RLVG's Adventure Quest V
Welcome to the re-re-re-reboot of RLVG's Adventure Quest.
This is a game that anyone may sign in to play at anytime! No problem catching up with the other players.
Anyone may sign in to play the game at anytime. If you're too late for the initial start party, don't worry - you can catch up with the others.
Shortcut to turns :
Chapter 1
Here's a Shortcut to the Maps.
This is an Adventure game by RLVG in a fictional mix-mash world of medieval, cyberpunk, steampunk, fantasy, sci-fi and et cetera.
If you want the Maps of the game that's available, or if you want a quick link to certain turns / chapters, it's in the next post.
Character creation is at the near bottom of this post.
Rules & Basic Game Mechanics :
- The game will be progressing on forwards, with or without your input.
- To submit actions, send the host (RLVG) a Private Message stating what you're going to do.
- Each Turn takes 3 days with exception of upcoming holidays.
- I will publicly reveal in color codes of who has submitted an action and who has not.
- No smurfs are allowed. If you want to change account, notify the host.
- Secret communication is allowed, but the Host would want to know what's going on or Host will be confused~
- Illogical things such as "Jump to the moon because I want to" will usually be ignored, or certain responses will be met.
- If you don't have the thing, it won't work. Drinking water from a bottle without water just won't work as there's no water!
Movement Mechanic :
- You have something called "Movement", it's 2 at maximum.
- In a City you can move through adjacent City Zones, moving into a sub-zone (E.G. a bar) is free as long you're on that City Zone.
- On the World Map you can only move one tile in any direction from where you are, using Coordinates.
- Restricted Zones says that you may only move through one zone at a time unless you have discovered the areas you've been to for fast travel.
- Once you've discovered a city, you may unlock fast travel methods through quests.
Action Mechanic :
- You have infinite possibilities of how you want to act based on your own creativity!
- "MacGyvering" is possible, you can turn something into something else as long as you have the realistic ideas and materials for it.
- When there's no players nearby, you can perform as many actions as you want as long as you have the Resources for it.
- When there's a player nearby, you get restricted to a maximum of four actions if it doesn't relate to the other player, otherwise maximum two actions.
- Do NOT submit actions that are considered "Power Actions" though, like "KILL GUY". Instead make it "Attack the person with X weapon" or "attempt to kill by...".
Inventory :
- You have a maximum of 10 items to hold, stacked objects (E.G 200 bullets) count as a single item.
- Having a bag increases the limit to 20!
- There's a Weight Limit to the inventory, certain quest items has weight lifted.
- Equipped items and certain quest items do not contribute to the limit of items.
- When a new item is obtained, you will receive a fine description only once, it may be re-told by using an action to Identify item.
- Each item has Info on them, E.G. a Gun has the description "(Gun - 1 to 2 damage)".
Equipment :
- You may equip a weapon in the Left and Right slot, may it be Melee + Ranged, Dual-Wield, Shield and Sword or Primary and Secondary.
- The following slots may have worn equipment : Head, Chest, Legs, Feet, Hands, Back.
- Equipment that has set bonuses require all pieces of the coresponding equipment set.
Random Facts / Clarification:
- Players has a critically low amount of health. Players receive a critically low damge amount to compensate.
- Non-players has a lot of health which is why weapons has a lot of damage. Players dealing damage to players will be critically low (for balance).
- Players can think outside the box. If they want to make Dynamite and they have bullets, they can extract gunpowder from the bullets. Logic applies.
- When a player dies they will be punished by having 25% of their stats removed, all money removed, most valuable equipment removed, spawn somewhere completely random and companions return where they was.
- Players may have companions and they have their own dialogues as well advice. Supportive companions are fun to have.
- Every 4th Chapter the Day becomes Night or Night becomes Day.
- There's 14 hidden IBM Nukes in the world.
- In fact there is several secret factions and in the game there's an intended final boss.
- When I say Stress is increased but the Stress counter is increased, I mean that the Max Stress is increased so it takes longer for the Counter to reach there.
Character Main Primary Stats :
Strength : Default 1
- Increases physical strength to allow more strength based tasks such as punching instead of hammering iron bars.
- Armor has a Strength Requirement level to wear, if worn below the required level bonus stats are removed.
- Weapons has a Strength Requirement to use, if below then the weapon won't be used correctly or negative effects E.G. knockback on shotgun.
- Each level of Strength increases Stamina and Fatique by 1.
- Each 5th level of Strength gives a Strength based ability.
Agility : Default 1
- Increases the overall Agility to allow more agility based tasks such as parkouring and going at the speed of sound.
- Weapons has an Agility requirement to use, if below then the weapon will not be properly utilized.
- Certain abilities has an Agility requirement and being below the requirement results in undesired effects.
- Each level of Agility increases Stamina by 2.
- Each 5th level of Agility gives an Agility based ability and increasing regeneration by 1.
Endurance : Default 1
- Increases physical endurance to allow you to take a cannonball to the knee and survive to tell the tale.
- It's critical with Endurance to not get diseased, poisoned, bleeding out, break bones, et cetera.
- Each level of Endurance increases Poison Resistance by 0.5, Bleed Resistance by 1.5 and Maximum Health by 0.2.
- Every 5th level of Endurance increases Regeneration by 0.1.
Presence : Default 1
- Increases the overall Presence to empower the personality and ego.
- Each level of Presence increases your success on vocal actions, may it be diplomatic, terror, bargaining or influencing.
- Every 5th level of Presence gives a Presence based ability.
Character Main Supportive Stats :
Luck : Default 0
- Increases the overall Luck allowing you to win the lotteries more easily.
- Each level of luck decreases the chance of an unlucky event occuring by 1% while increasing favored odds by 1%.
- Each 5th level of Luck increases your loot luck and the quality of items gained.
Faith : Default 0
- Increases the overall Faith allowing you to pray and attune with the spirits.
- Each level of Faith increases Stress by 1.
- Each 5th level of Faith increases Presence by 1 and gives a Faith based ability.
Willpower : Default 0
- Increases the overall Willpower allowing you to overcome insanity and show your true potential in power.
- Each level of Willpower increases Stress, Fatique and Insanity by 1.
- Each 5th level of Willpower increases Endurance and Presence by 1.
Character Secondary Stats :
Puzzlemania : Default 0
- Each level decreases the Puzzle Difficulty by 0.1.
- Each 5th level increases the Puzzle rewards.
Explorer : Default 0
- Each level adds 1% chance to finding a Secret in the area.
- Each 5th level gives an Explorer based trait.
Good : Default 0
- Each level decreases the counter of Insanity by 0.1 each turn.
- Each 5th level gives a Good based trait.
Evil : Default 0
- Each level increases the counter of Insanity by 0.1 each turn.
- Each 5th level gives an Evil based trait.
Strategic Stats :
Health : Default 3
- Health is required to survive.
- Health is regenerated by 10% each chapter.
- When health is at 50% or less, you become more vulnerable to debuffs.
- When health is at 25% or less, you in addition increase Insanity counter by 1 each turn.
- When health is at 0% or less, you die.
Stamina : Default 50
- Stamina is required to perform Actions. Each Action costs 10 Stamina. "Movement" isn't an "Action".
- Stamina regenerates by 5 each turn.
- 0. The player may use the following actions to restore Stamina :
- 1. Rest (Completely discard turn and movement, full stamina return)
- 2. Relax (No "Action" has been made, "Movement" is allowed, +20 stamina)
- When you have 25% or less Stamina, you have the Fatique and Stress counter increase by 1 each turn and Primary stats are reduced by half.
- When you have 5% or less Samina, you faint - missing out a whole turn and gain a "Tired" debuff for 2 Chapters.
- Waking up after a faint puts your Stamina back to 25.
Mana / Dark Mana : Default 10
- Mana is the magical flow of your body which is required to cast spells.
- Mana regenerates by 1 each turn.
- When you have 25% or less Mana every stat is decreased by 50% and Fatique counter increases by 0.5 each turn.
- If it's Dark Mana, in addition decrease Health by 1 each turn.
Spirit : Default 10
- Spirit is the spiritual flow of your body which is required for certain spiritual abilities.
- Spirit regenerates by 0.5 each turn.
- When you have 25% or less Spirit your Fatique counter increases by 0.5 and Insanity counter increases by 2 each turn.
Fatique : Default 10
- Fatique dictates how tired your character is.
- Fatique decreases by 1 each turn only when nothing adds to the counter.
- By default Fatique counter is at 0.
- When you have 25% or more Fatique the counter of your Stamina decreases by 0.5 and your Stress increases by 1 each turn.
- When you have 50% or more Fatique the counter of your Stamina decreases by 1 and your Stress increases by 3 each turn.
- When you have 75% or more Fatique you will in addition lose 5 Strength, Agility and Endurance.
- When you have 95% or more Fatique you will faint - missing out a whole turn and gain a "Fatiqued" debuff for 2 Chapters.
- Waking up after a faint puts your Fatique back to 5.
Stress : Default 10
- Stress is when you become too stressed, resulting in bad effects!
- By default Stress counter is at 0.
- Being in a combat situation, injured, sick, will add to the counter by 1 each turn. Each thing stacks!
- Certain things will increase stress such as surprise moments.
- When Stress is at 50% or more, each turn has a chance of giving a new debuff.
- Having 95% or more Stress instantly causes Insanity (as if it was on 50-75%) until the Stress is lowered.
Insanity : Default 50
- Dictates your sanity.
- By default Insanity counter is at 0.
- Certain events will increase the counter of Insanity while others will decrease it.
- If your Insanity is at 50% or more you will become delusional and certain things are warped in your mind.
- If your Insanity is at 75% or more you will gain Schizophrenia / Insanity debuff.
- If your Insanity is at 95% or more you will gain Insanity based abilities, quests and nothing seems the same anymore.
- If your Evil is twice as high or more than the Good level, the player will no longer become Insane but will still receive Insanity based abilities and quests. (Unless they specify wanting to become insane)
Oxygen : Default 10
- Each turn you're submerged under water your Oxygen decreases by 1, 2 if Swimming is low level.
- Each turn you're out of breath your Oxygen decreases by 2.
- When Oxygen is at 5 or less your primary stats drop by 50%.
- When Oxygen is at 0 you become unconcious.
- Being unconcious in an unrecoverable situation leads to death.
Defense : Default 0
- Each point of Defense that the player has increases damage reducement by 1%.
- Each 5 point of Defense in addition increases damage reducement by 5%.
- Defense is maxed out at 75% damage reducement.
- In a Player VS Player situation, Defense is cut by half.
Races & Sub Races :
Earthland : Human, Dwarf.
Darkness : Abyss, Demon
Celestial : Angel, Spiritkin
Machine : Teknid, Tokan
Default Hybrid Combos :
Cyborg (Human + Teknid)
Alien (Demon + Angel)
Soulkin (Spiritkin + Abyss)
Earthland :
- Human : The standard humanoid descended from the other dimension known as "Earth". They are sworn enemies of the Darkness.
- Dwarf : An exotic human who's short but they have a certain charm, might and a magnificent beard.
Darkness :
- Abyss : A creature made of darkness. They look like a human with exception that they're a living, burning shadow.
- Demon : A creature descended from the deep hells, born from the fury of flames. They are sworn enemies of humans and Celestials.
Celestial :
- Angel : A creature descended from the high heavens, born from the tranquil. They are sworn enemies of Darkness.
- Spiritkin : A creature made of light. They look like a human with exception that they're a living, burning light.
Machine :
- Teknid : A mechanical creature that resembles a human. They have achieved True Artificial Intelligence and are sworn enemies of the Tokan.
- Tokan : A mechanical creature that resembles a Demon. It appears that they have achieved artifical intelligence but no one are sure. They are sworn enemies of the Teknid.
Hybrids :
- Cyborg : A human that has become a Teknid, of flesh and machine. Many considers this to be sinful while others consider it to be an act of truce between men and machine.
- Alien : A creature born from the love of Demons and Aliens. Many considers this to be part of an ultimate sin while others consider it a balanced act of darkness and light.
- Soulkin : A creature made of both light and darkness. They are a transcendial soul that has taken the physical form of a humanoid, with a touch of transparency. They are feared.
- Player Created Hybrids (Not specified here) : Specific hybrids such as Dwarf Demon or Teknid Angel can work as long as it makes sense! Can't make hybrids of hybrids.
Classes :
Warrior :
- A person who specialized in brute force.
- 50% increased efficiency in physical offensive.
Knight :
- A person who specialized in defending.
- 50% increased efficiency in physical and magical defense.
Wizard :
- A person who specialized in the arts of Magic.
- 25% increased efficiency in Magical Offense and Defense.
- 25% decreased efficiency in physical offensive and defense.
- Regeneration of Mana increased by 0.2 each turn.
Engineer :
- A person who specialized in the arts of tinkering.
- 50% increased efficiency with devices and tool based items.
Medic :
- A person who specialized in the arts of medicine and healing.
- 50% increased efficiency in healing.
Spiritual Mage :
- A person who specialized in the arts of spiritual arts.
- 25% increased efficiency in Spiritual Offense and Defense.
- Regeneration of Spirit increased by 0.2 each turn.
Warlock :
- A person who specialized in the arts of darkness.
- 25% increased efficiency in Dark Arts Offense and Defense.
- Converts Mana into Dark Mana, Magic Spells into Dark Spells, Spiritual abilities become Dark based and consumes Dark Mana instead.
- Removes Spirit strategic resource.
- Regeneration of Dark Mana increased by 0.3 each turn.
Adventurer :
- A person who specialized in adventuring.
- 50% increased efficiency with all Secondary Stats.
- Grants an additional 2 levels each Chapter to be spend on Secondary Abilities.
Unspecialized :
- A person who has not become anything specific yet.
- No bonuses, will instead gain bonuses over time based on what they slowly become.
Starting Kits : (Weight and Equipment level requirements is removed on these!)
The Lifer :
- Crowbar (Melee Weapon, Magic Staff & Tool) +5 Magic Damage, +7 Melee Damage.
- Chocolate Bar (Healing) +1 Healing.
The Freelancer :
- Pistol (Gun) +8 Ranged Damage.
- 5 Pistol bullets.
The Pacifist :
- Helmet of the Pacifist. (Equipment - Head) +1 Defense, +1 Presence.
- Potion of Wounds (Healing) +5 healing, cures status effects.
The Evil :
- Spear of Darkness (Melee Weapon) +15 Melee Damage, Self-inflicts 1 Health per successful strike.
- Boots of Darkness (Equipment - Feet) +2 Defense.
The Lucky :
- Shotgun (Gun), damage is random between 1 to 10, high damage is more likely closer to target, low damage is more likely further away from target.
- 5x Shotgun Chapters.
- Chocolate Bar (Healing) +1 Healing.
The Woodsman :
- Slingshot (Tool)
- Boomerang (Tool)
- Shovel (Tool)
- 5x Ropes.
The Survivor :
- Fishing Rod (Magic Staff & Tool) +5 Magic Damage.
- Copper Chainvest (Equipment - Chest) +2 Defense.
- 2x Chocolate Bar (Healing) +1 Healing.
Starting Questchain (Optional) :
Find the person :
- This quest has you seek out a person.
Find the place :
- This quest has you seek out a place.
Seek out the item :
- This quest has you seek out a specific item.
Custom :
- This quest has the player decide their own quest, if it's possible in the game.
Character Creation :
- To create a character, you need to fill in the blanks and change the values.
- Default stats are already preset on the character creation sheet.
- During character creation, you gain 5 stats to add on Primary, 2 on Supportive and 1 on Secondary stats.
- Spawn locations that you may set is Snow, Desert, Forest, Jungle, Island, City. (The locations are random based on these, but will not be near "end-game" places).
- The actual Quests changes to the context of spawn, E.G. spawn at island - speak to pirate.
- If you played the most recent version of RLVG's AQ, you are eligible to import your character and continue the adventure from where you was!
- If you're importing a character from the previous adventure, you may opt-in to have location "Same as before" or otherwise a new location.
- Imported characters gain a Veteran Bonus of keeping their items and spells. Quest, adventure progress and companions is kept if they continue from where they left.
- Stats are not kept and would be required to be set on new. Race, Gender and Class change is allowed during the importing.
- Imported characters are not eligible for starting kits.
- Note that some items has changed and certain nerfs which may be undesireable.
Characters that's made will be publicly revealed in a list under here together with the player's name.
It's preferable if you post on the game thread rather than send a PM.
Character Name :
Character Race :
Character Gender :
Character Class :
Spawn Location :
Starting Kit :
Starting Quest :
Strength : 1
Agility : 1
Endurance : 1
Presence : 1
Luck : 0
Faith : 0
Willpower : 0
Puzzlemania : 0
Explorer : 0
Good : 0
Evil : 0
Is this an Imported Character? :
Current Characters / Players :
Spoiler : SuperJack / C.C.C. Cailor :
Spoiler : TheDarkestLight / Tyrus Inamar :
Spoiler : Secondpassing / Lyrin Seirwen :
Spoiler : deathworlds / APPA :
Spoiler : Gyrlander / Sexy Isabella :
Spoiler : Kovath / Calladin Tael :
Spoiler : Calix / Lore Delacour :
Spoiler : Funce / Evelynn :
Spoiler : Never Unlucky / Dohvakiin :
Characters / Players on Vacation Mode :
None.