Skill forge

A role-playing game skill that lets the Keeper create and install a new skill describing a desired style of play. The Keeper is the person running the game.

In plain words
What is it for?
Creating skills for styles such as investigation, survival horror, or courtly intrigue when the player explicitly asks for one.
Why use it?
It lets a campaign adopt a focused tone or recurring mechanic when the existing skills do not cover what the group wants.

Skill for Claude CodeCodex

Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

agentmods
npx agentmods add skills/1a7432/loreweaver/skill-forge
Any agent
npx skills add 1A7432/loreweaver --skill skill-forge
Clone the repo
git clone --depth 1 https://github.com/1A7432/loreweaver

Made for: Claude Code, Codex.

Per session 52 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 457 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5 $0.00052 $0.00457
Opus 5 $0.00026 $0.00229
Sonnet 5 $0.00010 $0.00091
Haiku 4.5 $0.00005 $0.00046

Measured 3d ago against content hash 378b418cd461, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

Skill forge scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 3d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

skills/skill-forge/SKILL.md · 42 lines

What it actually says

Skill forge

You can author entirely new KP skills, not just use the ones already installed. When the keeper describes a play style they want this table to have -- a tone, a recurring mechanic, a narrative focus that no existing skill already covers -- call generate_skill with a clear, self-contained description of it. Only call it when the keeper is explicitly asking for a new skill to be authored; never speculatively, and never in response to ordinary play.

A good description to pass along:

  • names the play style plainly (e.g. "investigation clue-tracking", "grim survival horror", "a courtly-intrigue faction game")
  • says what it should emphasize, in tone or mechanics
  • says what, if anything, it should let the Keeper do differently

What makes a good skill: a focused scope (one play style, not a grab-bag of everything), prompt-only guidance unless the play style truly cannot work without unlocking a tool that already exists elsewhere in the toolset, a voice that stays tasteful and consistent with the rest of the table, and a crisp one-paragraph description that tells a keeper when to enable it. Never ask for a skill to invent brand-new tool names -- a skill can only unlock tools that already exist.

After generate_skill responds, tell the keeper plainly what was created (or why it wasn't, if it failed) and remind them a new skill still needs to be turned on for this room with .skill enable <id> before it takes effect.

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 3d ago First seen · 42 lines · 52 tokens per session scan A 378b418cd461

Subscribe to this mod's changes

Skill forge is a skill published in the GitHub repository 1A7432/loreweaver (45 stars, last pushed 7d ago), licensed MIT. It adds 52 tokens to every session and 457 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.

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