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.
curl -O https://raw.githubusercontent.com/kamwoh/yume/dev/.claude/skills/yume-story-planner/SKILL.mdgit clone --depth 1 https://github.com/kamwoh/yumeWrote 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/kamwoh/yume/yume-story-planner)<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.
<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>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 | $0.00050 | $0.03881 |
| Opus 5.5 | $0.00020 | $0.01552 |
| Sonnet 5.5 | $0.00010 | $0.00776 |
| Haiku 4.5 | $0.00005 | $0.00388 |
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.
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
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.
- 12d ago Changed · +4 lines · -97 tokens per session b62d1bf1f173
- 1mo ago First seen · 436 lines · 147 tokens per session scan A 9d1b336ef95f
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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