game-character-consistency

game-character-consistency is a skill for Claude Code from ourobx/agent-ebpf. It costs 75 tokens per session (654 once invoked), scanned A, original, MIT.

A guide for keeping a game character’s appearance consistent across views, poses, equipment changes, damage states, and related images. A turnaround is a set of front, side, and back views of the same character.

In plain words
What is it for?
Use it to create character turnarounds, sprite variants, palette swaps, equipment changes, damage states, and same-character image sets.
Why use it?
It helps prevent changes to identity, colors, proportions, handedness, and held objects when creating multiple versions of one character.

Skill for Claude Code

Written for Claude Code: user-invocable in frontmatter.

Good fit Use it to create character turnarounds, sprite variants, palette swaps, equipment changes, damage states, and same-character image sets.

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Install with agentmods
npx agentmods add skills/ourobx/agent-ebpf/game-character-consistency
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 ourobx/agent-ebpf --skill game-character-consistency
Clone the repo
git clone --depth 1 https://github.com/ourobx/agent-ebpf

Made for: Claude Code.

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 game-character-consistency

README.md
[![agentmods](https://agentmods.dev/badge/skills/ourobx/agent-ebpf/game-character-consistency/github.svg)](https://agentmods.dev/skills/ourobx/agent-ebpf/game-character-consistency)
Your own site
<a href="https://agentmods.dev/skills/ourobx/agent-ebpf/game-character-consistency"><img src="https://agentmods.dev/badge/skills/ourobx/agent-ebpf/game-character-consistency/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 game-character-consistency

Your own site · 80×15
<a href="https://agentmods.dev/skills/ourobx/agent-ebpf/game-character-consistency"><img src="https://agentmods.dev/badge/skills/ourobx/agent-ebpf/game-character-consistency.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 75 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 654 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 $0.00075 $0.00654
Opus 5.5 $0.00030 $0.00262
Sonnet 5.5 $0.00015 $0.00131
Haiku 4.5 $0.00007 $0.00065

Measured 1mo ago against content hash 5fc49d936419, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

game-character-consistency 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 1mo 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.

v2/.grok/skills/game-character-consistency/SKILL.md · 70 lines

How it starts

The opening of the file, as written. The whole thing — 70 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Character Consistency

The product is the IDENTITY, not any single image. Users state WHAT they need, not how — apply everything here even when the request never mentions it.

1. Asymmetry bookkeeping (turnarounds)

Before prompting, write the side-map table for every view. Example: "her left arm sleeved" →

view sleeved arm appears on staff hand appears on
front viewer's RIGHT (as designed)
right profile near side = her right = BARE ...
back viewer's LEFT mirrored from front

Prompt each view with VIEWER-relative words from this table, never body-relative words. Verify each output against the table, not the original sentence.

2. Hands and props

  • A held item must be GRIPPED: check the hand-object contact point in every image. A staff floating beside an open hand = fail.
  • The item stays in the SAME hand across all views/frames (mirror it correctly in back views).

3. Edit-chain protocol

  • One base image; every view/variant/state via imagine_image_to_image with the base file_path (or the nearest neighbor view): "Keep this exact character — same face, colors, proportions, outfit, scale, background — change only ."
  • Views must be genuinely rotated (a side view is a strict profile: nose, chest, toes all pointing at the frame edge), not three slightly-turned fronts.
  • KEEP THE STYLE WORDS in every edit prompt ("stylized 2D game art, cel shading" or whatever the set uses). Edits without style words drift toward photorealism.

4. Variants (damage / palette / equipment)

  • State the freeze-list first in the prompt (pose, framing, background, everything not being changed), then the single change.
  • Damage states are STATES, not action frames: worn, cracked, dented — no debris flying mid-air.
  • Verify by viewing base and variant together: background hue, framing, proportions, and all unrequested details must match. Escalating states (hurt → critical) must be strictly ordered when viewed as a set.

Read the full file on GitHub · 70 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. 1mo ago First seen · 70 lines · 75 tokens per session scan A 5fc49d936419

Subscribe to this mod's changes

game-character-consistency is a skill published in the GitHub repository ourobx/agent-ebpf (1 stars, last pushed 1mo ago), licensed MIT. It adds 75 tokens to every session and 654 once invoked, about $0.0003 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 2026-09-04.

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