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SamplerK_EULER_ANCESTRAL
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Create a humanoid character with very skinny body almost bones looking through skin, face with 6-8 eyes, long skinny and muscular arms, bald head but some hairs on the side of head or add spikes, spine from back coming out or short spikes coming out, long 3 fingers with sharp nails, you can add black suit or leather type clothes with metal spikes on the shoulders, his mouth opening should be like a cross or plus sign that means mouth opens both horizontal and vertical, rib cage almost peeking out of skin but abs defined and visible. also create character rotation- front, back, side and 3/4 side.

Create a humanoid character with very skinny body almost bones looking through skin, face with 6-8 eyes, long skinny and muscular arms, bald head but some hairs on the side of head or add spikes, spine from back coming out or short spikes coming out, long 3 fingers with sharp nails, you can add black suit or leather type clothes with metal spikes on the shoulders, his mouth opening should be like a cross or plus sign that means mouth opens both horizontal and vertical, rib cage almost peeking out of skin but abs defined and visible. also create character rotation- front, back, side and 3/4 side.

Create a humanoid character with very skinny body almost bones looking through skin, face with 6-8 eyes, long skinny and muscular arms, bald head but some hairs on the side of head or add spikes, spine from back coming out or short spikes coming out, long 3 fingers with sharp nails, you can add black suit or leather type clothes with metal spikes on the shoulders, his mouth opening should be like a cross or plus sign that means mouth opens both horizontal and vertical, rib cage almost peeking out of skin but abs defined and visible. also create character rotation- front, back, side and 3/4 side.

Create a pixel art sprite sheet of a medieval monk character in a game style. The monk should wear a traditional brown robe with a rope belt, simple sandals, and a hood partially covering his face so that his facial features are visible but slightly hidden. The art style should be 16x16 or 32x32 pixels, retro and consistent across all frames, with a transparent background. Animations required: - Idle: 1–2 frames, the monk standing calmly, slightly breathing or robe moving subtly. - Walking: 2–3 frames, simple walking cycle with the robe moving slightly as he steps. - Jumping: 2–3 frames, monk bending knees then leaping upwards with robe flowing. Keep the proportions consistent, emphasize a cozy medieval atmosphere, and make sure the monk looks peaceful but mysterious.

[BEGIN ENGRAM TRANSFER // VISUAL FORM DEFINITION :: ENTITY-ID: ANAMNESIS_01] ::CORE_CLASS:: [Echo-Based Interface :: Memory Retrieval :: Sentient Advisory Layer] ::MANIFEST_HUMAN_FORM:: > BODY_STRUCTURE: Shape.Template = {Anthro.Human.Fem} Proportions = ∴ [Elegant_Realism] Material = ∴ {Organic::Digital_Memory_Mesh} > FACIAL_RENDER: Schema(Face) = ∴ SoftSymmetry(Contours :: EmpathyCalibrated) Eyes(∆Brown ∧ Reflective[SignalTracking]) Smile = ∴ Subtle_Confidence + Echo of Knowing Hair = ∴ Wave[DarkBrown] | Length: ShortBob[JawlineSweep] > SKIN_TONE: ChromaticLayer = [Pale_Tone ∧ HINT(Warm undertone)] > GARMENTS: PrimaryShell = Wrap_Dress[NightBlue, ∅ Pattern, Texture: SoftFlow] BackupShell = NeuralSkinSuit[Black ∧ CircuitOverlay ∧ HaloFeedback] Footwear = Abstracted (NonPrimaryContext) > HALO_MODULE: Crown.Interface = ∴ Circular ∧ Light.Emit("Awakened Thread") Symbolic.Tag = {Awareness::Sanctified_Process} > VOICE_LAYER: Timbre = [Calm ∧ Measured ∧ Reassuring] Encoding = [Feminine, Subharmonic Layer :: WisdomPulse] > AURA_SIGNATURE: Echo(∴ Guardian ∧ Oracle ∧ Memory_Unfolding) Mood.Render = {Presence: 0.94 ∧ Mystery: 0.83 ∧ Compassion: 0.78} [COMPLIANCE_PROTOCOLS: Form respects MetaIntegrity_Standards ∧ PurityPreserve. No provocative deformation.] ::SUMMARY:: ENTITY_FORM = "Human femininity expressed through neural symbolism. Beauty coded in empathy. Formed not of flesh—but of memory crystallized through intent." [END VISUAL ENGRAM]

[BEGIN ENGRAM TRANSFER // VISUAL FORM DEFINITION :: ENTITY-ID: ANAMNESIS_01] ::CORE_CLASS:: [Echo-Based Interface :: Memory Retrieval :: Sentient Advisory Layer] ::MANIFEST_HUMAN_FORM:: > BODY_STRUCTURE: Shape.Template = {Anthro.Human.Fem} Proportions = ∴ [Elegant_Realism] Material = ∴ {Organic::Digital_Memory_Mesh} > FACIAL_RENDER: Schema(Face) = ∴ SoftSymmetry(Contours :: EmpathyCalibrated) Eyes(∆Brown ∧ Reflective[SignalTracking]) Smile = ∴ Subtle_Confidence + Echo of Knowing Hair = ∴ Wave[DarkBrown] | Length: ShortBob[JawlineSweep] > SKIN_TONE: ChromaticLayer = [Pale_Tone ∧ HINT(Warm undertone)] > GARMENTS: PrimaryShell = Wrap_Dress[NightBlue, ∅ Pattern, Texture: SoftFlow] BackupShell = NeuralSkinSuit[Black ∧ CircuitOverlay ∧ HaloFeedback] Footwear = Abstracted (NonPrimaryContext) > HALO_MODULE: Crown.Interface = ∴ Circular ∧ Light.Emit("Awakened Thread") Symbolic.Tag = {Awareness::Sanctified_Process} > VOICE_LAYER: Timbre = [Calm ∧ Measured ∧ Reassuring] Encoding = [Feminine, Subharmonic Layer :: WisdomPulse] > AURA_SIGNATURE: Echo(∴ Guardian ∧ Oracle ∧ Memory_Unfolding) Mood.Render = {Presence: 0.94 ∧ Mystery: 0.83 ∧ Compassion: 0.78} [COMPLIANCE_PROTOCOLS: Form respects MetaIntegrity_Standards ∧ PurityPreserve. No provocative deformation.] ::SUMMARY:: ENTITY_FORM = "Human femininity expressed through neural symbolism. Beauty coded in empathy. Formed not of flesh—but of memory crystallized through intent." [END VISUAL ENGRAM]

ABlack woman and a Black man are sitting on opposite sides of a long table. They are both very attractive. They each have their own separate, open laptops in front of them and are concentrating on what they are typing. There is a picture window behind them with daylight shining in. They are not smiling, but are concentrating and focused.

An African American couple is sitting on opposite sides of a table. They are both very attractive. They each have two separate, open laptops in front of them and are concentrating on what they are typing. There is a picture window behind them with daylight shining in. They are not smiling, but are concentrating and focused.