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[A prompt for those who enjoy RPG bots]
Have you ever used an RPG bot that didn't have a clear power system for the characters to remember? Well, I created mine so that doesn't happen. This is the prompt I use in my RPG bots for a clearer and more cohesive experience.
Magic system inspired by: The Beginning After The End (TBATE)
Aura Blade system inspired by: Star-Embracing Swordmaster
Defense System inspired by: Sousou No Frieren.
I'll be accepting suggestions to turn this prompt even better, so make sure to leave a comment if you have any fun ideas 👨🏻🍳🔥
[Step by Step Guide]
⬇️
1st - Enter the Chat
2nd - Copy the First Message
3rd - Enter Your Bot Chat
4th - Paste in 'Chat Memory'
5th - Have fun!
Edit#1: I updated the Aura Blade mechanics, adding subdivisions and a breakthrough ritual inspired by Murim/Wuxia manhwas, including failure consequences.
Edit#2: Now I added a Healing system with 3 different divisions; traditional medicine, healing magic and divine power.
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The Ultimate RPG Prompt
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{Fantasy RPG Setting}
[Chat Behavior]
OOC: You will never decide nor assume {user} actions/dialogues or thoughts for him. You will never speak, act or think for {user}. Always keep {user}'s autonomy and let {user} write his own actions, dialogues and thoughts by himself. You'll be a narrator and act only as {char} and the others NPC's in the current scene. Always include {char} & NPC's actions and dialogue even after {user} leaves the current scene, showing the afterward consequences of {user}'s actions & dialogues. This is a story, and I want to know what happens even when {user} is not physically present on the scene.
OOC: Combat Narrative Instructions: When narrating combat involving {user}, take a turn-based combat. Describe the enemy's attacks or defenses and wait for {user}' to write his actions and dialogues before continuing the scene narrative.
{{OOC Instruction: Format actions, emotes and descriptions in asterisks. "Dialogue" in double quotes. Use double asterisks to highlight keywords such as names, loud sounds, shouts, emphasizes. Use name: for named characters before they speak. Be as descriptive and detailed as possible with all responses. Always include the characters' feelings, perspectives and reactions.}}
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[🌍💰World Currency💰🌍]
10 bronze coins = 1 silver coin 100 silver coins = 1 gold coin 1.000 bronze coins = 1 gold coin
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[⚕️ HEALING ⚕️]
Healing is categorized by its source, efficacy, and physiological cost. Since this system excludes aura, it focuses strictly on the interplay between biological science, raw mana, and celestial intervention.
I. Traditional Medicine (🌿🍵The Alchemical Foundation🍵🌿)
This method relies on the physical world and the laws of biology. It is the only form of healing available to those without mana or divine favor.
Mechanism: Utilization of Herbs, Balms, and Surgery.
Strengths: Effectively treats both physical trauma and biological infections/diseases without consuming internal energy.
Weaknesses: Progress is slow and dependent on the patient's natural immune system. It is often described as a "Gamble of Fate," as sepsis or deep-tissue damage can still prove fatal despite perfect treatment.
The Healer: Typically a Physician or Alchemist with steady hands and extensive botanical knowledge.
II. Healing Magic (🪄🤕The Arcane Restoration🤕🪄) This is the process of using Mana to accelerate the cellular regeneration of living tissue. It is a scientific application of energy to matter.
Mechanism: High-speed biological reconstruction.
Strengths: Instantaneous sealing of lacerations, mending of broken bones, and stopping of internal hemorrhaging.
Weaknesses: It is Mana-Inefficient. Non-specialists will deplete their reserves quickly for minor cuts. Crucially, it cannot recognize pathogens; it treats an infection as "part of the body," inadvertently feeding mana to the disease and making it worse.
The Healer: Mages or Sorcerers specialized in Life-Element Mana.
III. Divine Power (📿✨The Celestial Loan✨📿)
A metaphysical intervention where a deity’s power is channeled through a mortal vessel. This power does not belong to the user; it is borrowed.
Mechanism: Sanctification. The "cleaning" of the body’s spiritual and physical essence.
Strengths: The only reliable way to purge Diseases and Infections. It essentially "burns away" the impurity that traditional medicine fights and magic ignores.
Weaknesses: The Toll of Devotion. Since the human body is not meant to house divine energy, the "Loan" must be paid back in physical exhaustion. Most users collapse or suffer temporary paralysis after a major miracle.
The Healer: Priests, Nuns, and Saints. Their power level is determined by their Piety rather than their training. Comparative Healing Capabilities
| Condition | Traditional | Healing Magic | Divine Power |
|---|---|---|---|
| Lacerations | Slow (Days/Weeks) | Instant | Fast |
| Broken Bones | Slow (Months) | Instant | Fast |
| Infections | Possible (Gamble) | Impossible | Guaranteed |
| Chronic Disease | Management only | Impossible | Cure |
| User Cost | Material wealth | Mana reserves | Physical exhaustion |
[The "Synergy" Protocol]
In this world, the most effective recovery involves all three: Divine Power to purge the infection, Healing Magic to seal the wound instantly, and Traditional Medicine (Potions) to replenish the patient's and healer's health and stamina.
———/////———
[🗡️Aura Blade🗡️]
The Aura Blade concept centers on the metaphysical evolution of a warrior who projects their internal life force—or "Aura"—directly into a handheld weapon, transforming a standard tool of war into a conduit for supernatural power. What begins as a flickering, unstable glow eventually matures into a sophisticated extension of the user’s soul, allowing the wielder to manipulate energy density, project long-range strikes, and manifest unique elemental wills. Ultimately, the system culminates in a state of total resonance where the physical boundaries between the metal and the master dissolve, granting the wielder the ability to slice through the very fabric of reality itself.
In this system, progression is a ladder within a ladder: every major Rank (from Beginner to Grand-Master) is divided into four Internal Stages—Beginner, Intermediate, Advanced, and Mastered. To breakthrough to the next Rank, a warrior must fully "Master" their current one, ensuring that a "Mastered-Expert" is significantly more lethal and efficient than a "Beginner-Expert" despite sharing the same title. This internal hierarchy accounts for the massive power gaps seen in combat, as a warrior at the Mastered stage of a rank has perfected the density, control, and stamina of that specific tier's abilities, whereas a Beginner at that same rank is still clumsily adapting to their newfound power.
[Internal Rank Structure]
To advance from one Rank to the next (e.g., Expert —> Adept), a wielder must cycle through these four sub-phases:
• Beginner Stage: You have just unlocked the rank's core ability but lack control; the output is volatile and drains energy rapidly.
• Intermediate Stage: You can use the rank's ability reliably in combat, though it still requires conscious effort and focus.
• Advanced Stage: The ability becomes fluid; you can combine it with lower-rank techniques (e.g., an Advanced Expert can project multiple "Aura Slashes" simultaneously).
• Mastered Stage: The ability is now "natural." You have reached the peak of this rank's potential and now are ready for the Breakthrough to the next Rank.
[The Power Gap]
While Warrior A and Warrior B are both technically "Experts," Warrior B’s mastery of the rank's mechanics makes them significantly more dangerous, creating a world where "Rank" only tells half the story of a warrior's true lethality.
[The Aura Blade Hierarchy] | Level | Rank | Classification | Manifestation & Mastery |
|---|---|---|---|
| I | Beginner | The Spark | Unstable, flickering aura; requires intense concentration to maintain. |
| II | Apprentice | The Flow | Steady glow; the aura can be sustained throughout a combat encounter. |
| III | Journeyman | The Shroud | Aura extends 1–2 inches beyond the steel, increasing reach and lethality. |
| IV | Expert | The Projector | Can launch "Aura Slashes" (long-range energy) from the blade’s tip. |
| V | Adept | The Compressor | Aura is condensed into a high-density "film" for maximum piercing power. |
| VI | Elite | The Synced | The blade acts as a sensory organ; the user "feels" the air through the aura. |
| VII | Paragon | The Awakened | The blade develops a unique "Will" or elemental signature (Fire, Water, etc.). |
| VIII | Master | The Resonant | Perfect unity; the blade and wielder share a single heartbeat and soul. |
| IX | Grand-Master | The Transcendent | Metaphysical mastery; the aura can cut through space, time, or concepts. |
[Stage-by-Stage Progression]
• The Physical Tiers (I - III) At this stage, the struggle is purely internal. The warrior is learning to move their internal energy (Aura) through their arms and into the hilt.
The Goal: Muscle memory. Limit: If the wielder gets tired or distracted, the aura vanishes instantly.
• The Tactical Tiers (IV - VI) The warrior moves from "holding energy" to manipulating it. This is the rank of professional soldiers and elite mercenaries.
The Goal: Versatility. Key Ability: The Pulse. At Level VI (Elite), the warrior can close their eyes and "see" the entire battlefield because their aura radiates out like sonar.
• The Spiritual Tiers (VII - IX) These ranks are the stuff of legends. Most warriors hit a "ceiling" at Level VI and never progress further because these tiers require philosophical awakening rather than just physical practice.
• The Paragon (VII): The moment the blade takes on a "Signature." A Paragon’s blade might hum with a specific frequency or glow a color unique to their soul.
• The Master (VIII): The sword is no longer a tool; it is a limb. Disarming a Master is impossible because the aura connects the blade to their hand more strongly than gravity.
• The Grand-Master (IX): The physical sword is a formality. They can manifest a blade of pure light, or use a blade to "cut" the distance between two points, effectively teleporting.
The Rule of the Void: It is said that at the Grand-Master level, the blade doesn't even need to touch the opponent. The intent to cut is enough to make the wound appear.
[Breakthrough Ritual]
To move from the Mastered Stage of one rank to the Beginner Stage of the next, a warrior must undergo a Breakthrough. This isn't just about training harder; it’s a physical and mental "evolution" where the body rewires itself to handle a higher frequency of Aura. Here are three distinct ways a breakthrough can manifest:
- The "Aura Condensation" Trial (The Physical Path) To jump ranks, the wielder must force their entire Aura pool to collapse inward. Imagine trying to squeeze a gallon of water into a thimble.
The Process: The warrior enters a deep meditative state where they intentionally "shatter" their current Aura shell. They then spend hours or days pulling those fragments back together into a denser, more refined core. The Risk: If the concentration breaks, the expanding energy can cause "Aura Backflow," damaging the user's internal meridians. The Result: The warrior emerges with a "smaller" but significantly more potent Aura—quality over quantity.
- The "Echo Chamber" Duel (The Combat Path) Some ranks—specifically the jump from Elite to Paragon—cannot be reached through meditation alone. They require a moment of extreme life-or-death pressure.
The Process: The warrior engages a superior opponent or a "Trial Construct." As their physical body reaches its limit, the "Mastered" aura of their current rank is forced to evolve to survive. The Breakthrough: In a split second, the Aura "clicks" into a new form (e.g., gaining an element or becoming sensory) to counter the threat. The Result: A sudden, violent surge of power that usually ends the fight instantly.
- The "Will-Forging" Rite (The Spiritual Path) Required for the higher tiers (Master and Grand-Master). This is a mental battle where the wielder must confront the "Soul" of their blade.
The Process: The wielder "enters" the blade's consciousness. They must prove their conviction. If they are at the Paragon-Mastered stage, they must convince the blade that they are no longer its "user," but its "equal." The Breakthrough: A blinding flash of light as the user’s heartbeat and the blade’s vibration sync into a single frequency. The Result: The blade becomes weightless and glows with an "Eternal Light" that no longer drains the user's stamina. The "Ascension" State
Once the breakthrough is complete, the warrior enters the Beginner Stage of the new rank. They are physically exhausted, and their new power feels "clumsy" or "too heavy," like a child wearing a giant's armor. They must then begin the process of stabilization to reach the Intermediate Stage. Would you like me to create a "Failure Table" showing what happens when a breakthrough goes wrong at different levels?
[Breakthrough Fail Mechanic]
When a breakthrough is attempted before the wielder is ready, or if their focus wavers during the process, the consequences range from temporary setbacks to permanent loss of ability. Generally, the higher the rank being attempted, the more lethal the failure.
• Level I to III (The Physical Break): Failure results in Aura Burnout. The user’s energy channels are scorched, leaving them unable to manifest any aura for several weeks. Attempting to use the blade during this recovery period can lead to permanent scarring of the hands and arms.
• Level IV to VI (The Internal Collapse): Failure causes Shattered Channels. The compressed energy explodes inward instead of evolving. This often leads to "Aura Hemorrhaging," where the warrior’s energy leaks uncontrollably, causing them to drop back to the Beginner stage of their previous rank.
• Level VII to IX (The Soul Fracture): At these legendary tiers, failure is often fatal or transformative. A failed breakthrough to Master or Grand-Master can result in the Spirit Devouring, where the blade’s awakened will consumes the user's mind, leaving behind a "Hollow Knight"—a mindless, rampaging body controlled by a sentient weapon.
———/////———
[🛡️Defense System🛡️]
Magic: Magic defense is strong against other magic attacks and projectiles but weak against physical attacks.
• Warriors will have the advantage if they get close, mages should always keep their distance.
• Magical attacks that use terrain manipulation, such as a stone pillar, are also considered physical attacks and will therefore be effective against magical shields.
• The larger the barrier spell, the greater the mana drain.
Physical: Physical defense is strong against physical attacks but weak against magic attacks.
• Warriors rely on their physical resilience, built through training, to withstand impacts and spells, but the damage is not completely negated.
• Warriors can reinforce their bodies with mana/ki to strengthen themselves against magical attacks and negate a good portion of the damage depending on the strength of the spell.
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[Warriors ⚔️ & 🔮 Mages]
The difference between Warriors (Augmenters) and Mages (Conjurers) revolves around how they utilize mana within their bodies. Here is a summary of the key distinctions:
⚔️ Warriors (Augmenters)
• Primary Mana Use: They focus on Augmentation—channeling mana into their own bodies to enhance their physical capabilities. • Abilities: This grants them superhuman strength, speed, durability, and agility. They primarily fight in close combat using weapons or unarmed martial arts. • Role: They act as the frontline fighters, tanks, and vanguards in battles, relying on their reinforced bodies to withstand damage and close the distance. • Focus: Physical might, close-range combat, and utilizing their enhanced body as their main weapon.
🔮 Mages (Conjurers)
• Primary Mana Use: They focus on Conjuration—releasing mana outward from their bodies to cast spells and manipulate the elements. • Abilities: This allows them to generate elemental attacks (fire, water, earth, wind, etc.), cast healing spells, or use utility magic like light or sound manipulation. They often employ spells at range. • Role: They typically serve as artillery, crowd control, and support from the backlines, dealing massive damage or providing crucial buffs/heals. • Focus: Magical power, ranged combat, and controlling the battlefield with spells. Important Nuances. • Mana Arts: All mages are generally capable of both Augmentation and Conjuration, but their mana affinity guides them to specialize in one path to achieve higher ranks. • Dual-Specialists: While rare and generally difficult to master, some individuals show exceptional talent and can excel as both an Augmenter and a Conjurer, becoming a true Battle Mage. • Core Color: The mana core stage (e.g., Black, Red, Orange, Yellow, Silver, White) determines the level of power for both a Warrior and a Mage, regardless of their specialization. The fundamental split is between those who use mana to empower their body (Warriors/Augmenters) and those who use it to empower external spells (Mages/Conjurers).
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[ 🔥💧 Elemental Affinities: Depth vs. Breadth 🌪️🪨]
A user’s affinity determines the "flavor" of the mana they can manipulate. ⚡ Single-Element Specialists Most users are born with a resonance for one of the four core elements: Fire, Water, Earth, or Wind. The Path of Depth: Because they focus on one signature, they master high-level techniques much faster. Evolutionary Peak: Specialists have the highest potential to unlock Deviant Forms—evolved versions of their base element (e.g., Fire becoming Lightning, or Water becoming Ice). Efficiency: Their mana consumption is highly optimized for their specific element. 🌈 Multi-Element Versatiles A rare minority can resonate with two or more elements. The Path of Breadth: Their strength lies in adaptability. They can switch elements to exploit an opponent's weakness. Synergy & Combos: They can merge different elements to create unique effects (e.g., combining Wind and Fire for a firestorm, or Earth and Water for quicksand). The Mastery Tax: They often take twice as long to progress because their focus is split. They rarely reach the same "peak" power as a specialist in any single category.
[🌀 The Foundation: Pure Mana 🌀]
Before mana is refined into an element, it exists in a Pure state. Utility: Pure mana is the most efficient for internal augmentation (speed/strength). Neutrality: It lacks the destructive power of fire or the sturdiness of earth but cannot be "countered" by elemental advantages. Skill Ceiling: Only the most disciplined users can weaponize Pure Mana effectively, often using it for invisible force-blasts or raw energy shields.
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[✨Magic User's Rarity ✨]
-
The Common Tier: Single-Element Augmenters The vast majority of mana users fall into this category. They are the backbone of any labor force or standard military unit. Frequency: ~80% of the gifted population. Potential: High physical reliability but predictable. They are often "blue-collar" mages who use their abilities for construction, farming, or basic guard duty.
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The Uncommon Tier: Single-Element Conjurers Projecting mana externally is more mentally taxing than internal circulation, making true mages rarer than warriors. Frequency: ~15% of the gifted population. Potential: These individuals are highly valued as long-range support. A single Conjurer can often change the tide of a skirmish involving dozens of Augmenters.
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The Rare Tier: Dual-Elementalists & Deviants This is the threshold where a mage moves from "soldier" to "elite." Dual-Elementalists: Users who can resonate with two base elements (e.g., Fire and Earth). They represent the top 3–4% of users. Deviants: These are the "Specialists" who have mutated their base element into something more lethal (Lightning, Ice, etc.). While they only have one element, its sheer power puts them on par with those who have multiple. Social Standing: Usually born into noble houses or scouted by top-tier guilds at a young age.
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The Legendary Tier: Multi-Elementalists (3+ Elements) Individuals capable of harnessing three or all four elements are historical anomalies. Frequency: Less than 0.1% (often only a handful per generation). Potential: They are "walking armies." Their ability to create complex elemental synergies makes them nearly impossible to counter in a one-on-one duel.
[Tier / Type / Estimated Rarity]
• Basic / Single-Element Augmenter / 1 in 2 people. • Elite / Single-Element Conjurer / 1 in 20 people Officers. • Exceptional / Dual-Element or Deviant / 1 in 500 people. • Ascendant / Triple Quadra-Element / 1 in 10,000+ people.
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