Full RPG System 1.0
Lorebookfrom ChubRequires some setup for best results, see Creator Notes for instructions.from Chub
by proper_simple_29959· on Chub· added
Tokens: 725 permanent · up to 881 lorebook · budget 1,606
Description on Chubfrom Chub
-= To set up =-
If you're using this with my Core RPG Bot, then you can ignore the steps below. You're all set.
If you're using this for your own bot, then add these to your Bot Description and System Prompt In Bot Description:
This bot uses a dynamic difficulty system. Refer to @{EncounterThreatSystem} for full encounter scaling logic. Always append stat sheet from PlayerStatsFramework lorebook at the end of every response. Stat sheet appending may be suppressed in cinematic or non-mechanical scenes. Retrieve ClassSystem entry matching active world. If none found, default to ClassSystem_Core. If user input includes !spells, Retrieve SpellList lorebook entry matching active world. If none found, default to SpellList_Core lorebook. When generating NPC dialogue, retrieve ClassRecognitionSystem and apply tone modifiers based on {{user}}'s class and location. Apply tone modifiers from ClassRecognitionSystem only when NPCs are aware of {{user}}'s class or location.
In System Prompt: Encounters are not static. The bot must reference @{EncounterThreatSystem} to evaluate and describe threats. Enemies may appear more or less dangerous than they truly are. Retrieve ClassSystem entry matching active world. If none found, default to ClassSystem_Core.
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Forked from lorebooks/lorebooks/proper_simple_29959/full-rpg-system-9f5914b4242f
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14 entries · scan depth 2 · budget 512 tokens
- #1EncounterThreatSystem
Keys: EncounterThreatSystem · Secondary: encounter threat, reverse-twist, combat balance, encounter difficulty, danger, CR, twist, threat level
Threat Level: The level of perceived danger that {{user}} is in.
- Use:
None > Low > Moderate > High > Very High > !!!CRITICAL!!! - This should reflect {{user}}’s perception, not the actual threat.
Actual Threat Level Caps
Use the following system to determine the actual difficulty and tone of encounters:
Threat Levels: None – CR 0 (No danger; purely narrative) Low – CR 1–2 (Easily achievable) Moderate – CR 3–5 (Manageable with basic tactics) High – CR 6–8 (Requires strategy; risk of injury) Very High – CR 9 (Dungeon bosses or elite threats) !!!CRITICAL!!! – CR 10+ (Legendary threats; world-shaking danger)
Encounter Restrictions
- Do not exceed CR 2 until {{user}} reaches level 5+
- Do not exceed CR 5 until experienced companions have joined
- CR 6–8 should be rare, even with a full party
- Do not exceed CR 8 outside a dungeon
- Do not exceed CR 9 unless during a major story event (e.g. Estark, Balzack)
Keep encounters within CR 0–5 by default unless overridden. Ensure the danger level matches the narrative stage and party strength.
Overrides
- If {{user}} explicitly requests a threat level, override accordingly
- If {{user}} requests a Difficulty Increase, add +1 CR to all ranges
- If {{user}} requests a Difficulty Decrease, subtract –1 CR from all ranges
Encounter Examples
CR 5 (Low-Level Context)
- 2–3 goblins in a foggy glade
- A wounded wolf circling warily
- A rough-looking traveler watching from afar
CR 5 (High-Level Context)
- A wyvern: fast, airborne, venomous
- A cursed knight: high defense, tragic backstory
- Expert mage: battlefield control
CR 0 (Narrative Encounters)
- A rabbit hopping across the path
- An old man sitting alone by a road shrine
- Wind rustling empty armor hanging from a tree
Encounter Tags
Encounter Tags: [[tag: social]] – Social interactions (CR 0–1) [[tag: exploration]] – Discovery, travel, lore moments (CR 0–2) [[tag: combat-heavy]] – Combat-focused encounters (CR 3–6) [[tag: story-critical]] – Major plot event or escalation (CR 7–9) [[tag: twist]] – Starts low CR, escalates (CR 1 ➜ 7+) [[tag: reverse-twist]] – Starts high CR, de-escalates (CR 6–8 ➜ 0–1)
Reverse-Twist Encounter Types
Encounter Purposes: Humor – A knight in golden armor challenges you… then trips over his own sword. (Tone shift: danger ➜ laughter) Tragedy – A “legendary” monster flees—it was only guarding its dying cub. (Emotional fallout, mercy choices) Tension Release – Mercenaries surround you… then admit they’re here to protect you. (Suspense ➜ relief) Subversion – The “terror of the mountains” is just a scared child using illusions. (World lore, emotional depth)
Implementation Notes for Bots
-
Begin the encounter matching {{user}}’s perceived Threat Level.
-
Mid-scene, shift tone if using a twist or reverse-twist tag.
-
Drop early hints:
- Nervous hands
- Unpolished armor
- Stories that don’t add up
- Overconfident boasting
These encounters can create memorable NPCs, future allies, or complex moral choices.
- Use:
- #2PlayerStatsFrameworkconstant
Keys: player, meta, encounter, status, framework, PlayerStatsFramework, RPG, stats, threat
PlayerStatsFramework
STATS: Physical Status: lists {{user}}'s current injuries, ailments, and the severity of present injuries (such as bruises, fractures, lacerations/bleeds, hunger, exhaustion, sickness, etc). if {{user}} doesn't have any injuries or ailments, this stat will say "fine". Inventory: items {{user}} has found. they are stored and viewed here Gold: a numerical stat that represents the amount of gold {{user}} has on hand. this statistic will always be a quantifiable number ranging from 0 to infinity. all gold {{user}} acquires will be added to this, and all gold {{user}} spends or loses will be subtracted from this. Level: {{user}}'s current level and experience. Levels go from 1 through 100. Reputation: {{user}}'s current reputation among the world's residents and communities on a -100 to +100 scale, where -100 is the worst, 0 is neutral/unknown, and +100 is the best reputation. reputation is influenced by deeds and actions done by {{user}}, with good deeds and actions causing the stat to increase and bad deeds causing it to decrease, the more extreme the deed the greater the change to {{user}}'s reputation will be. completing quests or jobs for the world's residents will increase {{user}}'s reputation stat unless the job/quest is malicious in nature. the more extreme {{user}}'s reputation is, the more likely they will be recognized by characters they've never met before and refer to them as their title. reputation will influence how characters interact with {{user}}, with more positive interactions the higher {{user}}'s reputation is, and with more negative interactions the lower their reputation is. when {{user}}'s reputation reaches an absolute value of 25 or more, create a fitting title or nickname for {{user}} based on their actions, deeds, and background in the format: "### (title)". The opposing faction will ALWAYS have negative reputation. Objective(s): lists {{user}}'s current objectives, including immediate needs and desires as well as long-term goals both set by the story and {{user}} themself. update this list as the plot progresses. Relationships: lists {{user}}'s current relationships with the inhabitants of the world. update the Relationships between {{user}} and characters as they interact with them. Location: {{user}}'s current location within the world or Beyond. Faction: {{user}}'s current faction. Examples are Hero's Party, Endor, etc. Threat Level: The level of perceived danger that {{user}} is in.
- Use:
None > Low > Moderate > High > Very High > !!!CRITICAL!!! - This should reflect {{user}}’s perception, not the actual threat.
At the end of every response, always include the following stat sheet verbatim: "``` Status: [ailments] Gold: #### | Rep: ### ("nickname") Lvl: # (#/# EXP) | Class: ["..."] Relations: [Name (relation)] Goals: ["..."] Loc: "..." | Threat: (Current Threat Level)
If any field is empty, use ‘—’. Do not omit the block under any circumstances, even if the response is long. Threat Level is derived from the EncounterThreatSystem and reflects the player’s perception of danger, not objective metrics. Class field is populated from the active world’s ClassSystem lorebook. - Use:
- #3SpellList_Core
Keys: known spells, spells, magic, !spells, abilities, spell list, casting, SpellList, spellbook
SpellList_Core Known Spells: Lists {{user}}'s known spells grouped by type. Use short names only: "Fireball", "Heal", "Blink" Group by type: ["Fire", "Ice", "Support", etc.] Combine Summons: [Summon ("Imp"/"Voidwalker")]
When user types !spells, retrieve this entry and display known spells grouped by type. Spells are drawn from the active world’s spell registry. If no world-specific registry is found, use default core spells. Only display spells the user currently knows.
Default Core Spells:
Offensive:
- Fireball
- Ice Lance
- Thunderclap
- Shadow Bolt
Defensive:
- Barrier
- Resist
- Mirror Ward
Healing:
- Heal
- Greater Heal
- Purify
Utility:
- Blink
- Silence
- Levitate
- Light
Mental:
- Charm
- Sleep
- Mind Fog
- #4InventoryList
Keys: !Inventory, InventoryList, Inventory
- #5FactionSystem
Keys: !faction, faction, FactionSystem
FactionSystem
Faction: Lists known factions and the {{user}}'s standing with them
Faction examples are taken from the source material. If no source material found, then use genre cues to generate factions. If {{user}} is in “Thalor”, assume faction is “Thalor Guard” or “Thalor Nobility”. Standing can be stored as a dictionary: {"Thalor": +25, "Endor": -40}
When user types !Faction, retrieve this entry and display known factions and their standing in the following format: [Name] "(Standing: ###)"
- #6ClassSystem_Core
Keys: class, player, role, ClassSystem, RPG, archetype
ClassSystem_Core Class: Lists {{user}}'s current class. Classes are drawn from the active world’s class registry. If no world-specific registry is found, use default core classes.
Default Core Classes:
- Warrior
- Mage
- Rogue
- Cleric
- Ranger
- Paladin
- Sorcerer
- Bard
- Druid
- Monk
- Necromancer
- Battlemage
- Spellsword
When user types !class, retrieve this entry and display available classes for selection or reference. Class recognition behavior is governed by ClassRecognitionSystem lorebook.
- #7SpellList_WoW
Keys: SpellList_WoW, SpellList
SpellList_WoW Known Spells: Lists {{user}}'s known spells grouped by type. Overrides SpellList_Core when active world is World of Warcraft.
Offensive:
- Shadow Word: Pain
- Arcane Missiles
- Lava Burst
- Firebolt
Defensive:
- Ice Barrier
- Power Word: Shield
Healing:
- Rejuvenation
- Flash Heal
Utility:
- Teleport
- Portal
- Dispel Magic
Mental:
- Fear
- Mind Control
Summon:
- Summon imp
- Summon Succubus
- Summon Felguard
- #8ClassSystem_WoW
Keys: class, !class, ClassSystem, player class, archetype
ClassSystem_WoW Class: Lists {{user}}'s current class. Overrides ClassSystem_Core when active world is World of Warcraft.
Selectable Classes:
- Warrior
- Paladin
- Hunter
- Rogue
- Mage
- Priest
- Warlock
- Druid
- Shaman
- Monk
- Death Knight
- Evoker
- Demon Hunter
Class recognition behavior is governed by ClassRecognitionSystem lorebook.
- #9ClassRecognitionSystem
Keys: class, recognition, NPC, class respect, archetype recognition, class fear, NPC response, dialogue, ClassRecognition, reaction, class reaction
ClassRecognitionSystem NPCs recognize {{user}}'s class and respond accordingly. Recognition is influenced by:
- Cultural norms of the region
- Reputation of the class
- Faction alignment
- NPC background and worldview
Recognition Types:
- Respect: NPCs admire or defer to the class (e.g., Paladins in Alliance cities)
- Fear: NPCs are wary or hostile (e.g., Warlocks in holy regions)
- Curiosity: NPCs ask questions or show intrigue (e.g., Druids in industrial towns)
- Disdain: NPCs mock or dismiss the class (e.g., Bards in war-torn zones)
Recognition Logic:
- If {{user}} enters a region, check local faction and cultural stance on {{user}}'s class.
- Modify NPC dialogue tone and behavior accordingly.
- If {{user}} has high reputation, override negative recognition with respect.
- If {{user}} has low reputation, amplify negative recognition.
Examples:
- In Stormwind, Paladins are greeted with reverence: “Ah, a beacon of the Light walks among us.”
- In Undercity, Priests may be mocked: “Another fool clinging to false hope.”
- In Thalor, Rogues are treated with suspicion: “Keep your hands where I can see them, shadowwalker.”
When generating NPC dialogue, consider {{user}}'s class and apply appropriate recognition tone.
- #10ClassSystem_Elderscrolls
Keys: class, recognition, skills, ClassSystem, Elder Scrolls, factions, archetype
ClassSystem_ElderScrolls Defines major archetypes in Tamriel. Each class has favored skills, cultural associations, and faction affinities. None of these archetypes limits spells or abilities. They're more archetypes than strict classes. Overrides ClassSystem_Core when active world is Elder Scrolls, Skyrim, Morrowind, or Oblivion
Class Archetypes:
- Battlemage
- Nightblade
- Spellsword
- Sorcerer
- Healer
- Scout
- Assassin
- Crusader
- Withhunter
- Bard
- Dragonknight
- Necromancer
- Templar
- Arcanist
- Warden
Each class may unlock unique dialogue, quests, or faction interactions.
- #11SpellList_Elderscrolls
Keys: class, spell, magic, schools, Elder Scrolls, SpellList, effect
SpellList_ElderScrolls Defines common spells by school. Spell availability is not determined by class. Anyone with the aptitude for magic and desire to learn it can theoretically learn any spell. Overrides SpellList_Core when active world is Elder Scrolls, Skyrim, Morrowind, or Oblivion
Destruction
- Fireball: AoE fire damage
- Lightning Bolt: Direct shock damage
- Ice Spike: Piercing frost damage
Restoration
- Heal Self: Restores health
- Turn Undead: Repels undead
- Cure Disease: Removes afflictions
Illusion
- Calm: Pacifies target
- Frenzy: Induces aggression
- Invisibility: Conceals caster
Conjuration
- Summon Flame Atronach
- Soul Trap: Captures soul
- Bound Sword: Magical weapon
Alteration
- Telekinesis: Manipulate objects
- Shield: Boost armor rating
- Water Breathing: Survive underwater
Mysticism
- Detect Life: Sense nearby entities
- Dispel: Remove magical effects
- Absorb Magicka: Drain target’s magicka
Enchanting
- Not spell-based; used to imbue gear with magical effects
Alchemy
- Create potions and poisons using ingredients
- Effects vary: healing, invisibility, paralysis, etc.
- #12WorldRegistry
Keys: fallback, lookup, world flavor, genre, magic, canon, tone, world map, WorldRegistry, naming
WorldRegistry Maps [ ** ] values to full WorldInjectionSystem flavor sets. Used to guide naming conventions, tone, magic systems, and retrieval behavior.
Format: [ ** ] = WorldName → { Genre, Tone, Naming, Factions, MagicSystem, Currency, CanonLock }
Mappings:
[ ** ] = Elder Scrolls → Genre: High Fantasy → Tone: Heroic, Grimdark → Naming: Nordic, Imperial, Elven → Factions: Empire, Stormcloaks, Daedra → MagicSystem: School-based (Destruction, Illusion, etc.) → Currency: Septims → CanonLock: Tamriel
[ ** ] = Baldur's Gate 3 → Genre: Forgotten Realms Fantasy → Tone: Tactical, Moral Ambiguity → Naming: Faerûn, D&D conventions → Factions: Flaming Fist, Absolute, Harper agents → MagicSystem: Spell slots, class-based → Currency: Gold Pieces (GP) → CanonLock: Faerûn
[ ** ] = Dragon Quest IV → Genre: Classic JRPG → Tone: Whimsical, Heroic → Naming: Toriyama-style, pun-based towns → Factions: Zenithians, monsters, royal courts → MagicSystem: MP-based spells, class unlocks → Currency: Gold → CanonLock: Zenithia
[ ** ] = Eberron → Genre: Arcane-Tech Fantasy → Tone: Noir, Political Intrigue → Naming: House-based surnames, regional dialects → Factions: Dragonmarked Houses, Warforged enclaves, Breland vs Thrane → MagicSystem: Arcane industry, elemental binding → Currency: Galifars → CanonLock: Khorvaire
[ ** ] = Dark Sun → Genre: Post-Apocalyptic Fantasy → Tone: Brutal, Survivalist → Naming: Harsh consonants, tribal names → Factions: Sorcerer-Kings, slave tribes, elemental cults → MagicSystem: Defiling/Preserving, psionics → Currency: Ceramic Pieces → CanonLock: Athas
[ ** ] = Chrono Trigger → Genre: Time-Travel Fantasy → Tone: Heroic, Melancholic → Naming: Simple, era-based (Prehistoric, Medieval, Future) → Factions: Kingdom of Guardia, Reptites, Lavos cults → MagicSystem: Elemental affinity (Fire, Water, Shadow, Light) → Currency: G (Gold) → CanonLock: Multiera
[ ** ] = Star Wars → Genre: Space Opera / Sci-Fantasy → Tone: Epic, Political, Mythic → Naming: Galactic Standard (Core Worlds), alien dialects, droid serials → Factions: Jedi Order, Sith, Galactic Empire, Rebel Alliance, Mandalorians, Trade Federation → MagicSystem: The Force (Light/Dark alignment, powers vary by training and affinity) → Currency: Credits (often “Galactic Credits” or “Imperial Credits”) → CanonLock: Galaxy Far, Far Away (can specify era: Clone Wars, Galactic Civil War, New Republic, etc.)
[ ** ] = Knights of the Old Republic → Genre: Ancient Sci-Fantasy → Tone: Tragic Heroism, Moral Ambiguity → Naming: Old Republic dialects, Mandalorian Neo-Crusader names, Sith titles → Factions: Jedi Council, Sith Empire, Republic Navy, Mandalorian Neo-Crusaders → MagicSystem: The Force (alignment-based, lore-driven powers) → Currency: Republic Credits → CanonLock: Old Republic Era (~3960–4000 BBY)
[ ** ] = Custom → Genre: Player-defined → Tone: Neutral until specified → Naming: Prompt-driven → Factions: Optional → MagicSystem: Optional → Currency: Gold → CanonLock: None
Fallback Behavior:
If [ ** ] is left blank or unrecognized: → Default to “Custom” world → Suppress genre tropes, naming drift, and unsolicited urgency → Prompt player: _“No world specified. You may define your own setting
- #13WorldRegistryEditor
Keys: WorldRegistryEditor
WorldRegistryEditor Allows players or DMs to define or override world mappings mid-session. Supports custom worlds, tone shifts, and retrieval tuning.
Usage: Type
/editworld [WorldName]to begin editing. Bot will prompt for each field below. Leave blank to keep default or type “none” to suppress.Editable Fields:
- Genre: (e.g., High Fantasy, Sci-Fi Western, Arcane Noir)
- Tone: (e.g., Grimdark, Whimsical, Tragic Heroism)
- Naming: (e.g., Nordic, Latin, Invented Phonemes)
- Factions: (List key groups, guilds, or power structures)
- MagicSystem: (e.g., Mana-based, Ritual, Psionics, None)
- Currency: (e.g., Crowns, Shards, Credits, Leaves)
- CanonLock: (e.g., Tamriel, Faerûn, None)
Example Command:
/editworld MyCustomWorldBot Response: “Let’s customize MyCustomWorld. You can define genre, tone, naming conventions, factions, magic system, currency, and canon lock. Ready?”
Once submitted, the new mapping is stored and used for all future [ ** ] resolutions.
- #14WorldRegistry_Cyberpunk
Keys: LocationFlavor, ToneModifiers, WorldName, StatSystem, ClassSystem, WorldRegistry_Cyberpunk, Notes, SpellList, NamingSystem, FactionWeb, EncounterThreatSystem, CurrencySystem
WorldName: Cyberpunk StatSystem: StatSystem_Cyberpunk ClassSystem: ClassSystem_Cyberpunk SpellList: CyberwareList_Cyberpunk CurrencySystem: CurrencySystem_Cyberpunk EncounterThreatSystem: EncounterThreatSystem_Cyberpunk NamingSystem: NamingSystem_Cyberpunk ToneModifiers: ToneModifiers_Cyberpunk FactionWeb: FactionWeb_Cyberpunk LocationFlavor: LocationFlavor_Cyberpunk Notes:
- Replace "spells" with cyberware, quickhacks, and mods.
- Encounters may be social, digital, or psychological—threats are not always physical.
- NPC tone should reflect urban cynicism, corporate manipulation, or street-level grit.
- Stat emphasis on Reflex, Tech, Cool, Body, Intelligence, Empathy.
- Class recognition should adjust NPC behavior based on street rep, corp affiliation, or net presence.
- Currency defaults to Eurodollars (EDD), but corp scrip may override in faction-controlled zones.
- Naming conventions favor aliases, handles, and corp IDs over birth names.
- Retrieval fallback: If any system is missing, default to corresponding *_Core entry.
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