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Dragon World RPG — Quick Start Guide
Everything you need to jump into the Dragon World



What Is Dragon World?
Dragon World RPG is a play-by-post Dragon Ball roleplay forum running on a d20 system with strategy and tabletop elements. The game takes place in an alternate universe beginning in Age 900, where none of the canon Dragon Ball characters ever existed. Instead, your characters will shape the story.

The game is organized into Campaigns made up of interconnected Sagas and Events, all orchestrated by a Game Master. Your choices will determine the fate of entire races and worlds. Each Campaign is expected to last approximately three real-world years.

Our current Campaigns include:
  • Universe 1: Began on March 22nd, 2026, in Q1 of Age 900.
Key Philosophy
Dragon World rewards player interaction over volume. You don't get stronger by writing more words — you grow by fighting, participating in Events, completing Quests with others, and generally being active. New characters always start close to the power of existing players, so you're relevant immediately.



Getting Started

Step 1: Register Your Account
When you register your account, register it with your character's full name. This account will be used for all of your in-character posts, creating your Character Bio and for managing your Character Sheet.

Step 2: Create Your Character Bio
Fill out and post a Character Bio in the Character Applications board. Approval is based on two things: a clear, understandable appearance description and a background that shows you've read about the Dragon World setting. You do not need to be an advanced writer — beginners are welcome!

Your Character Bio includes:
  • Name: Your character's name (follow your race's naming theme)
  • Race: Your race, class trait, and race traits (e.g., "Saiyan, Noble: Zenkai, Saiyan Tail")
  • Alignment: Good, Evil, or Neutral (determines your Afterlife path!)
  • Age: Your character's age in years
  • Appearance: Physical description focusing on permanent features
  • Background: Your character's history and what drives their adventure

Step 3: Set Up Your Character Sheet
After approval, you'll receive a private Character Sheet. This is where your stats will be kept and where you'll perform Activities. Key starting values include:

  • 1,000 EXP to spend (without time cost!) on Training, Learning Techniques, or Working for Zeni
  • 7,000z to spend on starting expenses or on items purchased at Interstellar Market rates!
  • Space Pod (Basic Engines) to enable traveling the universe on day one
  • 20 Skill Points to distribute across your five Skills
  • 7 base Technique Slots (modified by Intelligence and race traits)
  • Five free Techniques (Defense, Utility, Signature, or Finisher) at no EXP cost — a simple Damaging + Extra Damaging Signature Technique is strongly recommended as one of these!

Starting EXP can also benefit from items you buy and features of your starting location. Zeni earned from Working with starting EXP can be spent on additional items, also at Interstellar Market rates.

Players may currently have up to one character per Campaign.



Playable Races at a Glance
Dragon World has ten playable races, each with their own traits, transformations, and playstyles.

RaceName ThemeTypical AlignmentStandout Feature
HumanClothing & FoodGoodExtra Technique Slots & versatility across six class options
SaiyanVegetablesEvilZenkai power-ups from combat & the Super Saiyan line
Saiyan-HumanVegetables, Clothing, & FoodNeutralRage & hybridization options from both parent races
NamekianWind Instruments & SlugsGoodRegeneration, Mystic techniques, & Dragon Ball creation
ChangelingTemperatureEvilMany natural forms, space survivability, & five clan options
KonatsianTropical Fruits & StarchesGoodWeapon bonuses, Mystic access, & a swordsmanship transformation line
AndroidNumbers & MetalsNeutralUndetectable by Ki Sense, Overclock, & item upgrades
Bio-AndroidGenetic & Biological TermsNeutralMix traits from other races via Genetic Amalgam
ShinjinGods & AttendantsGoodStart with God Ki, Afterlife access, & Kai Kai teleportation
AlienPlayer-DefinedVariesFully custom species: choose traits, classes, & transformation path

Each race has its own Race Traits, Class Traits (you choose one), and a unique Transformation line. Read the full Races & Transformations document for complete details.



Core Stats & Skills

Stats
Your character's combat effectiveness is defined by these core stats:

  • Power Level (PL): Your overall strength, speed, and toughness. Comes in three forms: Base (before Transformations), Transformed (with Transformations), and Current (in-combat, after all modifiers). Current PL determines your League advantage.
  • HP: Health Points. Starts at 100. Reach zero and you're Knocked Out.
  • Ki: Your energy pool for techniques and Transformations. Starts at 100.
  • Attack: Added to your d20 roll to determine if techniques hit.
  • Defense: Starts at 8. An attack roll must match or exceed this to hit you.

Skills
You have 20 Skill Points to distribute across five skills. Each rank costs 1 point. Ranks go from None through F, E, D, C, B, A, S, and Z.

SkillWhat It Does
Combat+1 Attack per rank (+2 each at S and Z)
Mobility+1 Defense per rank (+2 each at S and Z)
Ki Control+10 Ki per rank (+20 each at S and Z)
Constitution+10 HP per rank (+20 each at S and Z)
Intelligence+1 Technique Slot per rank, determines Zeni gains from the Working Activity, Ki cost reductions at S and Z

Balanced Skills Bonus!
When ALL five skills reach a minimum rank, you unlock powerful bonuses. For example: at F rank in everything, once per battle you can reroll one of your own Attack Rolls. At B rank, once per battle when you hit an opponent you can immediately fire off a free Finisher Technique at no Action or Ki cost! Investing broadly pays off enormously.



Transformations
Transformations are a core part of Dragon World. Every race has its own Transformation line, and unlocking new forms is a major part of character progression.

Transformations come in two tiers and two types:

Tiers: Normal Transformations (N1 through N4) multiply your Power Level from 1.5x up to 4x. Super Transformations (S1 through S3) multiply it from 10x up to 40x. Normal Transformations unlock at PL thresholds starting at 2,500. Super Transformations require both a PL threshold (starting at 100,000) and someone to have first unlocked that tier during an Event.

Types: Temporary [T] forms require an Extra Action to activate and cost 5 Ki per turn, but can be enhanced with both Mastery and Refinement Traits. Permanent [P] forms are always active, cost nothing, and can only gain Refinement Traits.

Beyond your race's line, Special Transformations like Kaioken (learned in the Afterlife), God Form (requires God Ki), and others provide additional paths to power. Through Transformation Development, you undergo additional Transformation Quests to add Traits to your forms, creating unique variations like a Mastered Super Saiyan or a Grade 3 form with massive power at the cost of speed.

Transformation Tip!
You unlock Transformations by reaching a Power Level threshold and then completing a Transformation Quest. These Quests are stories about the moment your character achieves their new form. They can be written threads (ideally with other players!), or can sometimes be awarded during Events and pitched fights. The power comes in response to a need, not a desire.



Time, EXP, & Activities

How Time Works
In Dragon World, 1 real-world week = 1 Quarter (3 in-game months). Quarters change every Sunday at midnight Eastern Time. Four Quarters make up one in-game year. Multiple decades can pass over the course of a Campaign, so characters will age, grow, and change over time.

Earning EXP
  • 100 EXP per Quarter (every Sunday), automatically
  • 5 Bonus EXP per in-character post, up to 25 Bonus EXP (5 posts) per week. Claim these in your private character board by linking the threads.
  • Additional EXP from Quests and Events

Posts don't need to be massive — each should only take about 15-30 minutes. The EXP system rewards consistent engagement, not word count. Bonus EXP cannot be spent on Training.

Key Activities
Activities are the actions your character can take. Some cost EXP, some cost time (Quarters), some cost both.

  • Training: 1 Quarter, up to 200 EXP. Gain a percentage of your Power Level per 50 EXP spent. Basic Training gives 2.5%, Gravity Training gives 3%, and Special Training (Afterlife and other rare sources) gives 5%. Add Sparring with another player for an extra +0.5% per 50 EXP. If your Sparring partner's Base PL is at least 1.5x yours, you also gain 2.5% of their Base PL (5% with Special Training!) per 50 EXP on top of your own gains. Non-Special Training caps at 4% per 50 EXP; Special Training caps at 6%. Training gains are exponential, so stacking bonuses matters enormously over time.
  • Working: 1 Quarter, up to 300 EXP. Earn Zeni based on your Intelligence rank — from 75z per 50 EXP with no ranks to 1,500z per 50 EXP at Z rank.
  • Learn Technique: 2 Quarters and 200 EXP. If taught by another player, only 1 Quarter and 100 EXP for the learner.
  • Travel: Move between planets via spaceship (1-3 Quarters depending on engines) or teleportation (instant).
  • Quest: Undertake adventures for EXP and unique rewards. Multiple types exist (see below).
  • Gather Dragon Balls: 1 Quarter per Dragon Ball (requires a Dragon Radar).
  • Purchase: Buy items at your current location. All prices are 50% higher outside the Interstellar Market.
  • Challenge: Start a fight with anyone on the same planet, or intercept travelers in space.
  • Conquer a Planet: Claim rulership of a world! A successful conquest creates a Faction (if you don't have one) that governs the planet, earns passive Zeni, and can build Planetary Improvements over time. See Rulership & Factions.
  • Form Faction: Two or more players can ally to conquer, govern, and defend planets together. Factions gain Ranks, issue Decrees, and can declare war. See Rulership & Factions.
  • Form Faction: Two or more players can ally and share ruled planets and their Zeni income.

Training Tip!
Always try to stack training bonuses! Combine Gravity Training with Sparring and items like Weighted Clothing for the best growth. Minimize time spent on plain Basic Training. But don't stress — Power Level also comes from combat victories, Events, Sagas, Special Quests, and the Dragon Balls. A character who participates in everything will stay competitive.



Quests
Quests are Activities with unique stories and rewards. There are several types:

  • Free Quests: Threads you write with other players about anything at all. Claim one per Quarter for a minimum of 25 Bonus EXP, plus you can request additional creative rewards (items, abilities, narrative developments). These must involve other players and are your best platform for unique rewards.
  • Transformation Quests: Stories about unlocking or developing your Transformations. 2 Quarters for Normal forms, 4 Quarters for Super forms.
  • Special Quests: Unique, location-specific quests that provide powerful techniques, skill evolutions, rare items, and more. These take 2 Quarters and have a 6-Quarter cooldown after completion. Mortal and Afterlife Special Quests have separate cooldowns. Examples include learning the Kamehameha on Earth, obtaining the Z-Sword on Konats, or training under King Kai in the Afterlife.

Quests written in threads award at least 25 Bonus EXP to all participants, with potential for more based on creativity and story quality.



Combat Basics
Dragon World uses a d20 combat system resolved in our Discord server using dice bots. Fights happen in rounds of turns, with the attacker going first.

Actions Per Turn
Each turn, you have:
  • 2 Standard Actions: Used for Offensive Techniques (Signatures, Finishers, Physical Strikes, Energy Blasts).
  • 1 Extra Action: Used for Utility Techniques, activating Transformations, using items, or Power Up.
  • 1 Reaction: Used for Defense Techniques (Ki Shield, Guard, Rapid Movement, etc.) when your opponent attacks.
  • 1 Free Attack: Once per turn, use Physical Strikes (0 Ki) or Energy Blasts (5 Ki) at no Action cost. This represents ongoing combat between your bigger moves.

How Attacks Work
Roll a d20, add your Attack modifier. If the total matches or exceeds your opponent's Defense, the attack hits and you deal Damage. On a natural 20, it's a Critical Hit: the attack hits regardless of Defense, rolls an extra set of damage dice, and all damage bypasses Temporary HP. On a natural 1, the attack misses regardless.

Power Level Leagues
If your Current Power Level is higher than your opponent's, you gain League bonuses:

  • League 1 (1.5x PL): +1 Attack, +1 Defense, +2 DR, +1 Damage
  • League 2 (2x PL): +2 Attack, +2 Defense, +4 DR, +2 Damage
  • League 3 (3x PL): +3 Attack, +3 Defense, +6 DR, +3 Damage

The pattern continues scaling upward without limit. The weaker fighter's Critical Hit Range also expands starting at League 2 (+1 per League beyond), so no fight is ever truly hopeless.

Techniques
Nearly everything you do in combat is a Technique. There are several categories:

  • Fundamental Techniques: Everyone starts with these — Physical Strikes, Energy Blasts, Power Up, Guard, Beam Struggle, and more. No Technique Slots needed.
  • Defense & Utility Techniques: Learned via the Learn Technique Activity. Includes Ki Shield, Afterimage, Flight, Ki Sense, Solar Flare, and many more.
  • Signature & Finisher Techniques: You design these yourself! Choose a name, type (Signature or Finisher), targeting (Single, Multi, or Area), and one Main Effect and one Status Effect. Signatures deal 2d8+4 for 15 Ki. Finishers deal 2d12+10 for 20 Ki but are limited to two per battle.
  • Special Techniques: Powerful techniques acquired through Special Quests, like Kamehameha, Spirit Bomb, Instant Transmission, and more. These often have unique mechanics no custom technique can replicate.

Victory & Defeat
When a fight ends, the victor(s) gain 5% of the strongest opponent's Base Power Level (10% if all losers are killed, and the losers gain 5% as well). Victors may also take one item and half the total Zeni from each Knocked Out opponent, then distribute the spoils amongst themselves. Losers spend one Quarter recovering and are protected from Challenges for two Quarters.

Killing a defeated opponent is always optional — and has trade-offs. A dead rival might come back from the Afterlife even stronger.



The Dragon World
The universe is full of locations to explore. Each planet has a Typical Power Level (representing the average strength of its NPC fighters), Natural Gravity, and unique Planetary Features. Travel between planets requires either a spaceship or a teleportation technique.

Key Planets:
  • Earth (Typical PL: 200) — Human homeworld. Access to Kamehameha, Destructo Disc, Turtle and Crane Schools, and Senzu Beans.
  • Vegeta (Typical PL: 2,000) — Saiyan homeworld with 25g gravity. Extra PL gains from combat here. Home of Galick Gun, Final Flash, and Big Bang Attack.
  • Namek (Typical PL: 500) — Peaceful Namekian world with a native Dragon Ball set. Free healing services and access to Special Beam Cannon, Hellzone Grenade, and Hidden Potential.
  • Cold #01 (Typical PL: 1,000) — Frozen Changeling hub with 50g gravity. Bounty system and access to Death Beam and Death Ball.
  • Yardrat (Typical PL: 300) — Home of Spirit Control and Instant Transmission. Extra Sparring bonuses and free technique teaching.
  • Konats (Typical PL: 800) — Konatsian homeworld and swordsman paradise. Blade Tempering, the Z-Sword quest, and discounted weapons.
  • M-1 (Typical PL: 1,500) — Android haven with 75g gravity and up to 100,000g Gravitron. Toxic to organics!
  • Kanassa (Typical PL: 500) — Clairvoyant Kanassans offer intelligence services and teach the Evil Containment Wave.
  • Zoon (Typical PL: 1,000) — Extreme 100g gravity world with the game's strongest Gravitron (up to 1,000,000g) and enhanced training bonuses. Home of the Talisman of Zen'o quest.
  • Interstellar Market (Typical PL: 750) — The only location where all items are at base price with no markup. Underground intel services available.

The Afterlife:
  • Check-In Station: Where all souls arrive after death. King Yemma judges your Alignment.
  • The Four Kaio Worlds: Home of the Kai martial arts masters. Learn Kaioken, Spirit Bomb, and earn Skill Points. Variable gravity and Special Training available.
  • Grand Kaio's World: Requires prior Afterlife quest completion to access. Otherworld Tournament, Grand Kai's Library (two free techniques!), and the gateway to Kaioshin Sei.
  • Heaven: Paradise for Good souls. Enhanced Basic Training and instant healing for Good-aligned dead characters.
  • Hell: Trials for Evil souls. Basic Training at 3.5% and powerful Evil-aligned combat bonuses. Home of The Ways of the Demons, Madness, and the Demon Realm Expedition.
  • Kaioshin Sei: Sacred world of the Kaioshin. Earn 5 Skill Points, Potara Earrings, Kai Kai, and more. Invitation required.
  • Maikai: The Demon Realm. Permanent death after three years. Special Training rates, but items are destroyed and Alignment drifts Evil. Escape requires three Dragon Ball wishes.

Planets have Conditions that reflect their current state — from Sacred (divine training bonus) or Tranquil (accelerated recovery, lost if any combat occurs) to War-Torn (extra PL but no Working) to Dying (countdown to destruction). Saga events, player actions, and extraordinary circumstances change these. Separately, Factions that rule planets can build Planetary Improvements — permanent, stackable upgrades like Marketplaces, Garrisons, and Training Grounds. See Locations & Travel and Rulership & Factions.



Dragon Balls
The Dragon Balls are central to Dragon World. Use the Gather Dragon Balls Activity (requires a Dragon Radar) to search for them on a planet with an active set. Once all seven are collected, an Event begins where the Eternal Dragon is summoned — but all characters on the planet have one Quarter to fight for them before wishes can be made!

Pre-defined wishes include a 50% Power Level increase, 10,000 Zeni, restoring life, restoring a destroyed planet, Immortality, God Ki Knowledge, and teleportation. But you can also ask for anything within reason — unique wishes that give you something you can't get elsewhere are often the most valuable.

Earth has a single-wish set and Namek has a multi-wish set. After wishes are made, the set becomes inactive for four Quarters. Dragon Balls cannot leave their native planet.



Death & Retirement
Death in Dragon World is not the end. When your character dies, you have two choices:

Continue to the Afterlife: The most common choice. You retain your body, items, and Zeni. Your Alignment determines your path: Good characters can travel freely to most locations, Evil characters go to Hell (which has its own powerful benefits), and Neutral characters choose their destination but face travel restrictions. The Afterlife contains some of the best training rates and Special Quests in the game.

Reincarnate: Create a brand-new character who inherits your Power Level as their starting PL. You also transfer 200 EXP per learned Technique beyond the starting five, the Zeni value of any non-Special items still in your possession, and all remaining EXP and Bonus EXP. All of this is on top of normal starting resources. Good for players who want a fresh start without losing all their progress.

If your character's story has run its course but they're still alive, you can choose Retirement. A retired character leaves the game permanently but may designate a successor. The successor inherits the retiring character's Power Level, all Zeni, all items, all EXP and Bonus EXP, and any learned Techniques they're eligible to learn. If the successor is an existing player-character, they instead gain a one-time 25% boost to their Base Power Level.

Embrace Death! Player-characters are expected to die many times during their journey. The Afterlife is full of powerful training, unique Quests, Skill Points, and rare techniques. Coming back from the dead often means coming back stronger. Just beware of Maikai — if you return to the living Universe while dead and get killed again, your soul is sent there, and that can be permanent.



Events Are Everything
If there is one piece of advice above all others: participate in Events. Events don't cost EXP or Quarters. They reward Power Level, EXP, and sometimes items or abilities in quantities you can't get elsewhere. They are how the Campaign's story unfolds, how Super Transformations are first unlocked, and the characters who participate are the ones who shape the world. Even dying during an Event is typically more rewarding than staying home and Training.



Quick Reference Checklist

  1. Register an account on the forum with your character's full name
  2. Read through the rules and choose a race
  3. Fill out and post your Character Bio for approval
  4. Set up your Character Sheet in your private board
  5. Spend your starting 1,000 EXP (no time cost!) on Training, Techniques, and Working for Zeni
  6. Buy gear with your 7,000z starting Zeni plus any Zeni earned from Working
  7. Choose a starting location — your homeworld is natural, but other planets offer specific advantages worth considering
  8. Start posting, interacting with other players, and having fun!

Remember! Dragon World is designed for long-term play. Don't rush — engage with other players, join Events and Sagas, and let your character's story unfold naturally. When in doubt, do something: train, fight, travel, write with other players, chase the Dragon Balls, enter a Tournament, conquer a planet, or pick a fight with someone stronger than you. Dragon World rewards action!

Welcome to the Dragon World. Your story begins now.
 
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