at the cost of BP and you can increase the level by meditating on it over time.  Because you need to exchange power for intelligence, it is advised to restrict it to support characters.

Magic Skill: Magic is what enables your character to create magical items and cast spells.  It has levels and a mod.  The mod will unlock new tiers of craftables and skills and reduces the cost of making them.  The levels will unlock new items as you hit their requirements and allow you to upgrade things further.  You can spend milestone points to increase your magic mod at the cost of BP and you can increase the level by meditating on it over time. Because you need to exchange power for magic, it is advised to restrict it to support characters.

Gravity: Gravity serves as a multiplier to your BP.  It can be trained with gravity machines or the gravity well milestone from magic users.  It is very important and becomes increasingly so later in the wipe.

Energy Signature:  Signature serves as your characters ki ID.  It is unique to you.

Buff Slots: Buffs and transformations in RT use slots.  This is a way to balance their power and keep people from stacking all of the buffs they can.  Because it is restricted in this manner, it makes the choices for which buff to use more strategic when you do have the choice.  Most buffs take 1 slot and in general, buffs unlocked later are more effective than those unlocked earlier.

Health: Fairly self explanatory.  Increased every tick by the Regen stat.  When this is brought to 0 you are knocked out, and if you are in lethal combat you will suffer willpower loss.  Default max is 100 but can be increased.

Willpower: This serves as your characters ability to push on, to ‘struggle to their feet.’  Default max is 100 and is reduced upon knock out in lethal combat and upon each regen tick in lethal combat.  Your willpower restricts your health to be no higher than your current willpower and takes a long time to recover.  When you are reduced to 0 willpower you are rendered helpless and it can be very difficult to come back from this.

Lethality: Lethality is a toggle that determines if your character is trying to kill who they are fighting or not.  When you are flagged for lethal, anyone you damage will be entered into ‘Lethal Combat’ tracking while within lethal combat, you can not regenerate willpower and regenerating health will drain willpower.  The lethal Combat tracker lasts for an increasingly long time depending on how low your willpower falls.

Milestone Points: Milestone Points or MP are a representation of your characters progression in mastery of their body, mind and skills.  You generally earn one each time your save age increases and you can spend them towards ‘Milestones’ which serve a similar purpose as perks from other games.  New characters that make late in a wipe will be granted catch up milestone points to ensure they are not excessively behind.  Milestones offer a lot of very powerful effects and can significantly change a characters playstyle.  Because of their importance and inability to be refunded (other than reincarnation), it is suggested that new players seek advice or follow a recommended build.

Body Sizes: Sizes serve as modifiers for a races base stats.  Small, which are geared towards speed, offense and defense at the cost of strength and endurance; Medium, which is the ideal size of a given race and gets increase recovery and regeneration as a result; Large, which offers strength and endurance at the cost of speed and defense.  While certain races can be effective with certain sizes, it is best to not think of sizes as Small = Force Large = Melee but as their respective defensive boosts of Small = Defense Large = Endurance.

Resources: Gained through digging or drill towers.  Used for creating and upgrading technology and technological skills.

Mana: Gained through meditation or mana pylons.  Used for creating and upgrading magic and casting spells.


Buffs in RT function generally as “good things” as opposed to trade offs.  The generic buffs are magic force, muscle force and focus.  A regular character will unlock all three at a given point throughout a wipe, usually within the first few weeks. Magic Force and Muscle Force boost strength/force and nerf the other, so they will cancel out their stat boosts while being used together.  Because of this, it is very important to replace whichever one is less effective at the first opportunity, usually your racial buff or a rank buff.  When this stage occurs within the wipe people’s offensive capabilities spike and with this switch, endurance loses some of its effectiveness and defense becomes more effective. Additional rank buffs or later racials and transformations can eventually take the place of the remaining muscle/magic force and/or focus, but most characters will stick with this core buff composition of muscle/magic force, focus and their racial.

Racial Transformations/Buffs unlock in various tiers.  The tiers in which they unlock are measured in ‘true BP’ which is your Base BP (which is BP while at a 1x Multiplier and divided by your gravity boost, which you can see by clicking the gravity object in status tab) divided by your BP Mod(which can be seen when creating a character. Most transformations are granted automatically except the first few super saiyans.  Even though they are automatically granted, it is still expected your roleplay their unlock and usage.

Tier1 100000, Tier2 270000, Tier3 400000, Tier4 1600000, Tier5 2700000

Stances serve as slotless ‘buffs’ that do not affect BP.  It is because they do not take a slot that they grant no BP.  Ranks start with stances and nonranks can be taught or develop their own for a large amount of milestone points.  Stances have up to 5 points to invest in the six core combat stats, each stat no more than 2 points and each point granting 10% in that stat. Because of the way that they are taught out and ‘trickle down’ stances start the wipe in a very powerful position and become commonplace towards the later stages of the early wipe and a downright requirement for competitive fights in the midwipe.