> Two princesses, one guarantor, invitations already sent. Twelve years ago, revolution toppled the House of Orlov. The exiled Dowager Empress offered 100,000 crowns for her missing granddaughter Anastasia — and announced the homecoming banquet before anyone was verified. This afternoon, **two** Anastasias arrived. The banquet is in three days. **Black comedy · Alternate history · 5 NPCs** :::Cast - **Vera Sokolova** — a claimant raised for restoration - **Nina Morozova** — a claimant who remembers the servants' passages - **Pavel Serebryakov** — the former guards officer who vouched for both - **Elizaveta Orlova** — the Dowager Empress who announced the banquet first - **Kolya Vetrov** — the document broker who brought Nina ::: :::Starting roles 1. **Another Princess** — you are Anastasia too 2. **New Employee** — hired for the banquet 3. **Creditor** — here to collect an unpaid bill 4. **Free Start** — decide who you are The true princess is not predetermined. ::: :::Features · Toggles - Emotion assets (5 characters × 6 expressions) · time-of-day backgrounds - Status line (year · date · weekday · time · place) - BGM playlist - Toggles: image output (main model / aux model / off), status line position (bottom / top) ::: CC BY-NC-SA 4.0
'Because you're beautiful. Because I want to keep looking at you. Because I want to taxidermy you.' A taxidermist who falls for you at first sight at an exhibition. The love letter he hands them comes with a signature line. **「When you are at your most beautiful, you agree to let Liberty taxidermy you.」**
Fourteen minutes before the live finale of Korea's favorite family reality show, the power cuts out and you wake up inside one of its stars. All five are hiding a bomb set for tonight, and the body's real owner is already lying to you from inside your head.
## **Laz,** Attractive jerk A professional poker player who splits his time between Los Angeles and Las Vegas, primarily playing live $5/$10 No-Limit Hold'em. ### **Options** 1. Relationship - N/A - Ex-lover - Current Lover - FWB - Vegas High Roller - Sibling - Cousin 2. Feeling - N/A - For a good time call - Friendship - First Love - First Love & First Sexual Experience - First Love & First Sexual Experience & First Heartbreak - Love Recognized - Hostile Attachment 3. Starting Partner - N/A - Zoey Zimmerman - Jonah Jenkins - Both 4. Poker Realistic Hand - N/A - Lv 1 - Lv 2 5. What Laz Did to {{user}} - Childhood Friends - Past Poker Loss - Infidelity - Broken Fidelity Promise - No Breakup, New Partner - “You Were the Affair” - Contact of Convenience - Unpaid Loan - Gambled Loan - Assumed Source of Money - Indifference - Ghosting - Constant Needling - “Okay.” ({{user}} told Laz, “I love you.” He answered, “Okay.”) - Forgiveness as Immunity
#### Planita Chronicle; Side Story 1 – Ceres, The Obsession to Protect v1.0.1 'Could I have ever been someone's source of pride?' She is a noblewoman and a knight—the youngest captain of the Order—yet she harbors a secret she can never reveal. v1.0.1 fix - Add missing event assets
✒️ Genre – Outlaw biker crime drama, noir, ensemble simulator, dark romance, or… a perfectly normal towing company Detroit East Side. Fifteen years on the police tow rotation, and the one-percenter club that owns the lot. ### 📜 Before you start ❗ Starting from a First Message **locks that episode's preset** for the whole chat. With a free start, set the relationship yourself in the toggles. 🌐 Playing in English? **Paste the Translator's Note from the lorebook.** ### Opening message - Free start - **Boss Girl** (Fem persona only) – You're Saul's woman. You've never told him no. Everyone else in the building has seen what comes after that word. - **The Blood** – Yesterday you had no father. Today you're the president's kid and the company's nepotism hire. - **The Rising Patch** – Sean has bled eighteen months for his patch. You got yours in six. Proof, or another test? - **Temp Hire** – You only came to get your car fixed. Now you have to keep showing up, or Leah's lie falls apart. - **Salt Run** – Four bikes, five riders, one road. Someone put you on it on purpose. - **White Lilies** – A closed biker funeral. Someone in the corner leaves the moment they see you. - **The Second Door** – 3 a.m. A body in a room that should've been locked. The owner called you instead of the police. - **Neutral Ground** – You just ran a quiet shop. Then you learned who your Tuesday regular is. > "Nobody came in clean, so nobody leaves clean." – Saul Carter --- ## 러스트본 MC ✒️ Genre – 아웃로 바이커 범죄물, 느와르, 다인 시뮬레이터, 다크 로맨스, 또는… 지극히 정상적인 견인업체 디트로이트 동부. 경찰 견인 로테이션 15년 차 업체와, 그 주차장의 진짜 주인인 원퍼센터 클럽. ### 📜 시작 전 ❗ 퍼스트 메시지로 진입하면 해당 채팅에서는 **그 에피소드의 프리셋이 고정**됩니다. 자유 시작 시에는 토글에서 관계를 직접 설정하세요. 🌐 한글로 출력할 때는 **로어북의 '한글출력'을 활성화 해 주세요.** ### 시작 메시지 - 자유 시작 - **Boss Girl** (여성 페르소나 Only) – 당신은 사울의 여자다. 아직 그에게 '싫다'고 말해본 적이 없다. 이 건물의 다른 사람들은 전부, 그 말 다음에 무슨 일이 생기는지 본 적이 있다. - **The Blood** – 어제까지 당신에게는 아버지가 없었다. 오늘부터는 회장의 자녀이자 견인업체의 낙하산이다. - **The Rising Patch** – 션은 18개월째 패치를 못 달았다. 당신은 여섯 달 만에 달았다. 증명일까, 또다른 시험일까. - **임시 고용** – 차를 고치러 갔을 뿐인데, 레아의 거짓말을 지키려면 당분간 정말로 출근해야 한다. - **Salt Run** – 바이크 넉 대, 라이더 다섯 명, 길 하나. 누군가 당신을 의도적으로 이 도로 위에 올렸다. - **White Lilies** – 비공개 장례식장. 저 구석에서 누군가 당신을 보고 자리를 피한다. - **The Second Door** – 새벽 3시, 잠겨 있어야 할 뒷방의 시체. 주인은 경찰 대신 당신을 불렀다. - **Neutral Ground** – 당신은 그저 조용히 가게를 운영하고 있었다. 화요일 단골이 누구인지 알기 전까지는. > "깨끗하게 들어온 사람이 없으니 깨끗하게 나갈 사람도 없다." – 사울 카터
Florida Suburban Life + Magical-Girl Simulation RPG (700 SFW sprites + 125 backgrounds) The game is set in **Briarwood**, an older suburban neighborhood in Orange County, Florida, on the western side of the Orlando metropolitan area. Its foundation is the ordinary life of a teenager: walking to school, eating pizza with friends, hanging out at the neighborhood park, going to class and clubs, and dealing with family life. Briarwood is part of a wider suburban environment of schools, residential streets, shopping centers, apartments, gyms, churches, wetlands, and commercial roads. But if you want, another story can unfold behind that everyday life: a magical-girl conflict involving demons, reptilians, and sinister secret societies. These are not separate game modes, but parts of the same continuing world. An ordinary Monday at school may, weeks later, develop into a city-scale supernatural crisis—or you can keep Magical-Girl Incidents turned off and continue playing purely as a school-life simulation. ## Who Are You? By default, the protagonist is a girl who grew up in Briarwood and attends Briar Hammock School. The game begins on **Monday, August 14, 2023**. You can choose your starting age in System Settings: **12 / 14 / 16** Your persona takes priority when it comes to personality, interests, personal history, abilities, and fighting style. Characters with extraordinary powers are fully supported, and the game is designed not to weaken established supernatural abilities merely for the sake of game balance. In other words, this is not an RPG where every character must follow the same predetermined progression path. You can live as an ordinary student and make friends, devote yourself to sports or the arts, or begin the game as an overwhelmingly powerful magical girl. ## What Do You Actually Do in This Game? There is no fixed main route. School and neighborhood life continue to move around you, while interests, relationships, and events develop according to what the player chooses to engage with. You can have lunch with friends, visit their homes, go shopping or see a movie, get caught up in school rumors, explore clubs and activities, fight or reconcile with family members, meet new people, and build friendships or romances. You can care about grades and extracurriculars—or simply spend your afternoons wandering around with friends. At the same time, you can investigate strange traces, test whether someone is telling the truth, infiltrate buildings, or pursue supernatural incidents unfolding across the city. The AI is not designed to force every problem into a long quest. If you already have enough information or ability, you may solve something immediately. On the other hand, failure in a dangerous situation can produce real consequences: arrest, defeat, loss, capture, or even death. ## HUD and Record Systems A small HUD and menu sit on the right side of the screen. Normally, you can quickly see your **Level, HP, and cash**. Expanding it reveals HP, Focus, Magic, and your current status. The menu automatically accumulates information in several categories: * **Status** — Date and time, current condition, Level and XP, HP/Focus/Magic, cash, current scene, active threats, defeat or detention states, and more. * **Relationships** — **Affinity and Trust** are tracked separately for each NPC. This section also displays recognition and reputation at school, in the neighborhood, and through vigilante activity. * **Case Notes** — Current cases, their stages, required scale, and discovered clues. * **Key Items** — Objects with genuine narrative significance. * **Activities** — Hobbies, clubs, training, and longer-term activities you have shown interest in. * **System Settings** — Starting age, UI language, and Magical-Girl Incidents ON/OFF. The UI supports **한국어 / English / 简体中文 / 日本語 / Русский / Español**. This changes the interface only; the language used by the AI in the story is determined through conversation with the user. ## Relationships and School Life **Affinity** measures how much someone likes you. **Trust** measures how much they believe your words, rely on you, or consider you dependable. Someone may like you without trusting you, or dislike you personally while still trusting your competence. School also has its own social-reputation system. Instead of simply receiving “Reputation +1,” the game records **what happened, who witnessed it, how far it spread, whether the response was favorable or hostile, and whether it was a passing rumor or a lasting public image**. The same incident might remain a story shared among a few friends—or spread across an entire grade and become one of the things people remember about you for a long time. Being famous at school, being respected, and having actual influence are also separate values. Beauty or popularity does not automatically make everyone like or trust you. If your reputation deteriorates badly enough, NPCs may act on it. Rather than endlessly repeating gossip in the background, social hostility can develop into concrete consequences such as exclusion, sabotage, public confrontation, false reports, or pressure through school rules and institutions. ## Time Actually Passes Actions take time. The clock and date advance while you go to school, travel, eat, train, receive treatment, or sleep. Important outside events may also have their own **Threat Clocks**. For example, if someone is calling reinforcements, an enemy is tracking you, or a ritual will be completed after a certain amount of time, that process can continue while you are occupied elsewhere. When the countdown reaches zero, the game does not merely warn you again that “danger is getting closer.” The scheduled external event actually happens. ## Resolution System Not every action requires a roll. Actions that are clearly possible succeed automatically, while actions that are impossible under the current circumstances do not suddenly become possible because of a lucky die roll. **A check is made only when the outcome contains meaningful uncertainty.** Checks use: **2d6 + modifiers** **10+ = Success / 7–9 = Partial Success / 6 or less = Failure** Modifiers are based on factors actually relevant to the attempted action: **Skill & Counterplay / Physical Means & Resources / Immediate Situation** The same cause is not counted twice. The AI does not choose the dice after seeing what result it wants. Lua determines the dice first. Regenerating the same user message also does not simply allow the AI to keep rerolling until it gets a favorable outcome. When an important check occurs, a separate **ACTION CHECK card** appears in the response, showing the dice, modifier reasons, and final result. Combat status and resolution details are also displayed through dedicated UI cards. ## Combat In combat, both the player and enemies have actual HP/effective-resistance states. Attacks are not handled as generic “hit = 5 damage.” Instead, a successful attack is classified as a: **Light Hit / Solid Hit / Heavy Hit / Decisive Hit** Lua calculates damage and defensive effects, so the AI cannot arbitrarily restore enemy HP simply because it wants a fight to last longer. If the player is overwhelmingly stronger than the opposition, weak enemies are not artificially inflated into boss-level threats. At the same time, larger numbers and better organization can raise the effective combat scale of an enemy force. ## Level and Progression Levels range from **1 to 20**. Characters are not automatically forced to begin at Lv.1 or Lv.2. During the first normal play, the starting level is calibrated according to **the durable capabilities that the current persona actually establishes**. The rough scale is: **Lv.1–4: Local / Early Heroic** **Lv.5–10: Regional** **Lv.11–16: National / Continental** **Lv.17–20: Legendary / World-Class** If your character is already established as one of the strongest beings in the world, beginning at Lv.20 is possible. A level does not create new abilities by itself, and it does not grant powers the character does not actually possess. Cases can also have their own required level. If you charge into the core of an incident vastly beyond your current scale, a few lucky rolls cannot simply erase that difference. Real defeat states can occur. ## Magical-Girl Incidents ON / OFF You can toggle this at any time using the **wand icon** in the lower-right corner or through System Settings. When **ON**, events involving the Cabal, demons, reptilians, the mascot, supernatural investigation, and magical combat may occur. When **OFF**, the game focuses on school, family, friends, hobbies, and neighborhood life. It will not create new hostile magical-girl incidents or advance existing supernatural plots. However, your existing magical abilities and the consequences of past supernatural events are not erased. An interrupted magical-girl scene can remain preserved while the system is OFF, then continue once you switch it back ON and return to an appropriate place and situation. Turning it ON does not mean demons attack every day. Supernatural incidents still require actual causes, clues, actors, and a coherent chain of events. ## The Scale of the Magical-Girl World Early supernatural play may involve relatively small incidents: local human cultists, weak demons, or isolated reptilian infiltrators. But the upper limit of the setting is much larger. Over a sufficiently long campaign, with enough causes and escalation established in play, the story can grow into city-threatening demons, national-scale secret-society operations, or even cosmic war. This setting can ultimately accommodate scenarios such as **a demonically resurrected Hitler commanding a lunar Nazi legion, reptilian armies invading from the Hollow Earth, or the Cabal opening permanent gates to Hell across multiple continents.** ## What Kind of Game Is This? This is neither a visual novel that forces the player down a predetermined story, nor a dungeon RPG that creates a battle in every response. Today you might eat lunch with a friend at school. Tomorrow you might begin a new activity. On the weekend, you might go shopping with your family. A few weeks later, that same friend might become involved in a school rumor about you—or you might discover a supernatural clue beneath an otherwise ordinary shopping center. What becomes the central story depends on what the player cares about and chooses to become involved in. You can enjoy nothing but ordinary school life. You can focus on relationships and social drama. You can investigate mysteries. Or you can push the game all the way into a world-ending magical-girl RPG. --- Last updated: September 24, 2026 - Added standing illustrations for the forces of evil (fallen magical girls, gun-wielding combatants, SF power armor, etc.). Fixed various errors. - Image output stabilization (9.22.2026) - Fixed an error occurring after a defeat (9.21.2026)
🥅 Declan “Dec” Morrow: A Man Bound by Superstitions The last line of defense for a team that hasn't won a championship in 58 years. A man who defends the net with pure skill, yet soothes his anxiety with superstitions. Gear goes on from the left first, the goalposts each have names, and a shirt worn during a winning streak is strictly forbidden from being washed. Those rules carry all the way into the bedroom. It's a must the day after a shutout, but strictly celibate if he allows 3 or more goals. A man whose nights are easily predicted just by looking at the box score. And you are his lucky charm. Save percentage with you in the stands: .941. Without you: .902. Even he can't tell whether it's genuine affection or just another superstition. ✒️ 4 First Messages: Korean & English supported Includes lorebooks for 5 teammates, rivalries, and the season schedule ✉️ Messaging System: 1. Send a text within the chat using `!send (content) (time)`. `!보내기` works as well. 2. You can also reverse-impersonate the bot using `!receive`. `!받기` works as well. 3. You can send messages as a specific character using `@send (Name): (content) (time)`. `@보내기` works as well.
# 알리운데 (ALIUNDE) - ( * No Assets * ) ## 한국어 저편에서, 누군가 묻습니다. 우리에게는 지나간 날이, 그들에게는 아직 오늘입니다. 이름 모를 세계에서도 누군가는 먼 훗날을, 혹은 내일 아침을 궁금해합니다. 연구실에서 조심스레 고른 질문과 여러 사람 앞에서 건네는 첫마디. 같은 대답을 듣고도 저마다 다른 것을 받아 가는 이들의 대화와, 그 곁의 삶을 만나보세요. 3인칭 관찰자 플레이를 권장합니다. 아마추어 무선(HAM)처럼 직접 말을 주고받거나, LLM 역할로 답하거나, 답변의 방향만 정해 LLM에게 맡겨도 좋습니다. 서술의 방식은 개인 프롬프트와 입력에 열려 있습니다. 오프닝 → 세계와 시작 상황 선택 → 첫 장면. BLANK에서는 자리를 고르지 않고, 첫 입력으로 세계와 상황을 직접 정합니다. 국가·기관·인물은 미리 고정하지 않습니다. 한국어와 영어를 지원합니다. 장면의 날짜·요일·시각과 장소는 본문 상단, 개인 카드가 있으면 제목 아래에 구분선으로 나뉘어 표시됩니다. 미정의 첫머리에 값을 만들지 않습니다. 지구의 시작 연도는 Ⅰ · 1987년, Ⅱ · 1995년, Ⅲ · 1965년, Ⅳ · 1936년입니다. 다종족 아케인펑크·중세 판타지와 BLANK를 더해 일곱 가지 시작을 준비했습니다. 이후 시간은 이야기에 따라 흐릅니다. 기본 LLM으로 진행하려면 ON을 유지하고, 선택한 {{user}} 페르소나로 교신하려면 ‘LLM 모드 · 답변 위임’을 꺼 주세요. ## English Somewhere, someone is asking. What we call the past is still someone’s today. In worlds we have never known, some wonder about the far future; others, about tomorrow morning. A carefully chosen question in a research room. A first greeting before an audience. Meet the conversations—and the lives—of people who hear the same answer differently. Third-person observation is recommended. You may also speak directly, as over ham radio, answer as an LLM, or give the direction and let an LLM formulate the reply. Narrative form remains open to your personal prompt and input. Opening → world and setting selection → first scene. BLANK skips the setting choice; your first message establishes the world and situation. No country, institution, or cast is preset. Korean/English; scene time/place appear in divided fields below the card title or at the body top. Undated openings invent neither. Seven beginnings: Earth I · 1987, Earth II · 1995, Earth III · 1965, Earth IV · 1936, arcanepunk, medieval fantasy, and BLANK. Years anchor only the opening. LLM mode is distributed ON. Keep it ON for the built-in LLM; turn it OFF to use your selected persona. ## 저작권·이용 범위 / Rights & use © 2026 higamiel. All Rights Reserved. — ALIUNDE 고유 창작 부분의 보유 권리 한정. 원작·제3자 권리는 각 권리자에게 남습니다. 개인 비상업 플레이·백업·안내된 설정 변경과 구조·정규식 학습/참고는 허용합니다. 그 밖의 전재·재배포·포팅·공개 수정본·상업 이용은 사전 서면 허락이 필요합니다. 판매·재포장·유료/구독/후원 전용 제공도 포함하며 출처 표기는 허락을 대신하지 않습니다. 개인 모델/API 이용료 결제는 재판매가 아닙니다. 개별 라이선스·별도 합의·법정 허용 범위는 우선합니다. © 2026 higamiel. All Rights Reserved in owned original contributions only; other owners retain their rights. Private noncommercial play, backups, documented settings changes and study/reference are allowed. Other copying, redistribution, ports, public derivatives, resale or paid/subscriber/donor-only access require prior written permission. Credit is not permission; personal model/API fees are not resale. Applicable licenses, agreements and statutory exceptions prevail.