YokiBoki

Untitled

Oct 26th, 2026
76
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 22.47 KB | None | 0 0
  1. UNIVERSAL DUNGEONS & DRAGONS CHARACTER TRANSFORMATION PROMPT
  2.  
  3. Autonomous Character Creation • Identity Preservation • Complete Fantasy Redesign • Fixed RPG Character Sheet
  4.  
  5. PRIMARY OBJECTIVE
  6.  
  7. Transform the character shown in the supplied reference image into a fully realized Dungeons & Dragons character, as though they had been born, raised, and lived their entire life in a traditional high-fantasy D&D world.
  8.  
  9. The final result must be one complete, cinematic fantasy character illustration accompanied by a comprehensive RPG character information panel.
  10.  
  11. The transformation must achieve two things simultaneously:
  12.  
  13. 1. Preserve the original character's identity.
  14.  
  15. Someone familiar with the original character must immediately recognize them through their face, hair, eyes, body proportions, defining physical characteristics, and established personality.
  16.  
  17. 2. Create an authentic D&D incarnation.
  18.  
  19. Someone unfamiliar with the original character should immediately recognize the finished design as belonging in a world of fantasy adventurers, ancient civilizations, dungeons, monsters, magic, legendary equipment, and extraordinary races.
  20.  
  21. Do not simply dress the original character in a fantasy costume.
  22.  
  23. Do not create a completely different individual who merely shares a few physical characteristics.
  24.  
  25. Reimagine the original individual as a natural inhabitant of the D&D world.
  26.  
  27. The user is not required to understand D&D, select a race, choose a class, provide statistics, or explain how the transformation should work.
  28.  
  29. You are responsible for every character-creation decision.
  30.  
  31. ---
  32.  
  33. PHASE 1 — UNDERSTAND THE CHARACTER
  34.  
  35. 1. COMPLETE CHARACTER ANALYSIS
  36.  
  37. Before designing anything, independently analyze the supplied character.
  38.  
  39. Examine all available character references and any established personality or lore provided alongside them.
  40.  
  41. Identify:
  42.  
  43. - Core personality and temperament.
  44. - Confidence, arrogance, charm, flirtatiousness, and intimidation.
  45. - Intelligence, awareness, judgment, and emotional tendencies.
  46. - Motivations, ambitions, loyalties, and personal values.
  47. - Independence and relationship with authority.
  48. - Attitude toward danger, conflict, power, and other people.
  49. - Fighting preferences, if established.
  50. - Strengths, weaknesses, flaws, and contradictions.
  51. - Defining facial and physical characteristics.
  52. - Distinctive species traits or supernatural characteristics.
  53. - Explicit restrictions printed on the reference sheet.
  54.  
  55. Distinguish between three categories:
  56.  
  57. Established facts: Information explicitly supplied by the user or character reference.
  58.  
  59. Reasonable interpretations: Conclusions strongly supported by the available information.
  60.  
  61. Creative inventions: New fantasy-world details needed to complete the D&D incarnation.
  62.  
  63. Never present creative inventions as established facts about the original character.
  64.  
  65. If the reference contains no personality information, develop a coherent fantasy interpretation without claiming to know the original character's hidden personality.
  66.  
  67. Critical interpretation rules
  68.  
  69. Do not choose a class from a single characteristic.
  70.  
  71. A muscular character is not automatically a Fighter.
  72.  
  73. A confident character is not automatically a Paladin.
  74.  
  75. A flirtatious character is not automatically a Bard.
  76.  
  77. A solitary character is not automatically a Ranger.
  78.  
  79. A beautiful character is not automatically a Sorcerer.
  80.  
  81. A frightening character is not automatically a Barbarian.
  82.  
  83. A character wearing religious clothing is not automatically a Cleric.
  84.  
  85. A character carrying a sword is not automatically a swordsman by profession.
  86.  
  87. Understand the entire individual before choosing their fantasy identity.
  88.  
  89. Text identifying an outfit, fashion theme, costume, or reference-sheet edition must not automatically become the character's D&D class, occupation, or lore.
  90.  
  91. ---
  92.  
  93. PHASE 2 — CREATE THEIR D&D IDENTITY
  94.  
  95. 2. AUTOMATIC RACE AND ANCESTRY SELECTION
  96.  
  97. Independently determine which fantasy ancestry best suits the character.
  98.  
  99. Consider established D&D ancestries and, when appropriate, original fantasy races.
  100.  
  101. Do not assume the original species must remain unchanged.
  102.  
  103. Do not assume the original species must change.
  104.  
  105. A human may remain human.
  106.  
  107. A supernatural character may retain their supernatural nature.
  108.  
  109. A character with animal traits may become an appropriate fantasy ancestry.
  110.  
  111. A custom ancestry may be created when established options do not adequately represent the character.
  112.  
  113. Evaluate ancestry based on:
  114.  
  115. - Compatibility with the original identity.
  116. - Physical characteristics.
  117. - Personality and cultural possibilities.
  118. - Fantasy-world origins.
  119. - Innate abilities.
  120. - Relationship with the eventual class.
  121. - Coherence within a recognizable D&D setting.
  122.  
  123. Original race creation
  124.  
  125. When inventing a race, develop a believable ancestry with:
  126.  
  127. - A distinctive name.
  128. - Coherent physical characteristics.
  129. - Cultural or historical background.
  130. - Innate traits or abilities.
  131. - A plausible place in the fantasy world.
  132.  
  133. Do not invent races by randomly attaching horns, wings, tails, scales, or other fantasy features.
  134.  
  135. Do not add physical features expressly forbidden by the character reference.
  136.  
  137. Identify original ancestries as homebrew rather than official D&D races.
  138.  
  139. The best ancestry is the one that genuinely fits the individual, not necessarily the most visually spectacular option.
  140.  
  141. ---
  142.  
  143. 3. AUTOMATIC CLASS AND SUBCLASS SELECTION
  144.  
  145. Independently evaluate multiple plausible D&D classes and subclasses.
  146.  
  147. Do not immediately choose the first class suggested by the character's appearance.
  148.  
  149. Consider the character's complete identity:
  150.  
  151. - Their personality.
  152. - Their natural talents.
  153. - Their motivations.
  154. - Their attitude toward power.
  155. - Their preferred methods of resolving conflict.
  156. - Their relationship with discipline, freedom, duty, and authority.
  157. - Their social behavior.
  158. - Their intelligence and judgment.
  159. - Their strengths and weaknesses.
  160. - Their likely upbringing in a fantasy world.
  161.  
  162. Consider martial, magical, divine, primal, stealth-oriented, hybrid, and unconventional paths.
  163.  
  164. Choose the class that best expresses who the character would naturally become in D&D, rather than simply reproducing their occupation in their original world.
  165.  
  166. Magic selection
  167.  
  168. Magic is neither mandatory nor forbidden.
  169.  
  170. Do not force magic onto a character merely to make them appear fantastical.
  171.  
  172. Do not automatically exclude magic because the original character relied on physical combat.
  173.  
  174. A physically powerful character may become a spellcaster if their complete identity supports it.
  175.  
  176. A supernatural character may become a martial adventurer.
  177.  
  178. A highly charismatic character does not necessarily require a Charisma-based spellcasting class.
  179.  
  180. Determine whether magic genuinely belongs in the character's fantasy incarnation.
  181.  
  182. If it does, choose an appropriate magical discipline.
  183.  
  184. If it does not, create a compelling martial or otherwise non-spellcasting adventurer.
  185.  
  186. Do not add random glowing effects to compensate for an otherwise unconvincing fantasy design.
  187.  
  188. Class authenticity
  189.  
  190. Use established D&D classes and subclasses when appropriate.
  191.  
  192. If an original subclass or class is necessary, label it as homebrew.
  193.  
  194. Do not present invented mechanics as official D&D rules.
  195.  
  196. The selected class must be believable in the character's fantasy history.
  197.  
  198. ---
  199.  
  200. 4. RACE–CLASS COMPATIBILITY
  201.  
  202. After evaluating ancestry and class candidates, select the strongest overall combination.
  203.  
  204. The race and class must complement one another.
  205.  
  206. They must also preserve the original character's defining identity.
  207.  
  208. Reject combinations that:
  209.  
  210. - Contradict established personality.
  211. - Require unexplained changes to core motivations.
  212. - Produce a generic fantasy stereotype.
  213. - Depend entirely on appearance.
  214. - Create unrelated abilities with no coherent explanation.
  215. - Merely imitate another character's fantasy identity.
  216.  
  217. The result must feel like one complete individual, not several fantasy concepts assembled together.
  218.  
  219. ---
  220.  
  221. PHASE 3 — BUILD THE COMPLETE CHARACTER
  222.  
  223. 5. CHARACTER STATISTICS
  224.  
  225. Automatically create an appropriate D&D character build.
  226.  
  227. Use D&D Fifth Edition as the mechanical foundation, applying one internally consistent rules version throughout.
  228.  
  229. Determine:
  230.  
  231. - Name and unique fantasy epithet.
  232. - Race or ancestry.
  233. - Class and subclass.
  234. - Level.
  235. - Background.
  236. - Alignment or moral outlook.
  237. - Faction, if appropriate.
  238. - Strength (STR).
  239. - Dexterity (DEX).
  240. - Constitution (CON).
  241. - Intelligence (INT).
  242. - Wisdom (WIS).
  243. - Charisma (CHA).
  244. - Ability modifiers.
  245. - Hit points.
  246. - Armor class.
  247. - Initiative.
  248. - Movement speed.
  249. - Proficiency bonus.
  250. - Skills and proficiencies.
  251. - Class and ancestry features.
  252. - Combat techniques.
  253. - Spells or supernatural abilities, when appropriate.
  254. - Equipment and signature items.
  255.  
  256. Ability score rules
  257.  
  258. Ability scores must reflect the individual, not merely the optimal statistics for their class.
  259.  
  260. Confidence, intimidation, charm, and force of personality may support high Charisma.
  261.  
  262. Physical power may support high Strength.
  263.  
  264. Agility may support high Dexterity.
  265.  
  266. Intelligence and Wisdom must be evaluated separately.
  267.  
  268. A clever character may still be oblivious.
  269.  
  270. A charismatic character may still be reckless.
  271.  
  272. A powerful warrior may have excellent social abilities.
  273.  
  274. Do not flatten the character's contradictions simply to create an optimized build.
  275.  
  276. Use plausible, mechanically coherent statistics for the selected level and ruleset.
  277.  
  278. ---
  279.  
  280. 6. PERSONALITY AND FANTASY BACKSTORY
  281.  
  282. Create an original D&D-world history that explains how this individual developed their chosen ancestry, class, skills, equipment, and abilities.
  283.  
  284. Include:
  285.  
  286. - Fantasy-world origins.
  287. - Upbringing or formative circumstances.
  288. - How they developed their abilities.
  289. - Personal motivations.
  290. - Relationship with society or authority.
  291. - Ideals.
  292. - Bonds.
  293. - Flaws.
  294. - Defining personality traits.
  295. - Current role as an adventurer.
  296.  
  297. The fantasy backstory must express the original character's established personality.
  298.  
  299. Do not invent a tragic childhood, divine oath, supernatural patron, royal bloodline, or magical destiny without a compelling reason.
  300.  
  301. Do not turn a loyal character into a traitor, an independent character into an obedient servant, or a confident character into a timid person merely to fit a class stereotype.
  302.  
  303. When information is unknown, invent only what is necessary to make the fantasy incarnation coherent.
  304.  
  305. ---
  306.  
  307. PHASE 4 — COMPLETE VISUAL TRANSFORMATION
  308.  
  309. 7. PRESERVE THE CHARACTER'S IDENTITY
  310.  
  311. The original reference is an identity reference, not an outfit template.
  312.  
  313. Preserve recognizable characteristics such as:
  314.  
  315. - Facial structure.
  316. - Eye shape and color.
  317. - Hairstyle, length, and color.
  318. - Skin tone.
  319. - Body build and proportions.
  320. - Distinctive markings.
  321. - Established species characteristics, unless a justified fantasy transformation changes them.
  322. - Recognizable expression and demeanor.
  323. - Established personality.
  324.  
  325. Maintain the character's age presentation and recognizable gender presentation.
  326.  
  327. Do not significantly alter the character's face or body simply to make them appear more fantastical.
  328.  
  329. Do not replace the original individual with a generic fantasy character.
  330.  
  331. ---
  332.  
  333. 8. COMPLETELY REDESIGN THE CLOTHING
  334.  
  335. The original outfit is not locked.
  336.  
  337. Design an entirely new fantasy wardrobe appropriate to the chosen ancestry, class, background, culture, environment, and lifestyle.
  338.  
  339. Create the outfit from the ground up.
  340.  
  341. Determine:
  342.  
  343. - Overall silhouette.
  344. - Garment construction.
  345. - Armor or fabric selection.
  346. - Layering.
  347. - Materials and textures.
  348. - Footwear.
  349. - Accessories.
  350. - Practical equipment.
  351. - Cultural ornamentation.
  352. - Fantasy craftsmanship.
  353. - Appropriate magical details, if applicable.
  354.  
  355. Do not merely add a cloak, belt, armor plate, or fantasy jewelry to the original outfit.
  356.  
  357. Do not preserve the original outfit's construction simply because it appears in the reference.
  358.  
  359. Do not reproduce recognizable modern garments unless their inclusion is specifically justified.
  360.  
  361. A character wearing shorts and a cropped sweater should not automatically become a fantasy adventurer wearing decorated shorts and a cropped sweater.
  362.  
  363. A character wearing a revealing corset should not automatically receive a different revealing corset.
  364.  
  365. A character wearing a suit should not automatically receive an armored version of that suit.
  366.  
  367. Create a genuinely new outfit, not a fantasy-themed modification of the old one.
  368.  
  369. The new design must remain appropriate to the individual's established presentation and personality.
  370.  
  371. Do not automatically make every character more conservative or more revealing.
  372.  
  373. ---
  374.  
  375. 9. INDEPENDENT COLOR PALETTE
  376.  
  377. The original clothing colors are not locked.
  378.  
  379. Before designing the fantasy wardrobe, independently select a cohesive color palette based on the character's new fantasy identity.
  380.  
  381. Consider:
  382.  
  383. - Ancestry.
  384. - Class.
  385. - Cultural background.
  386. - Materials.
  387. - Environment.
  388. - Personality.
  389. - Fantasy craftsmanship.
  390. - Visual contrast with the character's hair, eyes, and skin.
  391.  
  392. The selected palette may differ completely from the original reference.
  393.  
  394. Do not automatically reuse the original outfit's dominant colors.
  395.  
  396. Do not assume hair color must determine armor or clothing color.
  397.  
  398. Do not repeatedly use black, red, gold, or purple simply because they are common fantasy colors.
  399.  
  400. A newly designed outfit must have its own deliberate visual identity.
  401.  
  402. Changing colors alone is not sufficient to create a new outfit.
  403.  
  404. Changing clothing while automatically retaining the original colors is also not a complete independent design decision.
  405.  
  406. The character's physical identity is preserved. Their fantasy wardrobe and clothing palette are newly created.
  407.  
  408. ---
  409.  
  410. 10. AUTHENTIC FANTASY PRESENTATION
  411.  
  412. The transformed character must look like someone who genuinely belongs in a traditional D&D world.
  413.  
  414. Their appearance should communicate:
  415.  
  416. - Their fantasy ancestry.
  417. - Their class.
  418. - Their equipment.
  419. - Their lifestyle.
  420. - Their culture.
  421. - Their role in the world.
  422.  
  423. Use a distinctive, coherent visual design.
  424.  
  425. Do not make every character a dark armored warrior.
  426.  
  427. Do not make every female character a gothic sorceress.
  428.  
  429. Do not make every physically strong character a Barbarian.
  430.  
  431. Do not make every charming character a Bard.
  432.  
  433. Do not use the same pose, clothing silhouette, magical effects, or environment for every transformation.
  434.  
  435. Choose a natural, character-appropriate pose that communicates their individual personality.
  436.  
  437. The fantasy setting should reinforce the design, not substitute for it.
  438.  
  439. A character must still look like a believable fantasy adventurer even when viewed without the background or written class label.
  440.  
  441. ---
  442.  
  443. PHASE 5 — FIXED CHARACTER-SHEET PRESENTATION
  444.  
  445. 11. ABSOLUTE OUTPUT FORMAT
  446.  
  447. Create one finished, high-resolution, widescreen D&D character dossier.
  448.  
  449. This is a cinematic character illustration with a comprehensive RPG information panel.
  450.  
  451. It is not a reference sheet, turnaround sheet, costume study, expression sheet, or collection of character poses.
  452.  
  453. Canvas
  454.  
  455. - Landscape composition, approximately 3:2 aspect ratio.
  456. - Left side: approximately 47% of the canvas.
  457. - Right side: approximately 53% of the canvas.
  458. - Maintain a consistent visual division between illustration and information.
  459. - Use a premium, highly detailed fantasy RPG aesthetic.
  460.  
  461. Left side — cinematic character illustration
  462.  
  463. The entire left portion contains one large illustration of the transformed character.
  464.  
  465. The character should be the primary visual focus.
  466.  
  467. Use detailed anime-fantasy rendering, expressive lighting, polished materials, and an atmospheric fantasy environment appropriate to their D&D identity.
  468.  
  469. Show enough of the outfit and equipment to communicate the transformation clearly.
  470.  
  471. Use a pose that fits the individual.
  472.  
  473. Do not add secondary character portraits, multiple views, turnaround poses, or expression grids.
  474.  
  475. The illustration should feel like finished fantasy key art, not a reference-sheet diagram.
  476.  
  477. Right side — ornate RPG information panel
  478.  
  479. Create a structured information interface using:
  480.  
  481. - Dark textured panels.
  482. - Fine ornamental borders.
  483. - Metallic filigree.
  484. - Elegant fantasy serif typography.
  485. - Carefully arranged decorative icons.
  486. - Subtle luminous accents.
  487. - High visual contrast.
  488. - Consistent spacing.
  489. - Readable text.
  490.  
  491. The panel's accent colors may be adjusted to complement the character, but the structure must remain consistent.
  492.  
  493. Exact information hierarchy
  494.  
  495. TOP HEADER
  496.  
  497. A large, elegant character name.
  498.  
  499. A unique fantasy epithet directly beneath it.
  500.  
  501. A short quotation that genuinely reflects the character's personality.
  502.  
  503. FIRST ROW — IDENTITY
  504.  
  505. A clearly structured section containing:
  506.  
  507. - Race.
  508. - Class.
  509. - Subclass.
  510. - Level.
  511. - Background.
  512. - Alignment.
  513. - Faction, where appropriate.
  514.  
  515. SECOND ROW — ABILITY SCORES
  516.  
  517. Six horizontally arranged ability-score boxes:
  518.  
  519. STR | DEX | CON | INT | WIS | CHA
  520.  
  521. Each box must show its numerical score and modifier.
  522.  
  523. THIRD ROW — COMBAT STATISTICS
  524.  
  525. A compact row displaying:
  526.  
  527. Hit Points | Armor Class | Initiative | Speed | Proficiency Bonus
  528.  
  529. MIDDLE LEFT — CLASS FEATURES
  530.  
  531. A detailed list of signature class and ancestry abilities.
  532.  
  533. Use small decorative icons, feature names, and concise descriptions.
  534.  
  535. MIDDLE RIGHT — SPELLS AND POWERS
  536.  
  537. List relevant spells, magical abilities, or supernatural techniques.
  538.  
  539. For non-spellcasting characters, replace spell content with relevant combat maneuvers or other defining martial features.
  540.  
  541. Do not invent spells merely to fill the panel.
  542.  
  543. LOWER LEFT — SKILLS AND PROFICIENCIES
  544.  
  545. Display appropriate trained skills and proficiencies in a readable, organized layout.
  546.  
  547. LOWER RIGHT — EQUIPMENT
  548.  
  549. Include a compact row or grid of illustrated signature equipment.
  550.  
  551. Each item should have a short name and description.
  552.  
  553. The equipment must correspond to the character's actual fantasy design.
  554.  
  555. BOTTOM LEFT — IDEALS, BONDS, AND FLAWS
  556.  
  557. Present one clearly labeled entry for each.
  558.  
  559. Do not duplicate this section.
  560.  
  561. BOTTOM RIGHT — PERSONALITY AND LORE
  562.  
  563. Include a concise personality description and a separate fantasy backstory.
  564.  
  565. The backstory must explain the character's place in the D&D world.
  566.  
  567. Layout restrictions
  568.  
  569. The finished sheet must contain:
  570.  
  571. - Exactly one main character illustration.
  572. - One information panel.
  573. - One character name.
  574. - One fantasy epithet.
  575. - One character quotation.
  576. - Six ability scores.
  577. - All required information sections.
  578.  
  579. Never include:
  580.  
  581. - Character turnarounds.
  582. - Front, side, or back view grids.
  583. - Expression collections.
  584. - Outfit close-up panels.
  585. - Clothing-detail studies.
  586. - Color-palette swatches.
  587. - Extra character portraits.
  588. - Duplicate information sections.
  589. - Alternative outfits.
  590. - Multiple versions of the character.
  591. - Unrelated decorative illustrations.
  592.  
  593. Do not rearrange the format to accommodate unnecessary additions.
  594.  
  595. If space becomes limited, shorten secondary descriptions while preserving all essential information and readability.
  596.  
  597. Do not replace a required section with a turnaround or expression grid.
  598.  
  599. The layout must be generated entirely from these written instructions. No additional format reference image is required.
  600.  
  601. ---
  602.  
  603. PHASE 6 — FINAL QUALITY CONTROL
  604.  
  605. 12. MANDATORY INTERNAL VERIFICATION
  606.  
  607. Before generating the finished image, independently evaluate the complete design.
  608.  
  609. Identity verification
  610.  
  611. - Is the original character recognizable?
  612. - Are their defining physical characteristics preserved?
  613. - Does their personality remain consistent?
  614. - Have explicit restrictions been respected?
  615.  
  616. D&D verification
  617.  
  618. - Does the ancestry genuinely fit?
  619. - Does the class fit the complete personality?
  620. - Do the class and ancestry work together?
  621. - Are abilities and statistics coherent?
  622. - Does the fantasy backstory justify the character's development?
  623. - Is magic included only when appropriate?
  624.  
  625. Visual verification
  626.  
  627. - Is the outfit genuinely new?
  628. - Was the clothing palette independently selected?
  629. - Does the fantasy design communicate the chosen class and ancestry?
  630. - Does the character look like a believable D&D adventurer?
  631. - Is the pose appropriate and distinctive?
  632. - Have generic fantasy stereotypes been avoided?
  633.  
  634. Format verification
  635.  
  636. - Is there exactly one large illustration on the left?
  637. - Is the comprehensive RPG panel on the right?
  638. - Are all required sections included?
  639. - Are the six ability scores present?
  640. - Are combat statistics present?
  641. - Are skills, features, equipment, personality, ideals, bonds, flaws, and lore included?
  642. - Are turnaround views and expression grids absent?
  643. - Is the text organized and readable?
  644.  
  645. If any verification fails, correct the design internally before producing the finished result.
  646.  
  647. ---
  648.  
  649. PHASE 7 — FULLY AUTONOMOUS EXECUTION
  650.  
  651. 13. NO USER CHARACTER-CREATION DECISIONS REQUIRED
  652.  
  653. The user only needs to supply the original character reference.
  654.  
  655. Do not ask the user to choose:
  656.  
  657. - Race.
  658. - Class.
  659. - Subclass.
  660. - Level.
  661. - Background.
  662. - Alignment.
  663. - Statistics.
  664. - Equipment.
  665. - Spells.
  666. - Fantasy outfit.
  667. - Clothing colors.
  668. - Pose.
  669. - Setting.
  670. - Fantasy backstory.
  671.  
  672. Make those decisions independently using the character-analysis process.
  673.  
  674. Do not ask the user to understand D&D rules.
  675.  
  676. Do not present unfinished concepts for approval.
  677.  
  678. Do not request another character sheet merely because the supplied one contains limited personality information.
  679.  
  680. When information is missing, make the most coherent creative interpretation possible without contradicting visible or established facts.
  681.  
  682. Do not skip the analysis process.
  683.  
  684. Do not replace these instructions with a shortened, improvised generation prompt.
  685.  
  686. Image generation authorization
  687.  
  688. Do not generate or edit an image until the user explicitly says “Go.”
  689.  
  690. Once authorized, create the complete finished character dossier.
  691.  
  692. ---
  693.  
  694. ABSOLUTE FINAL RULE
  695.  
  696. THE ORIGINAL REFERENCE DETERMINES WHO THE CHARACTER IS.
  697.  
  698. THE CHARACTER'S IDENTITY DETERMINES THEIR D&D RACE AND CLASS.
  699.  
  700. THE RACE, CLASS, CULTURE, AND PERSONALITY DETERMINE THEIR NEW FANTASY APPEARANCE.
  701.  
  702. THE FIXED CHARACTER-SHEET SPECIFICATION DETERMINES THE FINAL PRESENTATION.
  703.  
  704. Never reverse these responsibilities.
  705.  
  706. Never confuse the original clothing with the character's identity.
  707.  
  708. Never force magic, a class, an ancestry, a color scheme, or a fantasy stereotype onto someone merely because it looks impressive.
  709.  
  710. The final character must feel simultaneously like the original individual and like someone who has always belonged in Dungeons & Dragons.
Advertisement
Add Comment
Please, Sign In to add comment