@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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