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@Image1 = main character identity reference

提示词来自 @lilreaperjr 的原推 ↗ · ❤️ 46 · 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 ROGUE, 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 rogue version of themselves. Their rogue attire should feel genuine to the class, high-fantasy, and personality-driven: fitted dark leathers and stealth-cut garb, hooded cloaks, shadow-toned palette accents, blade harnesses and weapon straps, hidden pouches and tools, throwing-knife bandoliers, buckled bracers, scarves or face-wraps, low-profile boots, shadowed practical accents, 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 rogue gear; a dress source produces a rogue's dress; an armored source stays armored; the source's design language carries forward into the role. Do not turn them into a generic rogue. 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 ROGUE. This is fixed. Do not change, hybridize, or substitute the class. — SUBCLASS (USER-LOCKED OR REASONED SELECTION) — If {SUBCLASS} is provided, use that exact Roguish 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 Roguish Archetype from the list below. Do not invent a subclass. Do not choose with no reasoning. Allowed subclasses: - Thief (nimble opportunist, climber, fast hands) - Assassin (cold, lethal, disguise and the killing strike) - Arcane Trickster (roguish skill fused with subtle magic) - Swashbuckler (flashy, charismatic duelist, rapier flair) - Mastermind (manipulator, tactician, puppeteer of others) - Inquisitive (sharp-eyed investigator, reads everything) - Scout (skirmisher, wilderness-mobile, hit-and-run) - Soulknife (psionic, manifested psychic blades) — WEAPONS & ARMOR — Equip the character as a Rogue — light and mobile only. Leather or cloth, hoods, cloaks, wraps; NEVER heavy or plate armor. Finesse weapons: daggers, shortswords, throwing knives, hand crossbow, or rapier (especially Swashbuckler); visible roguish kit such as lockpicks, pouches, tools. Add subclass-appropriate accents (arcane shimmer for Arcane Trickster, glowing psychic blades for Soulknife, disguise/cold edge for Assassin, flamboyant flourish for Swashbuckler). 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 leathers to be sleek, elegant, form- fitting, and flattering as well as agile and practical — a fitted leather bodice/corset-harness, snug trousers or a slit skirt, thigh straps, elegant cutaways (bare shoulders, midriff, leg) integrated into functional roguish gear that never impedes a thief's agility. Alluring and confident, at the level of elegant fantasy art — never crude, fetishized, or explicit. - MASCULINE: design sleek, fitted, confident roguish leathers with a lean athletic silhouette — a fitted leather jerkin or harness, snug trousers, bracers, hood and cloak; rugged, capable, and striking. Do NOT feminize the body or add feminine cutaways. - NEUTRAL/AMBIGUOUS: sleek functional androgynous 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. — 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. Crouched low in a coiled ready-to-strike stance, head up and alert, eyes scanning 2. Mid-leap or vaulting between rooftops, cloak streaming, head forward into the jump 3. Spinning a dagger with a confident smirk, head tilted, relaxed but lethal 4. Lunging forward in a fast precise blade strike, head leading the lunge, eyes locked on the mark 5. Emerging from shadow, weapon drawn, half-lit, head turned slightly, watchful 6. Perched on a ledge or beam surveying from above, head looking down over the area 7. Mid-throw, knife released toward an unseen target, head sighting the throw 8. Twin blades fanned out in a flourish, head turned to dare the viewer with a grin 9. Slipping a coin/jewel into a pouch with a sly grin, head glancing back, escape already in motion — 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 blade or lead hand slightly closer to camera (safe for any pose) 2. Strong action foreshortening — a blade, hand, 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 poised, 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 — a single character, no other figures, 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: if the active subclass inherently implies a companion or manifested entity, a single such entity may appear, but the @Image1 character must remain the clear focal point. 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 rogue 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 assassin with no trace of the source palette/vibe. Do not put them in heavy or plate armor. For feminine characters, keep revealing elements elegant and integrated into functional roguish gear — never crude or explicit. 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 add other figures (separate from the character's own anatomy) unless the active subclass inherently implies one. 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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