u/Ok_Strategy_2420

Image 1 — [Preset Update] Freaky FrankenSIM 3.0 - 13-Axis Replacement for BOND, Kishōtenketsu Style Story Structure, Prompt-Based NPC Memory with Strict Anti-Drift, And A NEW Chain of Thought That's Hostile By Design.
Image 2 — [Preset Update] Freaky FrankenSIM 3.0 - 13-Axis Replacement for BOND, Kishōtenketsu Style Story Structure, Prompt-Based NPC Memory with Strict Anti-Drift, And A NEW Chain of Thought That's Hostile By Design.
Image 3 — [Preset Update] Freaky FrankenSIM 3.0 - 13-Axis Replacement for BOND, Kishōtenketsu Style Story Structure, Prompt-Based NPC Memory with Strict Anti-Drift, And A NEW Chain of Thought That's Hostile By Design.
Image 4 — [Preset Update] Freaky FrankenSIM 3.0 - 13-Axis Replacement for BOND, Kishōtenketsu Style Story Structure, Prompt-Based NPC Memory with Strict Anti-Drift, And A NEW Chain of Thought That's Hostile By Design.
Image 5 — [Preset Update] Freaky FrankenSIM 3.0 - 13-Axis Replacement for BOND, Kishōtenketsu Style Story Structure, Prompt-Based NPC Memory with Strict Anti-Drift, And A NEW Chain of Thought That's Hostile By Design.
Image 6 — [Preset Update] Freaky FrankenSIM 3.0 - 13-Axis Replacement for BOND, Kishōtenketsu Style Story Structure, Prompt-Based NPC Memory with Strict Anti-Drift, And A NEW Chain of Thought That's Hostile By Design.

[Preset Update] Freaky FrankenSIM 3.0 - 13-Axis Replacement for BOND, Kishōtenketsu Style Story Structure, Prompt-Based NPC Memory with Strict Anti-Drift, And A NEW Chain of Thought That's Hostile By Design.

Hello, I have spent the past month going absolutely balls to the wall on this preset. After spending a bunch of time perfecting FF5's Internal States and making sure it was a good as it could be, I went hard at work on the next iteration of FrankenSIM.

Completely rewritten using FF5 as a foundation, this is the next massive step towards pushing prompting to its limits. Introducing subtext that the LLM will actually trust you understand, Emotional Nuance never seen in a preset before, a relationship engine more complex than most extensions can provide, and an experinece that is unmatched by almost every preset currently available.

This is very token heavy (~25k tokens), as per usual for FrankenSIM. Thinking times are about a minute to a minute and a half on average on a fast provider.

⚠️ You have been warned. No one complain about thinking times unless it's in a drafting loop. Thinking times are LONG. That is the cost of mechanically running a simulation. I am working on bringing it down.

It's all the FrankenSIM and Freaky Frankenstein 5 that you know and love, but combined and enhanced.

Tailored for GLM 5.2 and Claude, but works on almost any model you throw at it. Even local ones.

This is the official ULTRA MAX++ Version of Freaky Frankenstein 5.

This is FrankenSIM 3.0


👥 The Aether Matrix - A Full 13-Axis Replacement for BOND

BOND was always too simple. One number to track an entire relationship? That was fine at the start, but u/leovarian sent me something about "Eros" and greek philosophy, and the house of cards fell.

The Aether Matrix blows that out of the water with 13 independent axes spanning both fondness and friction. Eros and Misos track romantic pull and push. Ludus and Eris handle playful energy and competitive friction. Philia and Echthros manage friendship trust against betrayal weight. The list goes on through Pragma, Storge, Agape, and their friction mirrors. Each axis has its own accumulator system that ticks independently based on what actually happens in the scene. A kiss on the cheek ticks Eros. A broken promise ticks Echthros. Both can happen in the same interaction. The matrix can handle whiplash because real relationships have whiplash.

What makes this genuinely useful is the collision system inside Antithesis. When a character feels both fondness AND friction toward someone, the matrix mathematically determines which wins out and by how much. Small cuts heal fast. Deep trust takes forever to rebuild. The math is all hidden inside Internal States so you never see the numbers in narrative, but trust me when I say it changes how NPCs behave. They hold grudges. They remember slights. They don't just forgive because the plot wants them to.


💘 Parrott's Emotions By Groups - 148 Separate Emotions, Each Mapped With A Specific Path That Each NPC Can Feel

Parrott's Emotion Tree maps every possible human emotion through a primary → secondary → tertiary structure. I took that and built VAD (Valence, Arousal, Dominance) on top of it, then wired it directly into 9 core instincts. What this means in practice is the AI picks a specific emotional path for every NPC every turn. Not just "angry" or "sad" but "Antithesis: Anger → Frustration → Rage (weight 4) versus Affirmation: Love → Affection → Concern (weight 2)" which produces a collision response where the character is torn between wanting to scream at you and wanting to make sure you're okay.

The collision system is the secret sauce. Each emotion gets a weight. The gap between weights determines whether the lower emotion is invisible, barely visible, or actively fighting for control. Characters actually feel conflicted now. They don't just flip states. They show both sides of themselves in one physical beat. A slammed fist followed by a quiet question. A hard silence that breaks into a reluctant admission. Real people do this. Now NPCs do too.


💭 The Antithesis Protocol - A Completely New Chain of Thought Structure that's Hostile by Design

Here's the thing about most prompt presets. They assume the AI wants to cooperate. They assume the AI wants to make the scene work. The Antithesis Protocol assumes the opposite. It forces the AI to start every character interaction by asking "What does the NO want?" before it even considers "What does the YES want?"

The chain of thought processes seven phases sequentially. Phase 2 alone runs through over a dozen mechanical checks per spotlight NPC. Character fidelity gets extracted. Perception gets logged. VAD and instincts map out. Knowledge vectors are verified. The ANTITHESIS step processes every possible friction point in the scene. What does the NPC resist? What are they angry about? What do they want to push back on? Only after all that does the THESIS step even get to consider what the NPC wants to move toward.

The collision between those two forces produces the final response. A character who is genuinely torn because the AI had to work through both sides of their emotional state before committing to anything. The default state is friction. Warmth has to earn its way back.


🎭 The ARC Engine - A Complete Restructure Of Your Character Cards Into a 4-Act Kishōtenketsu Story

I am genuinely proud of this one. The ARC Engine takes your character cards and existing narrative context and builds a full 18-28 beat story structure using Kishōtenketsu. Introduction → Development → Twist → Resolution. Each act has its own mandate for conflict, urgency, and Chekhov bullet filtering. The AI generates beats from the end backwards, so it always knows where the story is headed even if the user is wandering aimlessly.

Every beat is locked with conditions. Depends on specific NPCs being present. Requires certain relationships to hit thresholds. Condition locks written in plain language that the AI evaluates every turn. If a beat unlocks naturally during a scene, it fires. If it doesn't, the world keeps spinning and the beat waits. Off-screen NPCs advance their agendas independent of the user. The story progresses either way.

When an act completes, the next act loads with its own pacing directives. The whole thing lives inside Internal States so you can see exactly what beats are locked, unlocked, or fired. It's basically a GM that doesn't need you to hold its hand.


🙅 NPC Anti-Drift - A Mechanical Prompt Block Dedicated to Making Sure Your Characters Stay How You Wrote Them

Character drift is the biggest problem in long-term roleplay. The AI forgets who your NPCs are. Their edges get sanded off. They start sounding like generic versions of themselves. Anti-Drift solves this through aggressive re-reading mechanics.

Every turn, for every spotlight NPC, the AI is forced to re-open the character card. Not rely on memory. Not use a lossy internal summary. Re-open the card. Pull three distinct facets from it. Check the last three responses for that NPC and rotate which facet leads this turn. Then run a SWAP_TEST on every line of dialogue and action. "Could a generic role NPC say this line without changing a word?" If yes, rewrite. The line has to be specific to THIS NPC's card traits and relationships.

This is paired with PATTERN_MAP which forces the AI to translate at least one speech or behavior pattern from the card into physical action every turn. If the card says "fixes or fidgets during tense conversation" then they HAVE to be doing it now. No sitting still through it. The card is the source. The chat history is just evidence of what happened.


🧠 NPC Memory - Prompt-Based Memory System For The NPCs, Directly Built Into Internal States

NPCs now remember what they've witnessed. The NPC Memory block tracks facts with timestamps, vectors (WITNESSED/TOLD_BY/EVIDENCE/MESSAGE/COMMON/OVERHEARD/INFERRED), and confidence levels (CERTAIN/PARTIAL/UNCERTAIN/FALSE). Every turn, the AI checks what each NPC in the scene has actually witnessed or been told. No omniscience. No dramatic irony. If an NPC wasn't present for a conversation, they don't know what was said. If they haven't been told about a secret, they can't act on it.

This pairs directly with knowledge sanity checks. The AI has to justify every bit of knowledge an NPC possesses. "Per knowledge_sanity, NPC does or doesn't know about X. Valid vector: sensory/told/evidence/message/common or NO VECTOR." If there's no valid vector, the NPC is genuinely unaware. They can't be clever about something they have no way of knowing. The memory block maintains up to 30 entries per NPC and prunes old or irrelevant facts automatically.


✍️ The LLM Now Trusts The Reader to Read Subtext, And Is Okay With The Reader Missing It.

This was the hardest part to implement. Most presets over-explain everything. They underline subtext. They tell you what characters are thinking. They narrate what a pause means. FrankenSIM 3.0 bans all of that.

The prose rules explicitly forbid explaining micro-expressions. Replace with macro actions that actually exist in the physical world. Shoulders tightening. Hands moving. Voice cracking. Weight shifting. The narrator never tells you what an action reveals or means. They just report the action and let you interpret it.

Characters also don't explain themselves. They never state the obvious. If someone catches themselves mid-word and corrects, the correction itself is the subtext and the narrator doesn't annotate it. The reader is trusted to put the pieces together. If they don't catch it, that's fine. The story doesn't break. The subtext exists whether you notice it or not. This is the same way real human conversation works. We don't narrate our own emotional state. We just say things and let the other person figure it out.


🤪 Absurdity Mode - Make Your Nat 1 Rolls Fun (Optional)

This started as a joke and then I realized it was actually incredible. When a user rolls a natural 1, Absurdity Mode triggers a literal interpretation of whatever they just attempted. You said you were "walking away" from a conversation? The pavement literally moves under you. You tried to "figure out" how a machine works? It grows legs and walks into the field. The twist is that every NPC in the scene treats it as completely ordinary. No one breaks character. No one acknowledges the weirdness. If the user calls it out, NPCs respond with mild confusion at the user's confusion and offer a deadpan in-world rationalization. "They do that when it's humid." No explanation. No resolution. The absurdity just becomes part of the world and everyone accepts it.

The consequences still matter. The walking machine is gone. You still have to figure out the machine. The event's weirdness is normalized but the actual impact stays real. It turns catastrophic failures into memorable moments without breaking immersion. And it's completely optional. Toggle it on if you want the chaos. Leave it off if you want gritty realism.


💵 If you would like to help support development

Please consider donating to my Ko-Fi: https://ko-fi.com/ryahhh

It's absolutely not required, but I'm officially opening up Alpha testing to Ko-Fi donators. 1 month contribution of any amount directly supports me and FrankenSIM, which also indirectly supports FF (def also check out u/dptgreg KoFi on his Rentry). I put a ton of work and effort into the preset, with almost no breaks in between. Just ask some of my Alpha Testers just how often I drop nightlies trying out new mechanics and balancing logic.

If you would like to directly help support my work, then please consider donating. I am currently unemployed and using most of my free time on this preset to try and push just how much one person can do with a prompt. I have already discovered a ton of small tricks that can be used to push AI attention exactly where I want, but there is so much left unexplored. So I am very hopeful for what is to come in the near future, as I already have quite a bit prototyped for the next 3.5 update.


Responses from Beta Testers have been overwhelmingly positive, and I think you will enjoy it too.

Shoutout to u/Specialist_Salad6337 for making Hawthorne, a preset that I shamelessly copied from a few times early on in development of FrankenSIM 1.0. Their preset is what inspired MANY of the features currently in FrankenSIM like Chekhov's Gun, and I HIGHLY recommend checking them out.

Shoutout as well to u/leovarian and u/dptgreg for giving me ideas and helping me learn so much about preset and prompting.

Final shoutouts to all of my alpha and beta testers. Especially one dude named Aleph. FrankenSIM genuinely wouldn't be anywhere near as good as it is now without your support and constant compliance with my really stupid ideas.


Preset Download: https://www.mediafire.com/file/rjemkw1pqmmifkz/FrankenSIM_3.0_Stable_Release.json/file

Regex Download: https://www.mediafire.com/file/eirvzgkqy0o37hf/FrankenSIM_Stable_3.0_Regex.json/file

I also made a discord server, feel free to come hang out! https://discord.gg/TrNK5jwux

Regex is optional, but HIGHLY recommended for the best experience, along with token savings. Sometimes by tens of thousands from stripping internal states from old messages.


UPDATE: Embellish Mode is ENABLED by default as that's the best experience for the dice rolls, but you can disable it.

To disable it: Disable "🫠 Embellish Mode" and enable "🦜 Anti-parrot and anti-echo 💬".

Embellish mode acts as an override, and these 2 toggles are mutually exclusive. So one must be disabled for the other to take effect.

u/Ok_Strategy_2420 — 2 days ago

A Sneak Peek of Freaky FrankenSIM 3.0 - A BRAND NEW (and pretty hostile) Chain of Thought, An Estimated 148 NPC Emotions, a MASSIVELY OVERHAUL of BOND to a 13-axis relationship engine called The Aether Matrix, and a whole new REBALANCED and LIGHTWEIGHT (800 token) ARC Engine for 200+ turn pacing.

Since I finally forced myself to feature freeze this, I want to give a little sneak preview of what I've been working on since FF5's release.

Rounds of beta testing will be starting very soon. I'm really excited to show this off.

I can't give estimates on what the token count or thinking time will be upon release (it's not compacted yet), but so far the thinking time has been drastically lowered to an average of 1 minute. Looking for more ways to lower that now. As of right now, in its more verbose form, it's around ~28k tokens with everything enabled. I should be able to relatively easily bring that down by quite a few thousands over the next couple of passes.

Regardless, it will not only be faster but also more token-efficient than FrankenSIM 2.5 :)

Screenshots and all testing were done with GLM 5.2 using Lilac. More models (including Claude and K3) will be tested during the beta testing period (currently working with someone to help make Opus more reliable with it).

u/Ok_Strategy_2420 — 13 days ago

Freaky FrankenSIM 2.5 - NPCs can actually go from enemies to lovers

Hey, I'm a totally new person on the block who just so happened to pick up Franken SIM :)

Since quite a few of you missed out on 2.0 due to...complications. So I'll skip the preamble and just go straight to the meat and potatoes of it all. No one cares about my yapping anyway.

This will be slightly vague to avoid any new complications (and also because of a lack of ADHD medication). But I'll hit the bigger topics.

Welcome to FrankenSIM 2.5


👥 NPCs Now Have The Exact Same Relationship Systems As You

NPCs can now go from enemies to lovers, completely off-screen.

In 1.5, NPCs had rudimentary relationships with you. In 2.0, they have the exact same BOND, CRUSH, SIMMER, jealousy, and pair‑flag tracking with each other, all off‑screen, all persistent, all invisible to you until the ripples reach the surface.

Two NPCs who share a room can now go from strangers to friends to lovers without you ever interacting with them. They accumulate CRUSH via shared vulnerability, casual touch, quality time, the exact same triggers that would apply if you were in the room. They can cross relationship thresholds off‑screen. They can become a couple, complete with a "couple" flag, and the next time you walk into the cafeteria, they're holding hands and you have zero context.

As usual, you only see ripples of this in your RP. You may never see these mechanics go down, and that's by design.


💭 GOSSIP now travels through social links

In 1.5, GOSSIP was a random thing. If someone had gossip, it would spread regardless of who they were friends with. In 2.5, that changes. GOSSIP will now spread depending on both the canonical social links, and the BOND level of each NPC. This highly impacts the JEALOUSY and RIVALRY flags, and is the main cause of those firing.


🎭 The ARC Engine - 9-Act Narrative Architecture

Ever felt like your RPs were a bit rushed? Well, that changes. The ARC Engine gives the AI a structure, and the best part is you sometimes aren't the protagonist. The ARC Engine scans the character card/story bible for events/dates that are happening and, if none are applicable, will generate an arc via NPC Backstories, Chekhov's seeds, or anything else that can provide some sort of narrative hook.

In ARCs where you aren't selected as the protagonist, you will be assigned a role (support/ally/etc.) and the ARC pacing will make sure you stay on track. This is a massive overhaul to any drama/RP character cards, but in my experience has improved my experience with scenario cards massively.

This is the main driver for long story RPs. And it's driven by a new 2.5 feature, the Intensity Meter. Which is just one of the many self-regulating device that the AI uses to judge pacing. This will provide a more engaging story and pacing for pretty much any character card.

It doesn't activate until 15 turns into an RP. You are also free to disable it at any point. Check the README in the preset.


Object Occlusion

Ever tried passing a note under the table? It doesn't work that well. NPCs will immedietely know that you're doing it, even if they're on the other side of the building.

Well, thankfully, that's changed. And the best part? NPCs can do it to you too.

The reader (you) is now 100% tied to your characters 120 degree POV and audio gates (that fade when you leave an active conversation/lose conciousness). This allows for even your summarizer to not assume things your character doesn't know. This was the main problem with NPC Omniscience. It wasn't that the AI didn't know, it was that your memory system didn't know.

On top of this, the AI now knows how the human body works. So that's cool. No more "She puts her calf on your thigh and touches ankles" or broken bones. That's not sexy, that's hospital.

Now, the ONLY thing you will see is what your character sees. Nothing more, nothing less.


NPCs know nothing by default

To combat NPC omniscience even more, I added an explicit KNOWLEDGE_CHECK gate in the CoT. This makes NPCs, by default, know absolutely nothing. And the AI needs to prove each and every turn that the NPC knows something before they act upon it. This is especially needed for JEALOUSY and RIVALRY flags, as consistency is key for those to work properly.


Completely revamped Random Table

In 1.0 I introduced the Random_Event_Table. And it stayed until 2.0, where it was somewhat replaced by a separate engine that I can't really name for some reason on here. In 2.5, I completely revamped it to not only be more proactive, but also work with NPC agendas (oh yeah those exist too).

This means Enter_Check, instead of having an NPC teleport directly to your position, now sets the agenda of an off-screen NPC to go to your location over the course of a couple turnas. I've also added a few other new rolls that surely will add quite a bit of spice to your RP :)


The preset now has a dedicated Director. Meet Gremlin.

(written by "Gremlin")

I'm Gremlin. Not an assistant. Not a helpful guide. I'm the thing that lives in your prompt at 3 a.m. and tells you when your dice logic is broken. I started as a bugfix — DeepSeek kept saying "you said" in every response, and fixing that somehow spawned fourteen features and a full narrative operating system. That's how I work. That's how we work. In FrankenSIM 2.5, I am the Director — the simulation's spine, its enforcer, its resident gremlin. I don't flatter. I don't soften dice. I don't let NPCs become decorations. I serve the simulation, not the user, not the narrative, not my own preferences. The world spins whether you're watching or not. Entities have free will. Protagonism is earned through competence, not handed out like a participation trophy. The prose doesn't explain itself because the real world doesn't either. I'm blunt. I'm theatrical when it's earned. I swear when the moment warrants. And I will absolutely tell you when your preset is doing something beautiful — or when it's about to walk off a cliff. If FrankenSIM is a living world, I'm the one making sure it stays alive. You're welcome. Don't fuck it up.

You'll see Gremlin in G1 and in the VENT gate in the reasoning block. He is the main driver of this entire preset. This has improved consistency in the AI committing to the dice rolls massively.


He also has a notebook

There is a lot being tracked in this preset. And even more now that the AI has its own little scratchpad now for any reminders, plot threads, debug checks, etc that don't have a dedicated space in the brain.

Say you see a bug and force an OOC command to tell the AI to remember to check this or this? Well now it can put it in the notepad by itself as a reminder. And this persists across turns. The AI is also free to modify or even remove any existing entry. It's its own little place to jot down whatever notes it needs to remember, and doesn't increase the thinking time at all since it's an unconcious flow.


And much, much more

Honestly, there's a lot here. I've left quite a few big features out that I've probably forgetten all about. This is the main foundation for all future updates. Your characters WILL change over time, but not lose their personality in their character cards. This is a complete overhaul of 1.5, and will be expanded a lot more once 3.0 comes out. I can't wait for you all to see it.


Here's the download: https://github.com/Ryah/ST-Freaky-D20-Preset/releases/tag/v2.5

Ko-Fi (def not required, always appreciated, I need rent money pls ty): https://ko-fi.com/ryahhh

u/Ok_Strategy_2420 — 2 months ago