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 ouzlifaneyassine1-dot/onyx-engine --skill character-portraitgit clone --depth 1 https://github.com/ouzlifaneyassine1-dot/onyx-engineWrote 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/ouzlifaneyassine1-dot/onyx-engine/character-portrait)<a href="https://agentmods.dev/skills/ouzlifaneyassine1-dot/onyx-engine/character-portrait"><img src="https://agentmods.dev/badge/skills/ouzlifaneyassine1-dot/onyx-engine/character-portrait/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/ouzlifaneyassine1-dot/onyx-engine/character-portrait"><img src="https://agentmods.dev/badge/skills/ouzlifaneyassine1-dot/onyx-engine/character-portrait.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 | $0.00076 | $0.02607 |
| Opus 5 | $0.00038 | $0.01303 |
| Sonnet 5 | $0.00015 | $0.00521 |
| Haiku 4.5 | $0.00008 | $0.00261 |
Grade A, and why
character-portrait 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 10d 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 — 197 lines — stays where its author put it; the contents beside it link to each section on GitHub.
character-portrait — Locked Bust for Dialogue UI
This skill produces ONE polished character portrait — bust or shoulders-up framing, neutral or stylized background, designed to drop into a dialogue UI, character-select screen, or lore card. It is the opposite of onyx:2d-assets/concept-art: concept art explores; this skill commits.
The single biggest failure mode is inconsistency across a cast. Generating five party members one at a time without a locked anchor produces five images that look like they're from five different games — different lighting, different angle, different palette, different rendering style. This skill makes you write a locked anchor suffix the first time and re-use it verbatim for every subsequent portrait.
If the user is still exploring the look, this is the wrong skill — route to onyx:2d-assets/concept-art first, lock a direction, then come back here. The onyx:asset-pipeline/asset-strategy meta-router asks "Quick check — exploring the look (3-4 variants for art direction) or generating a final character portrait for dialogue UI?" to disambiguate.
When to use
- "Generate a portrait for the merchant NPC."
- "I need a character-select image for the four playable heroes."
- "Make a lore-card image of the king."
- "Add a VN-style dialogue portrait for Aria."
- The cast is locked and the visual direction is locked; you're producing finals.
When NOT to use
- The user is still exploring →
onyx:2d-assets/concept-art. - The user wants pixel art →
onyx:2d-assets/pixel-art. - The user wants a full-body 3D model →
onyx:asset-pipeline/asset-strategy. - The user wants 4+ animated expressions of the same character — generate one base portrait here, then use img2img with the base as
referenceImageUrlfor each expression.
Steps
1. Read or establish the locked anchor
Check .onyx/portrait-anchor.md first.
Read .onyx/portrait-anchor.md
If it doesn't exist, this is the first portrait in the cast — you must define the anchor now. Ask the user (or infer from .onyx/GameSoul.md):
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.
- 10d ago First seen · 197 lines · 76 tokens per session scan A 3ab34785ac31
character-portrait is a skill published in the GitHub repository ouzlifaneyassine1-dot/onyx-engine (0 stars, last pushed 2mo ago), licensed MIT. It adds 76 tokens to every session and 2,607 once invoked, about $0.0004 per session on Opus 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 2026-08-31.
Other skills, from other repositories
skybox-panorama
Use when generating a 360° panoramic sky image for use as a Sky resource (PanoramaSkyMaterial) in a 3D scene. Equirectangular projection, 2:1 aspect. Wires into WorldEnvironment.sky. Trigger on "skybox", "sky panorama", "360 background", "environment sky", "HDRI sky", "panoramic background", "panorama sky".
sprite-sheet
Use when generating animated 2D character sprites laid out as a sprite sheet (grid of frames) — walk cycle, attack frames, idle bob, death sequence. Wires into AnimatedSprite2D / SpriteFrames. Trigger on "sprite sheet", "walk cycle", "attack frames", "animated sprite", "frame-by-frame animation", "2D character…
character-portrait
Use when generating a single, polished bust/portrait of a character for dialogue UI, character-select screens, lore cards, or codex entries. One character, locked composition, VN-style. Trigger on "character portrait", "dialogue portrait", "VN portrait", "character bust", "headshot", "character select image", "lore…
pixel-art
Use when generating pixel-art assets — sprites, items, tiles, portraits in a pixel style at a specific resolution (32×32, 64×64, 128×128). Pixel-perfect grid, limited palette, retro feel. Trigger on "pixel art", "8-bit art", "16-bit sprite", "pixel sprite", "retro tileset", "pixel icon", "pixel portrait".
tileable-texture
Use when generating a seamless tileable texture for walls, floors, terrain, ceilings — square tile that repeats cleanly on all four edges. Wires onto PlaneMesh / CSGBox3D / MeshInstance3D as a StandardMaterial3D albedo. Trigger on "tileable texture", "seamless texture", "wall texture", "floor texture", "ground…
ui-graphics
Use when generating UI elements — icons, buttons, panels, frames, HUD widgets, badges. Flat-design, transparent-background, game-UI style. Wires the result via TextureRect / NinePatchRect / AtlasTexture. Trigger on "UI icon", "button graphic", "HUD element", "panel frame", "menu background", "inventory slot", "ability…