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 ourobx/agent-ebpf --skill game-character-consistencygit clone --depth 1 https://github.com/ourobx/agent-ebpfWrote 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/ourobx/agent-ebpf/game-character-consistency)<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.
<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>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 | $0.00075 | $0.00654 |
| Opus 5.5 | $0.00030 | $0.00262 |
| Sonnet 5.5 | $0.00015 | $0.00131 |
| Haiku 4.5 | $0.00007 | $0.00065 |
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.
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_imagewith the basefile_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.
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.
- 1mo ago First seen · 70 lines · 75 tokens per session scan A 5fc49d936419
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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