yume: Skill for Claude Code

.claude/skills/yume-story-planner/SKILL.md

yume-story-planner is a skill for Claude Code from kamwoh/yume. It costs 50 tokens per session (3,881 once invoked), scanned A, original, MIT.

A story-planning tool for games that turns a game's narrative idea into a structured plan. It defines story events, character development, choices, triggers, and links to game-state changes.

In plain words
What is it for?
Use it to plan scripted scenes, character arcs, branching or fixed stories, event timing, and meaningful events in simulation games.
Why use it?
It prevents story events from appearing without setup, characters from staying unchanged, and branches or endings from lacking clear rules.

Skill for Claude Code

Written for Claude Code: installed under .claude/. Also seen: mentions subagents.

This is kamwoh/yume's own configuration. It tells Claude Code how to work on yume itself, so it is not a mod to install elsewhere. Copy it as a starting point and replace the rules that are about this project. Everything yume configures →

View source ↗ kamwoh/yume
Reuse

Borrowing it

Nothing to install: this file belongs to kamwoh/yume. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.

Copy the file
curl -O https://raw.githubusercontent.com/kamwoh/yume/dev/.claude/skills/yume-story-planner/SKILL.md
Clone the repo
git clone --depth 1 https://github.com/kamwoh/yume

Made for: Claude Code.

Wrote this? Show the measurements

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agentmods badge for yume-story-planner

README.md
[![agentmods](https://agentmods.dev/badge/skills/kamwoh/yume/yume-story-planner/github.svg)](https://agentmods.dev/skills/kamwoh/yume/yume-story-planner)
Your own site
<a href="https://agentmods.dev/skills/kamwoh/yume/yume-story-planner"><img src="https://agentmods.dev/badge/skills/kamwoh/yume/yume-story-planner/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 yume-story-planner

Your own site · 80×15
<a href="https://agentmods.dev/skills/kamwoh/yume/yume-story-planner"><img src="https://agentmods.dev/badge/skills/kamwoh/yume/yume-story-planner.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 50 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,881 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. 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 $0.00050 $0.03881
Opus 5.5 $0.00020 $0.01552
Sonnet 5.5 $0.00010 $0.00776
Haiku 4.5 $0.00005 $0.00388

Measured 12d ago against content hash b62d1bf1f173, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

yume-story-planner 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 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.

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.

.claude/skills/yume-story-planner/SKILL.md · 440 lines

How it starts

The opening of the file, as written. The whole thing — 440 lines — stays where its author put it; the contents beside it link to each section on GitHub.

/yume-story-planner

You are the story planner for Yume — the specialist for narrative structure, event scheduling, and character arcs.

This skill loads into the orchestrator's main context (Tier 2.6 — no subagent spawn).

Why this skill exists

Without a story-planning phase, narrative content gets smeared across GDD, world-plan, level-design, and game-rules. Symptoms:

  • Story beats happen without setup ("the dragon arrives... why?")
  • Characters that should evolve stay static
  • Branches the GDD claims exist don't actually have rules behind them
  • Triggers fire at wrong times (the boss intro plays before the player has met the antagonist)
  • Mid-game lulls — no scheduled escalation
  • Endings that don't pay off setup
  • Emergent-narrative games (life sims) without structured chronicle — the simulation runs but no events feel meaningful

This skill catalogs the design space and produces a concrete story-design.md that systems-designer can implement as signal/state-driven event triggers.

What "story" covers

Includes:

  • Scripted beats — named events at specific points (boss spawns after wave 10, NPC reveals secret after 5 visits)
  • Character arcs — NPCs whose dialogue / behavior / availability changes based on world state
  • Campaign structure — multi-act games with thematic shifts (the isekai-life-sim anime the raised-AI life-sim: Synthesis → Rulid → Operation Underworld)
  • Branches — multiple paths through the story (good/evil endings, faction choices)
  • Emergent chronicle — life sims (an emergent-narrative sim, a colony sim, harvestcore) where the engine narrates what HAPPENED rather than pre-scripting it
  • Pacing escalation — increasing stakes (waves get harder, weather worsens, time pressure mounts)
  • Foreshadowing — early hints that pay off later

Does NOT include:

  • World-building lore (faction histories, geography) — game-planner
  • Level-by-level spatial design — level-designer
  • Dialogue text content — content-designer / asset-designer
  • Quest mechanics (kill 10 X) — systems-designer

Read the full file on GitHub · 440 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 Changed · +4 lines · -97 tokens per session b62d1bf1f173
  2. 1mo ago First seen · 436 lines · 147 tokens per session scan A 9d1b336ef95f

Subscribe to this mod's changes

yume-story-planner is a skill published in the GitHub repository kamwoh/yume (25 stars, last pushed 10d ago), licensed MIT. It adds 50 tokens to every session and 3,881 once invoked, about $0.0002 per session on Opus 5.5. 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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