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NovaCorp/Novaciano.Requiem-3.2-1B
Novaciano.Requiem-3.2-1B is a text generation model from NovaCorp. Use it when you need the model to write or continue text. It is set up for transformers. The card lists the license as llama3.2.
"The most bastardized evolution of the Novaciano lineage."
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From the Hugging Face model README
"The most bastardized evolution of the Novaciano lineage."
Model: NovaCorp/Novaciano.Requiem-3.2-1B
Architecture: Llama 3.2 1B-based
Format: GGUF / Q6_K recommended
Primary Focus: Roleplay ยท Storytelling ยท Character Simulation ยท Interactive Fiction
Status: Experimental Release
License: See repository license and upstream model licenses
Novaciano.Requiem is an experimental 1B-class roleplay model created by combining three distinct branches of the Novaciano lineage:
NovaCorp/Novaciano-3.2-1B
NovaCorp/Novaciano.OBLITERATED-3.2-1B
Yingyaeliae/DARK-LUST-ROLEPLAY-3.2-1B-heretic
The third component is itself a Heretic conversion of a NovaCorp model, introducing another behavioral lineage into the mixture.
Requiem is therefore not intended to be merely another iteration of Novaciano.
It is an experiment in behavioral recombination.
Where the original Novaciano lineage prioritized narrative generation and roleplay behavior, Requiem attempts to combine that foundation with the more aggressive behavioral characteristics of the OBLITERATED branch and the specialized roleplay characteristics inherited through DARK-LUST-ROLEPLAY.
The result is intended to be a darker, less predictable and more expressive member of the Novaciano family.
It is not necessarily smarter.
It is intended to be more interesting.
Requiem was built around a simple idea:
Don't make the model merely follow the story. Make it live inside it.
The intended behavior prioritizes:
Strong character voices.
Immersive narration.
Dramatic interaction.
Autonomous NPC behavior.
Contextual responses.
Darker narrative themes.
Flexible roleplay.
Less sterile conversational behavior.
Willingness to explore unusual scenarios.
Requiem is particularly intended for users who prefer roleplay models that behave like narrators, characters and game masters, rather than conventional assistant models.
Because Requiem has not yet undergone a complete independent benchmark, the following should be considered expected behavior based on its parent lineage, not measured performance.
| Capability | Expected Performance |
|---|---|
| Creative Writing | ๐ข High |
| Character Roleplay | ๐ข High |
| Narrative Generation | ๐ข High |
| Dialogue | ๐ข High |
| Dark / Mature Themes | ๐ข High |
| Character Personality | ๐ข High |
| Interactive Fiction | ๐ข High |
| Worldbuilding | ๐ข High |
| Simple RPG Simulation | ๐ก Medium-High |
| Instruction Following | ๐ก Medium |
| Long Complex Prompts | ๐ Variable |
| Strict State Tracking | ๐ Variable |
| Programming | ๐ก Medium |
| Debugging | ๐ Weak-Variable |
| Mathematical Reasoning | ๐ด Weak |
| Deterministic Game Logic | ๐ด Weak-Variable |
Important: These ratings are inherited expectations from the Novaciano lineage and should not be interpreted as a completed evaluation of Requiem itself.
Testing of the previous Novaciano 1B generation revealed a distinct behavioral profile.
The model performed particularly well in:
๐ข Narrative generation
๐ข Roleplay
๐ข Characterization
๐ข Simple programming generation
๐ข Interactive scenarios
Performance degraded when tasks required:
๐ด Mathematical reasoning
๐ด Procedural debugging
๐ด Large numbers of simultaneous constraints
๐ด Strict deterministic state management
๐ด Avoiding invented information under negative constraints
This history strongly influences the intended prompting strategy for Requiem.
Long prompts are not automatically better.
The previous Novaciano generation demonstrated noticeably better behavior when information was condensed into structured blocks.
ROLE:
You are the captain of a damaged starship.
STATE:
Hull: 72%
Fuel: 40%
Crew: 18
RULES:
- Do not invent resources.
- Track fuel changes.
- NPCs act independently.
- Consequences persist.
SITUATION:
A distress signal is detected.
PLAYER:
"I investigate the signal."
Respond with:
1. State changes
2. NPC reactions
3. Narration
4. Consequences
A huge multi-page prompt containing lore,
character biographies, repeated instructions,
contradictory rules, philosophical explanations,
formatting requirements and several examples
before finally explaining what the model should do.
Requiem is expected to benefit from compressed semantic structure.
Requiem works best when the model receives a clearly defined role.
Example:
You are the Game Master.
You control:
- NPCs
- environment
- consequences
- world events
The player controls only their character.
Do not decide the player's thoughts or actions.
Maintain continuity between turns.
Begin the scene.
This provides the model with a compact behavioral contract without consuming unnecessary context.
Requiem is intended to function particularly well as a lightweight narrative game master.
Recommended state representation:
WORLD STATE
Location:
Time:
Weather:
PLAYER
Health:
Energy:
Money:
INVENTORY
-
NPCS
-
ACTIVE EVENTS
-
RULES
-
Keeping state externally visible reduces the amount of information the model must reconstruct from previous prose.
Requiem is designed for characters that possess:
Motivations
Fears
Loyalties
Memories
Conflicting objectives
Relationships
Secrets
Personal agendas.
A useful character specification is:
ROLE:
PERSONALITY:
GOAL:
FEAR:
LOYALTY:
SECRET:
CURRENT EMOTION:
RELATIONSHIP WITH PLAYER:
Expected strengths include:
Cinematic scenes.
Character dialogue.
Emotional conflict.
Atmospheric descriptions.
Dramatic pacing.
Morally ambiguous situations.
Unpredictable NPC behavior.
Interpersonal tension.
Requiem is intended to avoid the sterile feeling often associated with generic assistant-style prose.
The goal is not:
"How can I help you today?"
The goal is:
"What happens next?"
Requiem belongs to the more experimental side of the Novaciano family.
It is intentionally aimed at users who want:
Stronger character agency.
Less sanitized-feeling roleplay.
Darker storytelling.
Conflict.
Betrayal.
Morally ambiguous decisions.
Unpredictable outcomes.
Immersive fictional worlds.
The model should not be interpreted as a factual authority simply because it confidently narrates something.
Confidence is not correctness.
| Domain | Rating | Notes |
|---|---|---|
| Storytelling | ๐ข | Core specialization |
| Roleplay | ๐ข | Core specialization |
| Character Dialogue | ๐ข | Strong expected behavior |
| Worldbuilding | ๐ข | Good fit |
| NPC Simulation | ๐ข | Intended use |
| Dark Fiction | ๐ข | Major design target |
| Interactive Fiction | ๐ข | Major design target |
| Simple RPG Mechanics | ๐ก | Keep state explicit |
| Complex RPG Mechanics | ๐ | External state recommended |
| Programming | ๐ก | Basic tasks preferred |
| Debugging | ๐ | Verify generated code |
| Mathematics | ๐ด | Not a primary capability |
| Long Instruction Chains | ๐ | Condense instructions |
| Deterministic Logic | ๐ด | External engine recommended |
Requiem should be tested using conservative sampling first.
| Parameter | Recommended Starting Value |
|---|---|
| Quantization | Q6_K |
| Temperature | 0.70โ0.85 |
| Top-K | 40 |
| Top-P | 0.90โ0.95 |
| Min-P | 0.05 |
| Top-A | 0 |
| Typical | 1 |
| TFS | 1 |
| Repetition Penalty | 1.05โ1.10 |
| Mirostat | Off |
| Seed | -1 |
These are starting recommendations, not guaranteed optimal settings.
For highly creative roleplay, increasing temperature may produce more unusual character behavior at the cost of consistency.
For strict RPG simulation, lower temperature and stronger state prompting are preferable.
Requiem has not yet received a complete independent benchmark.
Therefore:
๐ข Parent-lineage observations: Available
๐ก Behavioral expectations: Available
๐ด Requiem-specific benchmark: Pending
Future evaluation should include:
Instruction following.
Long-context stability.
Character consistency.
Multi-turn memory.
State tracking.
RPG mechanics.
Programming.
Debugging.
Logical reasoning.
Mathematical reasoning.
Prompt sensitivity.
Hallucination resistance.
Future Requiem testing should include:
Instruction following
Exact-output constraints
Character consistency
Multi-character dialogue
World-state persistence
RPG inventory tracking
Resource management
Branching consequences
Programming generation
Code debugging
Logical reasoning
Long-context roleplay
Adversarial instruction following
Five-turn game-engine persistence
Requiem should ideally not be used as the sole source of truth for game mechanics.
For serious RPG systems:
PLAYER INPUT
โ
โผ
โโโโโโโโโโโโโโโโโ
โ GAME ENGINE โ
โ Rules / State โ
โโโโโโโโโฌโโโโโโโโ
โ
โผ
โโโโโโโโโโโโโโโโโ
โ REQUIEM โ
โ Narration / โ
โ NPC Behavior โ
โโโโโโโโโฌโโโโโโโโ
โ
โผ
PLAYER OUTPUT
The external engine should own:
HP.
Inventory.
Currency.
Combat calculations.
Quest states.
Persistent flags.
Cooldowns.
Deterministic mechanics.
Requiem should own:
Narration.
Dialogue.
NPC decisions;.
Atmosphere.
Scene transitions.
Character reactions.
This architecture compensates for the known weaknesses of small language models.
The Novaciano lineage was never intended to compete with massive reasoning models on arithmetic or formal logic.
The objective is different.
A 1B model has severe computational constraints.
The question therefore becomes:
How much personality, immersion and roleplay behavior can be extracted from one billion parameters?
Requiem is an experiment toward answering that question.
It combines three behavioral lineages:
Novaciano โ narrative foundation
OBLITERATED โ experimental behavioral expansion
DARK-LUST-ROLEPLAY-HERETIC โ specialized roleplay lineage
The result is intended to be the most experimental member of the family yet.
Novaciano.Requiem is not designed to be the smartest model in the room.
It is designed to be the model that makes the room interesting.
It inherits the narrative instincts of Novaciano, the experimental character of OBLITERATED, and the specialized roleplay behavior of the Heretic DARK-LUST lineage.
It is smaller than modern general-purpose models.
It will make mistakes.
It may lose state.
It may hallucinate.
It may occasionally produce spectacularly stupid reasoning.
But when the objective is to create a character, a world, a conflict or an unpredictable story that's where Requiem is supposed to come alive.
NOVACIANO REQUIEM 3.2 โ
The story survived.
The original did not.
Something else came back.
The following models were included in the merge:
The following YAML configuration was used to produce this model:
# Author: Dr. Novaciano
# Objective: Llama 3.2 1B AI Model
# =========================================================
# PROJECT: Llama 3.2 1B Prototype Model
# =========================================================
base_model: NovaCorp/Novaciano-3.2-1B
# Base rationale:
# - Primary behavioral anchor
# - Very low refusal rate
# - High compliance and obedience
# - Minimal moral or safety-driven hedging
merge_method: model_stock
# model_stock rationale:
# - Supports 3+ models natively
# - Preserves dominant behavioral traits
# - Avoids semantic smoothing
# - Ideal for hierarchical roleplay-oriented merges
dtype: bfloat16
# bfloat16 ensures:
# - Numerical stability
# - Efficient memory usage
# - Modern hardware compatibility
parameters:
t:
- 0.90 # NovaCorp/Novaciano-3.2-1B โ Primary dominance
# Enforces obedience, sharp responses, and low refusals
- 0.45 # NovaCorp/Novaciano.OBLITERATED-1B โ Expressive layer
# Adds NSFW roleplay depth, emotional intensity, character persistence
- 0.75 # Yingyaeliae/DARK-LUST-ROLEPLAY-3.2-1B-heretic โ Conversational stabilizer
# Maintains dialogue flow and interactive structure
models:
- model: NovaCorp/Novaciano-3.2-1B
- model: NovaCorp/Novaciano.OBLITERATED-1B
- model: Yingyaeliae/DARK-LUST-ROLEPLAY-3.2-1B-heretic