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.
npx agentmods add skills/1a7432/loreweaver/skill-forgenpx skills add 1A7432/loreweaver --skill skill-forgegit clone --depth 1 https://github.com/1A7432/loreweaverWhat 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.
| Model | Per session | Once 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 |
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.
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.
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.
- 3d ago First seen · 42 lines · 52 tokens per session scan A 378b418cd461
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.
Other skills, from other repositories
particles
Use this skill when creating particle effects in Phaser 4. Covers ParticleEmitter, emission zones, death zones, particle properties, textures, gravity wells, and particle movement. Triggers on: particles, emitter, particle effect, explosion, fire, smoke.
web-games
Web browser game development principles. Framework selection, WebGPU, optimization, PWA.
develop-web-game
Use when Codex is building or iterating on a web game (HTML/JS) and needs a reliable development + testing loop: implement small changes, run a Playwright-based test script with short input bursts and intentional pauses, inspect screenshots/text, and review console errors with rendergametotext.
gameobject-component-destroy
Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.
ship-web-games
Package, deploy, and verify a playable Three.js or web game. Use for release builds, asset delivery, private/public deployment, production smoke tests, browser proof, release notes, rollback readiness, and cleanup of temporary QA resources.
unity
Compile, test, and drive Unity for this repo's C# packages (unity/core, jint, quickjs, clearscript) and the two Unity projects (tests/, kitchen-sink/). Use when a change touches C# under unity/, when Unity test results are needed, when a rendering snapshot has to be checked or regenerated, or when the app has to be…