chaos-game-day-planning

chaos-game-day-planning is a skill for Claude Code from dungnotnull/hybrid-harness-chaos-process-prm. It costs 95 tokens per session (2,645 once invoked), scanned A, original, MIT.

A plan for a game day, a scheduled exercise where a team deliberately tests failures in a production-like system and practices responding to incidents. It combines several chaos experiments with coordination, monitoring, and response procedures.

In plain words
What is it for?
Use it to schedule and run resilience exercises, coordinate experiment manifests and team roles, monitor system behavior, and produce an incident-response runbook.
Why use it?
It turns separate failure tests into a coordinated rehearsal, helping teams practice before a real outage. It also makes the required people, safeguards, dashboards, alerts, and risk limits explicit.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the hybrid-harness-chaos-process plugin — 37 skills, 4 commands shipped together

Good fit Use it to schedule and run resilience exercises, coordinate experiment manifests and team roles, monitor system behavior, and produce an incident-response runbook.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/dungnotnull/hybrid-harness-chaos-process-prm/s20-game-day-planning
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.

Any agent
npx skills add dungnotnull/hybrid-harness-chaos-process-prm --skill s20-game-day-planning
Clone the repo
git clone --depth 1 https://github.com/dungnotnull/hybrid-harness-chaos-process-prm

Made for: Claude Code.

Or install hybrid-harness-chaos-process, the plugin that ships this one along with the rest of its 37 skills, 4 commands.

Wrote 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.

agentmods badge for chaos-game-day-planning

README.md
[![agentmods](https://agentmods.dev/badge/skills/dungnotnull/hybrid-harness-chaos-process-prm/s20-game-day-planning/github.svg)](https://agentmods.dev/skills/dungnotnull/hybrid-harness-chaos-process-prm/s20-game-day-planning)
Your own site
<a href="https://agentmods.dev/skills/dungnotnull/hybrid-harness-chaos-process-prm/s20-game-day-planning"><img src="https://agentmods.dev/badge/skills/dungnotnull/hybrid-harness-chaos-process-prm/s20-game-day-planning/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for chaos-game-day-planning

Your own site · 80×15
<a href="https://agentmods.dev/skills/dungnotnull/hybrid-harness-chaos-process-prm/s20-game-day-planning"><img src="https://agentmods.dev/badge/skills/dungnotnull/hybrid-harness-chaos-process-prm/s20-game-day-planning.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 95 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,645 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 1 finding. A grade says what 26 rules found in the file — not that it is safe.
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 5.1 $0.00095 $0.02645
Opus 5 $0.00048 $0.01323
Sonnet 5 $0.00019 $0.00529
Haiku 4.5 $0.00010 $0.00265

Measured 12d ago against content hash 53a2a77e0d78, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

chaos-game-day-planning scanned grade A with 1 finding 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 12d 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.

Makes network callslowCapability

Not a fault in itself. Listed so you know the mod talks to something, and to what.

curl -f <SERVICE>/health # Should be 200
skills/s20-game-day-planning/SKILL.md · 321 lines

How it starts

The opening of the file, as written. The whole thing — 321 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Game Day Planning (s18)

Purpose

Orchestrate comprehensive game days that combine multiple chaos experiments with structured incident response practice, team coordination, and real-time monitoring — transforming chaos engineering from isolated experiments into organizational resilience capability.


Prerequisites

  • All chaos experiments from s14-s19 designed and validated
  • Team roles and availability confirmed
  • Observability dashboards from s22 active
  • Alert rules from s23 configured
  • Security scan from s11 completed (no CRITICAL findings)
  • Performance baselines from s13 established

Input Contract

Input Source Required
All experiment manifests (s12-s17) workflow_context.artifacts Yes
Blast radius configurations s14 output Yes
Hypothesis documents s13 output Yes
Steady state baselines s15 output Yes
Pre-chaos test evidence s11 (CloakBrowser) Yes
Observability dashboards s20 output Yes
Team roster + on-call schedule User or s01 context Yes
Risk tolerance s02 taste Yes

Output Contract

Output Destination Format
Game day runbook .commandcode/artifacts/game-day-runbook.md Markdown
Experiment schedule (timeline) .commandcode/artifacts/game-day-schedule.yaml YAML
Incident response templates Teams (Slack, PagerDuty) Messages
Real-time monitoring dashboard config s20 (observability) JSON
Game day results report s24 (scoring), s25 (postmortem) Markdown
Team feedback survey s25 (learning) Form

Game Day Checklist

T-7 Days: Planning

[ ] Define game day objective (what are we testing about our resilience?)
[ ] Select experiments from catalog (s12-s17)
[ ] Confirm target environment and blast radius
[ ] Schedule date/time (avoid release days, on-call rotations)
[ ] Assign roles:
    - Game Master: Controls experiment execution
    - Observer: Monitors dashboards, triggers alerts
    - Responder: Handles incidents as they escalate
    - Scribe: Documents timeline, findings, action items
[ ] Send calendar invite with pre-read (game day runbook)
[ ] Verify observability dashboards are working

Read the full file on GitHub · 321 lines

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. 12d ago First seen · 321 lines · 95 tokens per session scan A 53a2a77e0d78

Subscribe to this mod's changes

chaos-game-day-planning is a skill published in the GitHub repository dungnotnull/hybrid-harness-chaos-process-prm (19 stars, last pushed 3mo ago), licensed MIT. It adds 95 tokens to every session and 2,645 once invoked, about $0.0005 per session on Opus 5. A static security scan graded it A with 1 finding (makes network calls). No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.

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