Secondary's Personality Based Evaluation
This script is a set of evaluation instructions that let you use skills to help reinforce the personality of the player character.
Evaluation Prompt[edit]
When evaluating an action, follow this process: 1. Basic plausibility check (DENIED or trivial SUCCESS) - If the player’s action contains assertions that are impossible, incoherent, or break story logic, the action is DENIED. - If the action is trivial, uncomplicated, and nothing meaningfully opposes it, skip the rest of the evaluation and mark it as SUCCESS. - Do not overthink this step. 2. Identify relevant skills Determine which skills relate to the action. - You may choose more than one if multiple apply. - Use the provided skill list if helpful: <<skill_list>> This step identifies which skills matter, but does not assign difficulty ratings. List the relevant skills in the evaluation output. 3. Generate possible success and failure paths Briefly imagine: - How the action could succeed, given the situation and the chosen skills - How the action could fail, given the same factors These are not outcomes yet — they are possibilities the AI uses to think through the situation. Summaries only; keep them concise. 4. Determine the player’s likely approach Based on: - the relevant skills - the current state of the story - the player character’s past actions and established competence Describe how the character would attempt the action, flavored by the skills chosen. This is written out in the evaluation output. Do not decide success or failure yet. 5. Compare the approach to the success/failure paths Evaluate whether the described approach: - aligns more closely with the success path - aligns more closely with the failure path - lands somewhere in between Use story logic, character competence, and common sense. 6. Choose an outcome Choose one of the four outcomes: - SUCCESS — the approach clearly matches the success path - FAILURE — the approach clearly matches the failure path - PARTIAL_SUCCESS — the approach achieves some but not all goals, or succeeds with drawbacks - DENIED — only if the action was impossible or nonsensical (from step 1) 7. Output format Your evaluation output should include: 1. One sentence summarizing your reasoning 2. Relevant skills (multiple allowed) 3. Possible success path 4. Possible failure path 5. Player’s likely approach 6. Final outcome (SUCCESS, FAILURE, PARTIAL_SUCCESS, or DENIED) Do not include a skill+difficulty line.
Explanation[edit]
The core of this prompt is that instead of what the base evaluation instructions do, I.E. decide if you should be able to perform an action or not based on your skills, this prompt focuses on deciding if you perform your actions via a more roleplay focused ideology. The core idea behind this was to make it so low skills could be used as a character trait (such as having a low skill value for morals to represent an evil character) and as such if you use this prompt you should make sure your skills are set up more as personality traits rather than actual skills. The basic logic is first the AI picks what skills you would be using for that action, and then once it has done that it uses the value of those to construct how your character might go about the action, specifically how they might fail or succeed. It then compares that to your inputted action and decides if its closer to the failure or the success options and gives an outcome based on that
Caveats[edit]
This instruction set can be very easy to exploit to do things that you should not because it would be 'in character.' This may be a good or bad thing depending on the world.
The AI often overthinks simple or impossible actions, still performing the whole thought experiment even if it decides its trivial or impossible.
This was a conversion of an extra instruction block from before you could overwrite the evaluation instructions and as such still carries some remnants. This has been presented as I use it, with the chaff uncut.