monster-manual
Bestiaire BFRPG avec stats de combat, génération de rencontres et PV aléatoires. Indispensable pour le Maître du Jeu en combat. Contient 33 monstres classiques fantasy.
Bestiaire BFRPG avec stats de combat, génération de rencontres et PV aléatoires. Indispensable pour le Maître du Jeu en combat. Contient 33 monstres classiques fantasy.
Identify strategic options and gameplay patterns from Wardley Maps
Génère des trésors BFRPG par type (A-U). Pièces, gemmes, bijoux et objets magiques. Utilise les tables officielles avec probabilités. Indispensable après un combat victorieux.
Simulate multiple reader personas to score a chapter (爽点/困惑/信息负荷) and propose actionable alternatives.
Looplia writer skill for generating content ideas with personalization. Reads user profile for context. Generates hooks, angles, and thought-provoking questions. Use after media-reviewer to transform analysis into creative content ideas.
Guide for creating effective skills. This skill should be used when users want to create a new skill (or update an existing skill) that extends Claude's capabilities with specialized knowledge, workflows, or tool integrations.
Expert guide for understanding the Local Skills MCP server repository - its structure, architecture, and implementation. Use when exploring this MCP server's codebase, understanding how Local Skills MCP works internally, or contributing to the project.
Use at the start of every session - introduction to the skills system and how to apply skills
Create and edit ShaderGraph and RealityKit material networks in .usda files. Use when manually editing USD ASCII files to build, modify, or troubleshoot materials, shader nodes, and connections for RealityKit.
Build, debug, and optimize RealityKit scenes for visionOS, including entity/component setup, rendering, animation, physics, audio, input, attachments, and custom systems. Use when implementing RealityKit features or troubleshooting ECS behavior on visionOS.
Comprehensive guide for using Local Skills MCP - creating skills in the right locations, understanding skill directories, setup, and configuration. Use when creating new skills, deciding where to save skills, setting up the MCP server, or understanding how skill aggregation works.
Use this skill when working with Playgama Bridge SDK for Godot games. Activates for game development involving cross-platform publishing, advertisements, in-app purchases, leaderboards, or social features using Playgama Bridge in Godot/GDScript.
Design and implement new emotion behaviors, gestures, and semantic performances for the emotive-mascot engine. Use when creating new emotions, choreographing particle movements, or designing multi-step performances.
Guides architectural decisions for Deep Agents applications. Use when deciding between Deep Agents vs alternatives, choosing backend strategies, designing subagent systems, or selecting middleware approaches.
Create distinctive, memorable user interfaces that avoid generic AI aesthetics. Use when designing UI/UX, planning visual direction, or building pages and layouts.
Build prompts for Effect AI using messages, parts, and composition operators. Covers the complete Prompt API for constructing, merging, and manipulating conversations with language models.
Guides architectural decisions for LangGraph applications. Use when deciding between LangGraph vs alternatives, choosing state management strategies, designing multi-agent systems, or selecting persistence and streaming approaches.
Master orchestration skill for Quest Keeper AI development. Use when working on ANY part of Quest Keeper AI - coordinates between frontend (Tauri/React), backend (rpg-mcp), and documentation. Triggers on any mention of Quest Keeper, rpg-mcp, game development for this project, or when referencing the Agents/ folder.
Control Blender for 3D modeling, scene creation, and rendering operations via MCP with PolyHaven, Sketchfab, Hyper3D Rodin, and Hunyuan3D integrations
3D web graphics with Three.js (WebGL/WebGPU). Capabilities: scenes, cameras, geometries, materials, lights, animations, model loading (GLTF/FBX), PBR materials, shadows, post-processing (bloom, SSAO, SSR), custom shaders, instancing, LOD, physics, VR/XR. Actions: create, build, animate, render 3D scenes/models. Keywords: Three.js, WebGL, WebGPU, 3D graphics, scene, camera, geometry, material, light, animation, GLTF, FBX, OrbitControls, PBR, shadow mapping, post-processing, bloom, SSAO, shader, instancing, LOD, WebXR, VR, AR, product configurator, data visualization, architectural walkthrough, interactive 3D, canvas. Use when: creating 3D visualizations, building WebGL/WebGPU apps, loading 3D models, adding animations, implementing VR/XR, creating interactive graphics, building product configurators.