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Chapter 2 - QUESTCHAIN SYSTEM OVERVIEW

1. The Interface

Players use AR lenses or neural link implants to access Questchain. The game overlays holographic UI and NPCs onto the real world.

Everything in life is gamified: daily tasks, jobs, social interactions, and even laws.

QuestLens: The HUD (heads-up display) shows active quests, player stats, minimap overlays, and "reality layers."

2. Chain Levels & Classes

Chain Level reflects your total progress. Higher levels unlock privileges: better housing, higher-paying jobs, private transit, security access.

Every 10 levels, players "Ascend" and can pick a Class Path:

Runner (speed/tasks)

Crafter (creation/repair)

Scavenger (resource gatherer/hacker)

Guardian (combat/security)

Performer (social quests/charisma)

Mystic (rare questline unlocks, mostly myth)

Prestige classes are rumored at Chain 80+.

3. Quests

Quests update hourly/daily and include:

Daily Quests: chores, deliveries, errands.

Social Quests: help others, make trades, emotional intelligence tests.

Hidden Quests: location-triggered events or puzzle-based.

Faction Quests: for corporations, gangs, or rebel groups.

Core Quests: ultra-rare; glitchy, weird, often dangerous.

4. Penalties

Fail too many quests or refuse participation = "Chain Decay."

Below Level 10: denied basic services, blacklisted for work, and eventually "Dropped" into exclusion zones.

Rumors say people who are "Dropped" sometimes vanish entirely.

5. The Coreworld

A secret, mythic layer of the game only accessible through glitches or exploits.

It bends rules of both game and reality.

Time runs differently. Players can rewrite environments—but it comes at a cost.

Controlled (or created?) by The Oracle, an entity no one understands.

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