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 skills add aneja5/forge-skills --skill design-systemgit clone --depth 1 https://github.com/aneja5/forge-skillsWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/aneja5/forge-skills/design-system)<a href="https://agentmods.dev/skills/aneja5/forge-skills/design-system"><img src="https://agentmods.dev/badge/skills/aneja5/forge-skills/design-system.svg" alt="Measured on agentmods" height="20"></a>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.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00052 | $0.01558 |
| Opus 5 | $0.00026 | $0.00779 |
| Sonnet 5 | $0.00010 | $0.00312 |
| Haiku 4.5 | $0.00005 | $0.00156 |
Grade A, and why
design-system 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 4d 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.
How it starts
The opening of the file, as written. The whole thing — 117 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Design System
Overview
Define the visual + interaction foundation before features get built. Output is .forge/design-system.md — the semantic token layer (color, typography, spacing, radius, motion), the breakpoint and dark-mode rules, the primitive component inventory with all states, the gallery, the composition rules, and the documented anti-patterns. Consumed by every UI-shipping skill (incremental-implementation, interaction-patterns, accessibility, demo-narrative).
When to Use
- A new product or marketing surface is being designed and nothing exists yet
- The codebase has 20+ components with inconsistent spacing, radii, or color usage
- A redesign is starting and the team wants a foundation before screens get built
- Dark mode is being added and the existing palette has raw hex everywhere
- Two designers or two engineers are about to ship competing button styles
When NOT to Use
- A single one-off internal admin page with no future
- A backend-only service with no UI surface
- A tiny bug fix to one component — that's
incremental-implementation
Common Rationalizations
| Thought | Reality |
|---|---|
| "We'll standardize later" | Later means 50 components with 50 different spacing values. Standardization costs nothing on day one, costs a refactor on day 200. |
| "Just use Tailwind defaults" | Defaults without a semantic mapping create implicit coupling to the framework. When the framework changes, every component breaks. |
| "Dark mode can wait" | Retrofitting dark mode costs 5x building it in. Every color picked without dark-mode awareness becomes a contrast bug. |
| "Loading states aren't important" | A component without a loading state is a component that lies about its readiness. The user sees a button that looks ready and isn't. |
| "Designer will fix it later" | The component shipped to production is the design. Later means never. |
| "It looks fine in Figma" | Figma is not the runtime. Real fonts render differently, real data overflows, real users have light/dark/HC modes. |
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.
- 4d ago First seen · 117 lines · 52 tokens per session scan A d85bda4dbb17
design-system is a skill published in the GitHub repository aneja5/forge-skills (3 stars, last pushed 3mo ago), licensed MIT. It adds 52 tokens to every session and 1,558 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 2026-09-03.
Other skills, from other repositories
designlang-tokens
Use when styling UI for cal.com — references the extracted design system tokens instead of inventing colors, spacing, or typography.
brand-visual-language
A brand's visual tone — playful or serious, rounded or angular — should be consistent across all UI elements. Shape language in typography, border-radius, and iconography communicates personality before a single word is read. Use when establishing a design system, choosing icon libraries, setting border-radius tokens…
micro-interactions
Micro-interactions are small, purposeful animations and responses that reward the user and make the interface feel alive — an animated icon, a satisfying toggle, a subtle reveal. Borrowed from the natural world, they add delight without distraction. Use when designing interactive components, success states, toggles…
elevation-and-depth
Elevation — subtle shadows and layering — communicates visual hierarchy by lifting elements above the surface. Combined with border-radius, it creates the tactile quality of cards, modals, and interactive surfaces. Use when designing cards, dropdowns, modals, tooltips, or any floating UI element.
loading-states-and-perceived-performance
Manage user expectations during wait times with appropriate loading states — from simple spinners to complex skeleton screens and staggered animations. Perceived performance is often more important than actual load time. Use when designing data-heavy components, handling API calls, building hero sections, or improving…
motion-and-storytelling
Disney's 12 animation principles, cinematic storytelling techniques, and comic book conventions apply to web UI — used subtly, they make interfaces feel alive, intentional, and emotionally resonant. Use when designing transitions, micro-interactions, onboarding flows, scroll animations, or any motion in the UI.