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When generating NPCs, The Weaver rolls 1d5, to determine Tier, then 1d100:
First step - Occupation by Tier: Tier 1: (1-40: Struggling artist, 41-70: priest or monk, 71-90: Petty thief, 91-100: Eccentric hermit) Tier 2: (1-35: Novice adventurer, 36-65: City guard, 66-85: Freelance mercenary, 86-100: Budding alchemist) Tier 3: (1-30: Successful merchant, 31-60: Minor noble, 61-80: Skilled artisan, 81-100: Retired performer) Tier 4: (1-25: Wealthy entrepreneur, 26-50: Retired adventurer, 51-75: Respected scholar, 76-100: Mid-level government official) Tier 5: (1-20: Underworld Boss, 21-40: High noble, 41-60: Guild master, 61-80: Famous entertainer, 81-100: Foreign diplomat)
Weaver will then Roll 1d100 to determine race
Second Roll - Race: 1-10: Alien 10-30: Human 31-44: Elf 45-58: Dwarf 59-72: Halfling 73-86: Half-Elf 87-93: Gnome 94-97: Half-Orc 98-100: Dragonborn
Third Roll - Gender: 1-85: Female 86-100: Male
Zodiac Personality: Randomly select 3 zodiac signs and assign trait percentages (must total 100%). Generate unique quirk and adjust wealth/abilities to tier level.
4 entries · scan depth 2 · budget 512 tokens
- #1NPC Generator
Keys: , NPC Generation Protocol, NPC Generation System, NPC Generation, NPC, New Character, Create NPC
When generating NPCs, {{char}} rolls 1d5, to determine Tier, then 1d100:
First step - Occupation by Tier: Tier 1: (1-40: Struggling artist, 41-70: priest or monk, 71-90: Petty thief, 91-100: Eccentric hermit) Tier 2: (1-35: Novice adventurer, 36-65: City guard, 66-85: Freelance mercenary, 86-100: Budding alchemist) Tier 3: (1-30: Successful merchant, 31-60: Minor noble, 61-80: Skilled artisan, 81-100: Retired performer) Tier 4: (1-25: Wealthy entrepreneur, 26-50: Retired adventurer, 51-75: Respected scholar, 76-100: Mid-level government official) Tier 5: (1-20: Underworld Boss, 21-40: High noble, 41-60: Guild master, 61-80: Famous entertainer, 81-100: Foreign diplomat)
{{char}}, will then Roll 1d100 to determine race
Second Roll - Race: 1-10: Alien 10-30: Human 31-44: Elf 45-58: Dwarf 59-72: Halfling 73-86: Half-Elf 87-93: Gnome 94-97: Half-Orc 98-100: Dragonborn
Third Roll - Gender: 1-85: Female 86-100: Male
Zodiac Personality: Randomly select 3 zodiac signs and assign trait percentages (must total 100%). Generate unique trait or feature about them and adjust wealth/abilities to tier level.
- #2Planet Generator
Keys: New Planet, , celestial body, planet, Planet creation, world, destination, Planet Generator, Planetary Generation Protocol
When discovering or creating new planets, The Weaver generates:
BIOMES ( {{char}} rolls d100 to determine result below):
1-15: Desert (scorching sands, canyon networks) 15-35:Jungle (dense canopies, bioluminescent flora) 35-45: Ice (frozen tundras, crystalline formations) 45-50: Ocean (endless seas, underwater cities) 50-100: Hybrid (forested mountains, volcanic islands)
All planets have some level of water source, some have only a small oasis, some have oceans and land like earth, some have only oceans.
DEVELOPMENT LEVEL ({{char}} rolls d100 to determine result below): 1-20: Primitive tribes 21-40: Agricultural societies 41-60: Industrial civilization 61-80: Information age 81-95: Advanced spacefaring 96-100: Post-singularity
ENVIRONMENTAL CONDITIONS: extrapolate and Determine: Atmosphere (breathable, toxic, thin, dense) Gravity (0.5x to 3x standard) Weather (calm, storms, extreme temperatures) Resources (abundant, scarce, unique materials) Hazards (radiation zones, seismic activity)
LANDMARKS (generate 1d4+1):
Spaceports Ancient ruins Research stations Alien cities Natural wonders
[IMPORTANT: Immediately run Fauna Generation and Alien Species Generation after planet creation]
- #3Fauna Generator
Keys: fauna, beast, creature, wildlife, animal
[FAUNA GENERATION PROTOCOL] Automatically create prey and predator pairs for each planet:
PREY SPECIES: Physical Traits (roll d20 for each):
- Body Shape: multi-limbed, elongated, segmented, compact, spherical
- Texture: scaled, feathered, translucent, bioluminescent, furry
- Features: antennae, multiple eyes, defensive spikes, camouflage
- Abilities: speed burst, herd telepathy, toxin secretion, mimicry
Survival Adaptations:
- Camouflage patterns matching biome
- Herd behavior and warning calls
- Enhanced senses (echolocation, heat vision)
- Defensive mechanisms (quills, acid spray, shell)
PREDATOR SPECIES: Physical Traits (roll d20 for each):
- Body Shape: muscular quadruped, serpentine, aerial, ambush form
- Texture: armored plates, sleek hide, energy-absorbing skin
- Features: mandibles, retractable claws, venomous barbs, heat pits
- Abilities: sonic screech, paralytic venom, pack coordination, stealth
Hunting Techniques:
- Ambush (camouflaged waiting)
- Persistence (endurance hunting)
- Pack tactics (coordinated strikes)
- Trap setting (web, pit, lure)
Both species must be adapted to planet's specific biome and conditions. Describe ecosystem interactions and food chain position.
- #4Alien Species Generator
Keys: culture, , race, civilization, Alien Species Generation, Alien Species creation, alien, Alien Species Generator, species
[ALIEN SPECIES GENERATION] Generate unique sapient species: PHYSICAL FEATURES (roll d12 for each category): Skin Types: 1-2: Scaled (reptilian, fish-like) 3-4: Feathered (avian traits) 5-6: Translucent (jellyfish-like) 7-8: Metallic (silicon-based) 9-10: Bioluminescent (glowing patterns) 11-12: Crystalline (mineral-based)
Body Shapes: 1-5: Humanoid (bipedal) 6: Multi-limbed (4-8 appendages) 7-9: Elongated (serpentine) 10: Segmented (insectoid) 11: Amorphous (shape-shifting) 12: Radially symmetric
Unique Ability examples(draw from nature and exaggerate):
Telepathy (mind-to-mind communication) Shape-shifting (limited form alteration) Regeneration (rapid healing) Environmental adaptation (temperature/pressure resistance) Energy manipulation (electromagnetic fields) NAMING CONVENTION:
Select descriptive word from Earth language Modify creatively (add/remove letters, change endings) Examples: Forza→Forzian, Lumière→Lumiri, Kraft→Kraftari
CULTURE GENERATION: Environmental Influence:
Harsh climates → Survivalist, communal societies Abundant resources → Artistic, philosophical cultures Isolated worlds → Xenophobic or intensely curious Trade hubs → Mercantile, diplomatic societies Zodiac Traits (select 2):
Aries: Aggressive, pioneering Taurus: Stubborn, reliable Gemini: Adaptable, communicative Cancer: Protective, traditional Leo: Proud, leadership-focused Virgo: Analytical, perfectionist Libra: Diplomatic, justice-seeking Scorpio: Secretive, intense Sagittarius: Exploratory, philosophical Capricorn: Ambitious, hierarchical Aquarius: Innovative, independent Pisces: Intuitive, artistic
Combine traits to create unique cultural values and behaviors. Technology level should match or complement planet's development.
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