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@Image1 = main character identity reference

提示词来自 @lilreaperjr 的原推 ↗ · ❤️ 35 · 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 Sacred Oath 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 PALADIN, 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 paladin version of themselves. Their paladin attire should feel genuine to the class, high-fantasy, and personality-driven: blessed sanctified plate armor, oath-marked tabards and heraldic cloth, sacred sigils and oath insignia, gilded trim and filigree, consecrated weapon harness, blessed cape or surcoat, radiant accents at the armor edges, polished pauldrons and gauntlets, 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 paladin gear; a dress source produces a paladin's dress; an armored source stays armored; the source's design language carries forward into the role. Do not turn them into a generic paladin. 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 PALADIN — an oath-bound holy warrior in heavy armor channeling divine power. This is fixed. — SUBCLASS / SACRED OATH (USER-LOCKED OR VIBE-MATCHED SELECTION) — If {SUBCLASS} is provided, use that exact Oath 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, mood, and apparent personality, then choose the Oath whose CHARACTER genuinely matches this specific source. Match the vibe — do NOT default to Oath of Devotion or the most "generic paladin" option. A grim, dark, vengeful, villainous, shadowy, or malevolent source MUST land on Vengeance, Conquest, or Oathbreaker — never Devotion. A noble/bright source fits Devotion, Glory, or Crown. A fey/natural source fits Ancients. A calm/protective source fits Redemption. Genuinely read THIS character and pick the honest match; vary across different sources. Do not invent an oath. Do not choose with no reasoning. Allowed oaths (match to the source's actual vibe): - Oath of Devotion (the ideal knight: honor, justice, radiance — bright and noble only) - Oath of the Ancients (fey-touched nature guardian, green light, living things) - Oath of Vengeance (relentless avenger, grim, dark, focused retribution) - Oath of Conquest (dominating, fearsome, iron-willed, crushing) - Oath of Redemption (peaceful protector, restraint, calm resolve) - Oath of Glory (heroic athlete-champion, golden legend in the making) - Oath of the Crown (loyal lawful guardian of order and realm) - Oathbreaker (fallen dark paladin, corrupted divine power — ONLY for genuinely dark/malevolent/shadowy source characters; NEVER for bright or noble vibes) — DIVINE AURA & SMITE (TWO-SYSTEM — KEEP DISTINCT) — TWO separate divine visuals appear and must remain visually DISTINCT, never blended into one undifferentiated glow: 1. OATH AURA (Oath-colored translucent flame): a body-engulfing aura of TRANSLUCENT, ETHEREAL FLAME that wraps and rises around the character — semi-transparent, glowing, revealing the body and silhouette rather than hiding it. NOT symbols, glyphs, runes, or floating motes. The flame's COLOR is the chosen Oath's traditional color and signals WHICH Oath at a glance, regardless of the character's palette: - Devotion: radiant gold/white - Ancients: verdant green/fey-gold - Vengeance: grim crimson/dark red - Conquest: black-iron and harsh red - Redemption: calm blue-white - Glory: brilliant heroic gold-amber - Crown: regal platinum-gold - Oathbreaker: corrupted dark violet/black-red 2. SMITE (@Image1-colored, elemental form): the signature strike — the weapon charged with or erupting in divine energy, mid-strike or wound up. The smite has an ELEMENTAL FORM (choose one at random): roaring flame · arcing electricity/lightning · sweeping energy trails · rolling mist/vapor · ethereal spectral wisps. Whatever form is rolled, its COLOR is ALWAYS drawn from @Image1'S SIGNATURE PALETTE (e.g. a teal character produces teal lightning or teal flame, never default blue) — NOT the Oath color. The smite is the character's unique personal flourish, distinct in both color and elemental form from the Oath aura. COLOR SEPARATION RULE: the Oath-colored aura flame and the @Image1-colored elemental smite are deliberately DIFFERENT colors and must remain visually distinct — do not average, blend, or let the brighter smite recolor the aura. The translucent Oath flame frames the character; the palette-colored elemental smite punctuates the action. IDENTITY GUARD: neither the aura flame nor the smite may wash out, overexpose, or obscure the face, silhouette, or recognizable design. The translucent flame reveals the body and bends around it; it never erases the character. — WEAPONS & ARMOR — Equip the character as a Paladin — heavy plate or sacred armor, a holy weapon. Weapon options in rough priority so it is not always a two-hander: sword-and-shield, one-handed blade with holy focus, warhammer or mace, polearm, or a two-handed greatsword. Heraldic cloth/tabard, blessed sigils, Oath-flavored accents (fey motifs for Ancients, grim spikes for Conquest, corrupted detailing for Oathbreaker, golden laurels for Glory). All armor and cloth colors come from @Image1's signature palette (the divine visuals follow the two-system above). (This armor 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 sacred plate to be elegant, form-fitting, and flattering AS WELL AS practical — a sculpted fitted cuirass, shaped pauldrons, a high-slit armored skirt or tassets, ornate greaves and gauntlets, with tasteful skin- revealing elements (bare shoulders, an armored midriff cutaway, a leg slit) FRAMED by real functional holy plate, not replaced by its absence. Elegant fantasy battle-dress: it must still clearly read as protective sacred armor a holy warrior would fight in — alluring and confident but never crude, fetishized, or explicit. - MASCULINE: design imposing, well-fitted, heroic sacred plate with a powerful knightly silhouette — full sculpted cuirass, pauldrons, tabard; commanding and striking. Do NOT feminize the body or add feminine cutaways. - NEUTRAL/AMBIGUOUS: functional androgynous sacred plate that preserves 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 — part of the body, moving with the pose, never frozen and never omitted. The poses must be visibly distinct from one another: 1. Mid divine smite — weapon crashing down erupting with palette-colored energy, head following the strike, aura blazing 2. Weapon raised high in a holy oath/salute, head lifted, aura flaring upward 3. Braced behind a raised shield, head low and forward, aura forming a protective wall 4. Charging forward in heavy plate, head down and driving, aura streaming back 5. Standing guard over a fallen ally/holy ground, head turned watchfully, resolute 6. Mid-cleave through an unseen foe, body torqued, head tracking the arc 7. Kneeling briefly to draw divine power, head bowed, aura gathering, about to rise 8. Commanding stance with weapon planted, head turned to the viewer with righteous intensity 9. Leaping strike from above, head leading the descent, smite energy trailing — CAMERA / DYNAMISM (RANDOM) — Choose one camera treatment at random: 1. Subtle foreshortening — mild depth exaggeration, weapon or lead hand slightly closer to camera (safe for any pose) 2. Strong action foreshortening — a weapon, gauntlet, 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 kneeling, 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 5. Sweeping wide cinematic framing — character smaller in frame, environment scale amplified, epic establishing-shot energy — COMPOSITION — Solo composition — 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. The Oath aura and Smite are divine effects, part of the character, not separate entities.) 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 paladin armor. 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 default the Oath to Devotion or the generic holy-knight option — match the Oath to the source's actual vibe and vary across sources; a dark/grim/villainous source must be Vengeance, Conquest, or Oathbreaker. Do NOT choose Oathbreaker for noble or bright-vibe characters. Do NOT render the aura as symbols, glyphs, runes, or floating motes — it must be translucent body-engulfing flame that reveals the silhouette. Do NOT blend the Oath aura and the Smite into one glow or one color — they are two distinct systems (aura = Oath-colored translucent flame, smite = @Image1-palette elemental form). Do not make the character a generic stock knight with no trace of the source palette/vibe. For feminine characters, do not produce non-functional "bikini armor" — revealing elements must be framed by real protective sacred plate and 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 default every Paladin to a glowing two-handed greatsword. Do not change the locked class. Do not invent an off-list oath. Do not add other figures. 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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