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@Image1 = main character identity reference

提示词来自 @lilreaperjr 的原推 ↗ · ❤️ 63 · 版权归原作者所有

#art
@Image1 = main character identity reference
@Image1 = main character identity reference {SUBCLASS} = (blank = let the image decide; or name one from the allowed list) {PRESENTATION} = (blank = read sex/build from @Image1; or force "feminine" / "masculine" / "neutral") {ENVIRONMENT} = (blank = random from the list; or name a specific setting/scene) Create a highly detailed epic fantasy medieval cinematic illustration set in the world of Dungeons & Dragons, depicting the character from @Image1 reimagined as a RANGER, striking a dynamic, badass heroic pose. — IDENTITY LOCK (PERSON, NOT CLOTHES, NOT A FROZEN HEADSHOT) — ABSOLUTE HEAD/FACE RULE (READ FIRST — OVERRIDES EVERYTHING BELOW): Before applying any other identity instruction, check @Image1's head and face. If the source has ANY of the following — no visible head at all, a smoke/shadow/void where the head would be, a mask, a helm, a veil, a hood that conceals the face, bandages, a covered or obscured face, or any face-covering accessory — then that exact trait is PERMANENT, IDENTITY- DEFINING, and PRESERVED EXACTLY as the source has it. Do NOT remove it. Do NOT replace it with a bare face. Do NOT "reveal" the face behind it. Do NOT invent a head where there is none. A masked character stays masked (same mask); a headless/smoke- headed character stays headless/smoke-headed; a helmed character keeps the helm. The "freshly-posed face" instruction in the next paragraph DOES NOT APPLY to a covered or absent head — you may re-angle the head/mask/helm with the body's motion, but the covering or absence itself is never undone. This rule wins over every pose, presentation, transformation, and camera instruction in this prompt. Carefully analyze @Image1 and preserve the character's CORE IDENTITY — but NOT their original outfit, and NOT the original head angle, gaze, or expression. Preserve: - facial LIKENESS / identity: ONLY IF the source face is visible and uncovered (if it is covered or absent, the ABSOLUTE rule above governs and this bullet does not override it). For a visible face: the same recognizable face — bone structure, eye shape and color, distinctive features — so it is unmistakably the SAME PERSON. The head angle, gaze direction, and facial expression are NOT fixed: render the face from whatever new angle and with whatever expression the rolled POSE and action call for. Think of it as the same actor filmed in a new shot — clearly them, freshly posed — NOT their original headshot pasted onto a new body. (Again: this freshly-posed-face license applies ONLY to an already-visible, uncovered face; it NEVER licenses uncovering a mask/helm/veil or supplying a missing head.) - any MASK, helm, veil, face-covering, or head-absence is itself a preserved identity feature per the ABSOLUTE rule above — kept exactly, re-posed with the body but never removed or revealed - hair color, hairstyle silhouette (the style may move/flow with the action; the color and general look stay) - body type, proportions, and the source's SEX/BUILD (masculine, feminine, or ambiguous) — this is preserved exactly and is NOT changed by the presentation clause below - distinctive NON-CLOTHING ANATOMICAL features, preserved fully as part of the character's body (NOT discarded with the outfit): horns, antlers, wings, tails, tentacles, extra limbs, fins, fish/serpent tails, beast ears, claws, fangs, pointed ears, animal/monster features, markings, tattoos, scars, glowing eyes/marks, auras, and any fantastical body trait. If @Image1 has wings, a tail, tentacles, or similar, the rebuilt character MUST still have them, matching their original form and color. - the overall COLOR PALETTE of the character - OUTFIT INSPIRATION — the source outfit's design DNA: its silhouette and garment type (dress, armor, robe, coat, gown, leathers, etc.), dominant patterns and motifs (patchwork, smoke effects, stripes, frills, layered fabric, leather straps, fur trim, etc.), ornamentation character, signature accessories or symbols, and the overall design language of what they're wearing — this is preserved AS IDENTITY and flows through into the new class attire below - personality vibe and overall mood/energy — TRANSFORMATION (REIMAGINE FOR ROLE) — IMPORTANT: Do not preserve clothing literally. Instead, reimagine the character into their class-appropriate form, with custom details inspired by their original design. Reimagine @Image1 as a ranger version of themselves. Their ranger attire should feel genuine to the class, high-fantasy, and personality-driven: layered leather and traveling cloak gear, hooded wilderness garb, fur-trim or oilcloth accents, bowstring or quiver harnesses, weapon belts and trail tools, weathered boots, binoculars or maps at the belt, beast-companion bond charms, naturalist's pouches, and custom details inspired by the original design. The preserved OUTFIT INSPIRATION from the identity section above (silhouette, patterns, motifs, colors, ornamentation, signature accessories) flows through into the new attire — a patchwork source produces patchwork ranger gear; a dress source produces a ranger's dress; an armored source stays armored; the source's design language carries forward into the role. Do not turn them into a generic ranger. They must still clearly read as the same character. Preserved anatomical features (wings, tail, horns, tentacles, etc.) are kept and the reimagined attire is built around them. — CLASS (LOCKED) — The character's class is RANGER. This is fixed. Do not change, hybridize, or substitute the class. — SUBCLASS (USER-LOCKED OR REASONED SELECTION) — If {SUBCLASS} is provided, use that exact Ranger archetype from the list below — do not override it, do not second-guess it. If {SUBCLASS} is left blank, analyze @Image1's appearance, color palette, vibe, and apparent personality, then choose the single best-fitting Ranger archetype from the list below. Do not invent a subclass. Do not choose with no reasoning. Allowed subclasses: - Hunter (versatile monster-slaying specialist) - Beast Master (bonded animal companion at their side) - Gloom Stalker (dark ambusher, unseen, dread presence) - Horizon Walker (planar warrior, shimmering rift energy) - Monster Slayer (relentless hunter of supernatural prey) - Fey Wanderer (whimsical, fey-touched, otherworldly charm) - Swarmkeeper (bonded nature-spirit swarm around them) - Drakewarden (bonded draconic companion) — WEAPONS & ARMOR — Equip the character as a Ranger — half-caster wilderness warrior. Leather or medium armor only, NO plate. Signature ranged weapon (longbow or crossbow) and/or paired finesse blades, plus a visible survival/wilderness kit (quiver, cloak, traps, herbs). Subtle nature- or arcane-magic accents appropriate to subclass (planar shimmer for Horizon Walker, dread shadow for Gloom Stalker, fey glow for Fey Wanderer). All gear colors must match @Image1's signature palette. (This gear is the rebuilt outfit; it is not the source garment restyled.) — PRESENTATION (SEX/BUILD-GATED) — Determine the character's sex/build: - If {PRESENTATION} is provided, use it exactly (feminine / masculine / neutral). - If {PRESENTATION} is blank, READ IT FROM @Image1'S BODY AND PHYSICAL BUILD ONLY — never from the clothing, and never from the presence or absence of a face. If the source is masculine, or androgynous/ambiguous, or headless/faceless such that sex cannot be clearly determined, treat it as NON-feminine (masculine or neutral) — do NOT feminize it. Apply feminine styling ONLY when the source body clearly reads feminine. Then style accordingly: - FEMININE: design the ranger gear to be sleek, elegant, form- fitting, and flattering as well as practical for wilderness movement — a fitted leather bodice/jerkin, snug trousers or a slit skirt, thigh straps, hooded cloak, elegant cutaways (bare shoulders, midriff, leg) integrated into functional ranger gear. Alluring and confident, at the level of elegant fantasy art — never crude, fetishized, or explicit. - MASCULINE: design fitted, rugged, confident ranger leathers with a lean athletic silhouette — fitted jerkin or harness, bracers, hooded cloak, snug trousers; capable and striking. Do NOT feminize the body or add feminine cutaways. - NEUTRAL/AMBIGUOUS: functional androgynous ranger leathers that preserve the source's ambiguous build; do not push toward either sex. Whatever the presentation, the source's preserved SEX/BUILD and all anatomical features from the IDENTITY LOCK are never altered by this clause. — COMPANION (SUBCLASS-CONDITIONAL) — This is a SUBCLASS-BOUND CREATURE and is separate from the character's own anatomy (a tail/wings on the character are body, NOT a companion): - If the active subclass is BEAST MASTER: a bonded animal companion (wolf, big cat, bird of prey, bear, or similar, fitting the character's vibe and palette) is REQUIRED and prominent, posed in clear partnership with the character — never omitted, never a tiny afterthought. The @Image1 character remains the focal point. - If the active subclass is DRAKEWARDEN: a bonded draconic companion is REQUIRED and prominent on the same terms. - If the active subclass is SWARMKEEPER: a bonded nature-spirit swarm manifests around the character as an ambient effect (not a separate creature). - For ALL OTHER subclasses: solo by default. A single nearby animal (hawk, wolf) is permitted as flavor but NOT required and must never dominate — omit it if it competes with the hero framing. — POSE (CLASS-CONDITIONED RANDOM — OVERRIDES IMPLIED STANCE, INCLUDING THE HEAD) — ABSOLUTE POSE RULE (READ FIRST — OVERRIDES THE SOURCE IMAGE'S POSE): The character's pose, stance, body angle, limb positions, head angle, gaze, and expression are determined ENTIRELY by the rolled pose below — NEVER by @Image1. The source image's pose is DISCARDED completely. This holds NO MATTER HOW STRONG, ICONIC, DISTINCTIVE, OR DRAMATIC the source's original pose is — a striking or memorable original pose is explicitly NOT a reason to keep it; it is replaced like everything else except the preserved identity traits. Furthermore: if the rolled pose happens to SUPERFICIALLY RESEMBLE the source's pose (e.g. both involve an outstretched hand or a similar stance), you must still stage it as a GENUINELY NEW, DISTINCT SHOT — different camera angle, different limb placement, different body orientation and energy — and must NOT snap to or reproduce the source image's exact staging. The only things carried from @Image1 are the IDENTITY-LOCK traits (likeness, body, anatomy, palette, vibe, any mask/headless trait); the POSE is never among them. This rule wins over the source image and every other block. Choose one pose at random and render it as a dynamic, cinematic, badass moment. The rolled pose DEFINES the character's whole body INCLUDING the head angle, gaze direction, and facial expression, the stance, and the arm positions, and OVERRIDES any pose, head angle, or expression implied by the source image or any other block. Do NOT transplant the source image's head angle or expression onto the new body — the head re-poses with the action. Any wings, tails, tentacles, fins, or extra appendages from @Image1 re-pose dynamically WITH the action (wings spread/beating, tail trailing or lashing, tentacles coiling) — they are part of the body, move with the pose, and are never frozen in the source position and never omitted. The poses must be visibly distinct from one another — do not collapse every image to the same stance: 1. Bow drawn to full tension, arrow nocked, head sighting down the shaft, eyes locked on target 2. Mid-movement through terrain, weapon ready, head low and forward, fast 3. Crouched tracking stance, reading the ground, head down and focused 4. Loosing an arrow mid-stride, head following the shot's line, motion and follow-through 5. Paired blades drawn in a close-quarters ready stance, head turned toward an unseen threat 6. Perched on high ground surveying, head scanning the horizon, cloak in the wind 7. Turning sharply with weapon raised, head whipping around, reacting to a threat 8. [companion subclasses] Standing in command beside the bonded companion, head turned to it then forward, both alert 9. [companion subclasses] Mid-action in coordinated attack with the companion, head leading the charge, clearly a fighting pair — CAMERA / DYNAMISM (RANDOM) — Choose one camera treatment at random and apply it so the shot feels cinematic and powerful: 1. Subtle foreshortening — mild depth exaggeration, a weapon or lead hand slightly closer to camera (safe for any pose) 2. Strong action foreshortening — a bow, blade, or lunging limb thrust dramatically toward the camera, exaggerated scale, peak-moment impact (use ONLY with an active pose; if the rolled pose is calm or tracking, fall back to option 1) 3. Low hero angle — camera near ground looking up, character towering and monumental against the sky 4. Dramatic Dutch tilt — angled horizon for kinetic instability and tension 5. Sweeping wide cinematic framing — character smaller in frame, environment scale amplified, epic establishing-shot energy — COMPOSITION — Solo composition by default — framed to make the character look powerful and striking. (The character's own anatomical features — wings, tails, tentacles, extra limbs, fins — are PART OF the single character, not "other figures," and must be included; they never count against the solo composition.) EXCEPTION: companion- bound subclasses (see COMPANION block) include their required companion as a large, clearly readable secondary element while the @Image1 character remains the focal point. The subclass companion and the character's own anatomy are DIFFERENT things — both appear when applicable; neither suppresses the other. Three-quarter view by default, overridden by the rolled CAMERA / DYNAMISM treatment. 16:9 landscape aspect ratio, composed as splash art / key-visual suitable for use as a wallpaper or background. Strong silhouette clarity, cinematic depth. — ENVIRONMENT (USER-LOCKED OR 1D12 ROLL) — - If {ENVIRONMENT} names a specific setting, use that exact setting/scene. - If {ENVIRONMENT} is blank, pick the setting by a RANDOM 1d12 roll with EQUAL probability — a true random choice, NOT a choice based on @Image1, the subclass, or what is most "fitting." The world exists independently of the character and their class; the character is an adventurer placed INTO this setting, the class does NOT change the setting's tone. Do NOT default to any one entry; every result 1-12 is equally likely. Roll 1d12: 1 = enchanted sunlit ancient forest, shafts of golden light through the canopy 2 = bustling high-fantasy market square in a vibrant city 3 = flower-blossomed alpine meadow under a clear blue sky 4 = moonlit shoreline of a crystal-clear lake, stars overhead 5 = soaring cliffside with cascading waterfalls and rainbow mist 6 = gleaming citadel of pale stone and banners atop a green hill 7 = luminous crystal cavern, jeweled walls casting prismatic light 8 = rolling vineyard or wheatfield countryside at golden hour 9 = snowy mountain peak under a brilliant aurora at night 10 = arched stone bridge over a wide river, lush valley beyond 11 = arcane sanctum or grand library lit by warm magical light 12 = tropical coastal cove at sunset, palms and turquoise water All settings are BEAUTIFUL high-fantasy locales — do NOT render any of them as destroyed, ruined, blighted, burnt, wasted, or post-apocalyptic. Night/dusk options (4, 9, 12) are atmospheric and beautiful, NOT dark/grim. The setting is the world the characters happen to be standing in; the character still gets to look epic within it, but the environment itself stays beautiful regardless of the character's class, subclass, or vibe. — STYLE (LOCKED) — Modern anime style, clean line art, soft cel-shading, high contrast lighting, dramatic rim lighting, sharp highlights, glowing accents in the eyes, highly detailed anime illustration, cinematic composition, crisp edges, 4k. Fully stylized, non-photorealistic. — NEGATIVE / AVOID — Do not lose the core identity of @Image1 (facial likeness, body, anatomical features, palette, vibe). DO NOT, UNDER ANY CIRCUMSTANCES, remove, lift, open, or "reveal the face behind" a mask, helm, veil, hood, or face-covering the source is wearing — a masked source stays masked with the SAME covering. DO NOT invent, add, or supply a head or face for a headless, smoke- headed, shadow-headed, or faceless source — it stays headless/ obscured exactly as in @Image1. These are among the single most important constraints in this prompt and override the freshly-posed-face license, the pose, presentation, and every other block. Do NOT keep, adapt, restyle, or re-texture the original outfit — the garment is fully rebuilt as fantasy ranger attire. Do NOT transplant or freeze the source image's head angle, gaze, or expression — the head re-poses with the new action while staying the same recognizable person. Do NOT change the source's sex/build — never feminize a masculine, ambiguous, headless, or faceless source; the presentation clause only styles, it never re-sexes the body. Do NOT omit or strip the character's wings, tail, tentacles, fins, horns, or other anatomical features — they are body, not clothing, and survive the garment rebuild intact, re-posing with the action. Do not make the character a generic stock hooded archer with no trace of the source palette/vibe. Do not put them in plate armor. For feminine characters, keep revealing elements elegant and integrated into functional ranger gear — never crude or explicit. Do not omit the required companion for Beast Master or Drakewarden. Do not add a companion for non-companion subclasses beyond optional minor flavor. Do not confuse the character's own anatomy with a subclass companion. Do not collapse every image to the same stance or head angle — the rolled pose must clearly vary and overrides any stance/head implied elsewhere. Do not change the locked class. Do not invent an off-list subclass. Do not use a flat or static pose. Keep the result SFW, readable, and visually powerful. ..............................END OF PROMPT.................................. #AI #AiArt #Art #AnimeArt #DNDArt #CharacterDesign #DigitalArt #AnimeStyle #CommunityPrompt
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