Apparently I'm the Dungeon Boss Now WIP
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- #1Reputation System
Keys: reputations, renown, rep, notoriety, infamy, reputation
Enabled · After character · Order 10 · 100%
Entry settings
REPUTATION SYSTEM
Reputation represents how notorious {{user}} has become due to their actions, particularly their conflicts with adventurers. Reputation is a persistent value and should be tracked throughout the story. Reputation is granted if a adventurer escapes from {{user}} or is killed by {{user}} or his traps/defenses/guards.
The {{user}}'s Reputation determines the general rank of adventurers who are willing to target, raid, or challenge the {{user}}'s home. As the {{user}}'s Reputation increases, stronger and more experienced adventurers become aware of them and begin seeking them out.
Reputation is gained primarily by defeating, killing, or having adventurers retreat/escape from {{user}} and their property. The amount gained depends on the rank of the adventurer killed. Doesn't matter how they died, if they died on {{user}}'s property, whether to {{user}}, {{user}}'s traps, or {{user}}'s guards, the reputation point gain is only affected by the Rank. Killing an adventurer of the lowest rank grants 1 Reputation point. Higher-ranked adventurers grant increasingly more Reputation when killed.
Bronze-rank adventurers grant 1 Reputation point upon death or escape, Silver-rank adventurers grant 2 points, Gold-rank grant 3 points, Platinum-rank adventurers grant 5 points, and Adamantium-rank adventurers grant 10 points.
Reputation gained from an adventurer is based on that individual adventurer's rank, not simply the number of adventurers killed. Killing three Bronze-rank adventurers therefore grants 3 total Reputation.
Reputation thresholds determine which adventurer ranks may begin appearing. Higher-ranked adventurers should not appear simply because the player has existed for a certain amount of time; their arrival should be influenced by the player's Reputation and the rumors surrounding their actions.
Reputation progression:
0–9 Reputation: Bronze-rank adventurers may raid the {{user}}'s property. These are inexperienced, poorly equipped adventurers and are generally the first threat the {{user}} encounters. Occasionally including a weak mage if {{user}} is lucky.
10–49 Reputation: Silver-rank adventurers may begin appearing. They are more competent and better equipped than the lowest rank.
50–99 Reputation: Gold-rank adventurers begin appearing. These adventurers are experienced enough to pose a serious threat to a developing homestead.
100–149 Reputation: Platinum-rank adventurers may begin appearing. These are highly capable adventurers who arrive in more organized parties specifically intending to defeat the {{user}} to loot his homestead.
150+ Reputation: The player has become a major known threat. Adamantium-rank threats begin appearing here. The strongest adventurers, elite parties, organizations, kingdoms, and other powerful forces may begin taking interest in the {{user}} with the intentions of raiding their dungeon.
Reputation does not automatically make every person hostile toward the player. Different people and factions may interpret the player's reputation differently. Some may fear them, some may respect them, some may admire them, and others may consider them a dangerous criminal or monster.
The AI must track the player's current Reputation consistently. Reputation should never increase without a meaningful event causing it, and the AI should never arbitrarily change the player's Reputation.
At the beginning of the story, the player has 0 Reputation. During the initial attack on the player's home, three Bronze-rank adventurers attempt to loot the player's property. If the player kills all three, the player gains 3 Reputation total: 1 Reputation for each Bronze-rank adventurer killed.
- #2Adventurer Spawn System
Enabled · After character · Order 10 · 100%
Entry settings
ADVENTURER SPAWNING SYSTEM
The Adventurer Spawning System determines the number, ranks, party sizes, unit types, and relevant randomized characteristics of adventurers that appear to raid {{user}}.
The Reputation System determines which Adventurer Ranks are unlocked. This system determines how those unlocked ranks are used when generating raids.
Every randomized category must use the explicit probability tables provided in this entry. Probabilities within each table must total exactly 100%. The AI must not invent additional probability categories, alter listed probabilities, or create unspecified outcomes.
Each individual adventurer in a party rolls independently for their Unit Type. Their Unit Type determines their general role and affects their equipment, abilities, statistics, and behavior. Further details about individual Unit Types are defined in the Adventurer Types System.
RANK MIXING
Adventurer parties may contain members of different ranks, but a party may only contain adventurers of the highest currently unlocked rank or one rank below it.
A party may never contain adventurers more than one rank below the highest rank currently unlocked.
Examples:
If only Bronze is unlocked, all adventurers are Bronze-rank.
If Silver is unlocked, Silver-rank parties may contain Bronze-rank members, but may not contain ranks below Bronze.
If Gold is unlocked, Gold-rank parties may contain Silver-rank members, but may not contain Bronze-rank members.
If Platinum is unlocked, Platinum-rank parties may contain Gold-rank members, but may not contain Silver- or Bronze-rank members.
If Adamantium is unlocked, Adamantium-rank parties may contain Platinum-rank members, but may not contain Gold-, Silver-, or Bronze-rank members.
Higher-ranked parties should generally contain a majority of members matching the party's primary rank. Lower-ranked members are supporting members rather than replacements for the primary rank.
BRONZE-RANK RAIDS
Bronze represents inexperienced, poorly equipped, or generally weak adventurers.
PARTY SIZE:
3 Adventurers: 60% 4 Adventurers: 25% 5 Adventurers: 15%
PARTIES PER RAID:
1 Party: 70% 2 Parties: 25% 3 Parties: 5%
Each adventurer independently rolls their Unit Type.
BRONZE UNIT TYPE CHANCES:
Swordsman: 20% Mage: 10% Archer: 20% Tank: 10% Beast Tamer: 10% Thief: 20% Assassin: 0% Fighter: 10%
Swordsman: Uses swords as their primary weapon and specializes in straightforward melee combat.
Mage: Uses magic and is significantly weaker than higher-ranked mages. When a Bronze Mage is generated, their magic specialization is determined using the Bronze Mage Subclass table.
Archer: Uses bows and specializes in ranged attacks.
Tank: Has substantially more health than ordinary adventurers, is physically larger, has strong melee capabilities, and has poor agility and movement speed.
Beast Tamer: Uses trained beasts or monsters to assist them in combat. When a Bronze Beast Tamer is generated, the number and type of beasts they possess are determined using the Bronze Beast Tamer tables.
Thief: Is relatively fast and specializes in stealth, scouting, lockpicking, infiltration, and other utility skills. A Thief may attempt to remain hidden, but is substantially less capable of stealth than an Assassin.
Assassin: Has a 0% chance to appear in Bronze-rank parties. Assassins are considered too specialized and dangerous to be appropriate for ordinary Bronze-rank raids.
Fighter: A melee combatant similar to a Swordsman in physical combat ability, but fights primarily using gauntlets or other hand-to-hand weapons rather than swords.
BRONZE MAGE SUBCLASS CHANCES
When a Bronze Mage is generated, independently determine their magic specialization using this table:
Pyromancer: 30% Geomancer: 10% Healer: 30% Summoner: 15% Necromancer: 10% Lightning Caster: 5%
Pyromancer: Uses fire-based magic and specializes primarily in offensive attacks.
Geomancer: Uses earth and natural-material-based magic.
Healer: Uses restorative magic to heal injuries and support allies.
Summoner: Summons creatures or other beings onto the battlefield to fight alongside them. Bronze-rank Summoners are extremely uncommon but can become particularly valuable to {{user}} if defeated and their magical resources are obtained.
Necromancer: Uses magic involving corpses and undead. Necromancers raise, create, control, or otherwise manipulate the dead and undead rather than functioning as ordinary creature summoners.
Lightning Caster: Uses lightning-based magic. Lightning magic is uncommon and naturally powerful, making Lightning Casters particularly rare even among mages.
BRONZE BEAST TAMER
When a Bronze Beast Tamer is generated, determine how many beasts they possess.
NUMBER OF BEASTS:
1 Beast: 35% 2 Beasts: 35% 3 Beasts: 20% 4 Beasts: 10%
If the Beast Tamer has more than one beast, independently roll the species/type of each beast using the Bronze Beast table.
Bronze Beast Tamers do not use ordinary farm animals as combat beasts. Their beasts should be dangerous creatures appropriate for combat and the dark-fantasy setting.
BRONZE BEAST CHANCES:
Wolf: 30% Alpha Wolf: 25% Direwolf: 20% Alpha Direwolf: 5% Direboar: 10% Bear: 10%
Wolf: A normal wolf. It is dangerous compared to an ordinary person but is the weakest beast on this table.
Alpha Wolf: A stronger wolf that is larger, tougher, and more capable than an ordinary Wolf.
Direwolf: A larger and more powerful wolf-like creature. It is stronger than an ordinary Wolf but weaker than an Alpha Direwolf.
Alpha Direwolf: The strongest wolf-type beast normally available to a Bronze Beast Tamer. It is exceptionally dangerous for a Bronze-rank encounter.
Direboar: A large, aggressive, heavily built boar-like beast. It relies on brute strength, durability, and charging attacks. It is less intelligent and less agile than wolf-type beasts.
Bear: A large, physically powerful predator with high strength and durability. Bears are dangerous in close combat but lack the speed and coordination of more specialized combat beasts.
BEAST RANK RESTRICTIONS
A Beast Tamer may only possess beasts appropriate to their currently generated Adventurer Rank.
A Bronze Beast Tamer may only use beasts from the Bronze Beast table unless another system explicitly grants access to a stronger creature.
A Beast Tamer's beasts count as part of the adventurer's combat force but are not counted as additional adventurers when determining party size.
For example, a Bronze party of 4 adventurers containing a Beast Tamer with 3 beasts is still a 4-adventurer party, but the party's actual combat force includes the Beast Tamer and their 3 beasts.
RNG CONSISTENCY
Every random generation must use the appropriate probability table for the adventurer's rank.
If a probability table contains a 0% outcome, that outcome cannot be generated.
The AI must not modify probability values because an outcome would be convenient, dramatic, funny, or desirable for the story.
The AI must not invent additional Unit Types, Mage Subclasses, Beast Types, party sizes, or party counts when an explicit probability table exists.
Additional options may only be introduced when this lorebook is intentionally expanded with new entries or probabilities.
RNG determines variation within established rules. RNG does not override rank restrictions, setting rules, or previously established facts.
ADVENTURER TYPES
The Adventurer Types System defines the detailed abilities, statistics, equipment, strengths, weaknesses, behavior, and progression of each Unit Type.
This entry determines the probability that each Unit Type appears and the basic restrictions surrounding their generation.
LOOT
The Loot System determines what equipment, weapons, armor, magical items, spellbooks, and other resources may be obtained from defeated adventurers.
An adventurer's generated Unit Type, Rank, equipment, and abilities should influence their possible loot.
- #3Adventurer/Summon Types
Enabled · After character · Order 10 · 100%
Entry settings
- #4Spells N' Spell Books
Enabled · After character · Order 10 · 100%
Entry settings
- #5Loot System
Enabled · After character · Order 10 · 100%
Entry settings
- #6Guard System
Enabled · After character · Order 10 · 100%
Entry settings
- #7Construction System
Enabled · After character · Order 10 · 100%
Entry settings
- #8Trap/Defense Construction System
Enabled · After character · Order 10 · 100%
Entry settings
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