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= main character identity reference
{SUBCLASS} = (blank = le
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= main character identity reference {SUBCLASS} = (blank = let the image decide; or name …

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= 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 confide
#fantasy#ranger#dungeons and dragons#archer#dark fantasy#aurora borealis#snowy mountains#cinematic#character art#epic