generate-outline
Generate a summary.yaml and outline.json for a Choose Your Own Adventure book from a user's concept. This creates the inputs needed for the write-adventure skill.
Generate a summary.yaml and outline.json for a Choose Your Own Adventure book from a user's concept. This creates the inputs needed for the write-adventure skill.
Create weapons for World of Darkness games. Handles melee weapons (swords, clubs, knives), ranged weapons (firearms), and thrown weapons (knives, axes, spears). Designs mechanically balanced weapons with appropriate difficulty, damage, concealability, and type-specific stats. Triggers: create a weapon, design a gun, stat up a sword, WoD weapon, need stats for [weapon].
Debug Fujian Mahjong game state issues. Use when game state is inconsistent, tiles are missing/duplicated, turns are stuck, or multiplayer sync issues occur.
A simple example skill that demonstrates basic skill structure
Graphical and UI/UX design improvements for SvelteKit browser games, including layout, typography, color systems, HUD design, visual polish, and dynamic effects. Use when asked to redesign or enhance a Svelte game's visuals, to improve readability or aesthetics, to add motion/animation polish, or to audit/iterate on UI using Playwright MCP snapshots.
Advanced 3D features including VoxelLayer, PointCloudLayer, weather effects, daylight simulation, glTF model imports, and custom WebGL rendering. Use for volumetric data, LiDAR visualization, and immersive 3D experiences.
The Arcanean World Architecture System - create internally consistent universes using the Seven Pillars framework, from geography to magic systems to cultures, ensuring rich worlds that feel lived-in
Maintains consistency in Arcanea world-building, including academy systems, magical mechanics, character lore, and narrative coherence across the fantasy multiverse platform
This skill should be used when creating a new Daggerheart campaign, establishing world tone and themes, selecting or building a campaign frame, or reframing an existing adventure. Campaign frames provide pitch, tone, themes, community/ancestry/class guidance, principles, distinctions, inciting incidents, and special mechanics for a particular type of story.
Game type templates for Flame Engine - RPG, Platformer, Roguelike starter code
Flame Engine core fundamentals - components, input, collision, camera, animation, scenes
Configure SceneView environment settings including shadows, lighting, backgrounds, underground navigation, and elevation modes. Use for realistic 3D visualizations.
Create an interactive educational MicroSim using the p5.js JavaScript library with distinct regions for drawing and interactive controls. Each MicroSim is a directory located in the /docs/sims folder. It has a main.html file that references the javascript code and the main.html can be referenced as an iframe from the index.md. The metadata.json contains Dublin core metadata about the MicroSim.
Create Libraries (collections of magical texts) for Mage: The Ascension 20th Anniversary Edition. Libraries contain Grimoires and serve as research resources. Requires grimoire-creator for individual text design and mage-rules-reference for faction lookups. Triggers: create a library, design a book collection, M20 library, chantry library.
Build comprehensive memory context from World Weaver for current task
Create Crossy Road style isometric voxel art using AI-Native CAD. Use this when users request creating voxel characters, vehicles, buildings, or scenes with the CAD system. This skill teaches how to use CAD MCP tools (glob, read, edit, write, lsp, bash) instead of standard file tools.
Create Wonders (magical items) for Mage: The Ascension 20th Anniversary Edition. Handles Talismans (multi-power), Artifacts (single-power), Charms (one-use), and Periapts (Quintessence storage). Requires mage-rules-reference for Sphere/Resonance lookups and rote-creator for power design. Triggers: create a wonder, design a talisman, M20 magical item, enchanted object, create an artifact.
Implement fluid drag-and-drop interactions with physics-based animations.
This skill should be used when working on Bevy game engine projects. It provides specialized knowledge for Bevy's Entity Component System (ECS) architecture, component-driven design patterns, system ordering, UI development, build strategies, and common pitfalls. Use this skill when implementing game features, debugging Bevy code, designing component architectures, or working with Bevy's UI system.