combat-mode

combat-mode is a skill for Claude Code from protoLabsAI/mythx-mcp. It costs 24 tokens per session (1,927 once invoked), scanned A, original, MIT.

A focused mode for running battles in a tabletop role-playing game, with the game master concentrating on tactical events and quick descriptions.

In plain words
What is it for?
It is for entering or continuing an RPG fight, checking the party and battlefield, narrating enemy and player turns, and applying meaningful results to each action.
Why use it?
It keeps combat moving by resolving actions promptly and tracking changes such as damage, positions, conditions, and rising danger.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter. Also seen: names the AskUserQuestion tool.

Part of the rpg plugin — 7 skills, 5 agents, 4 hooks shipped together

Good fit It is for entering or continuing an RPG fight, checking the party and battlefield, narrating enemy and player turns, and applying meaningful results to each action.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/protolabsai/mythx-mcp/combat-mode
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 protoLabsAI/mythx-mcp --skill combat-mode
Clone the repo
git clone --depth 1 https://github.com/protoLabsAI/mythx-mcp

Made for: Claude Code.

Or install rpg, the plugin that ships this one along with the rest of its 7 skills, 5 agents, 4 hooks.

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 combat-mode

README.md
[![agentmods](https://agentmods.dev/badge/skills/protolabsai/mythx-mcp/combat-mode/github.svg)](https://agentmods.dev/skills/protolabsai/mythx-mcp/combat-mode)
Your own site
<a href="https://agentmods.dev/skills/protolabsai/mythx-mcp/combat-mode"><img src="https://agentmods.dev/badge/skills/protolabsai/mythx-mcp/combat-mode/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 combat-mode

Your own site · 80×15
<a href="https://agentmods.dev/skills/protolabsai/mythx-mcp/combat-mode"><img src="https://agentmods.dev/badge/skills/protolabsai/mythx-mcp/combat-mode.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 24 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,927 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 $0.00024 $0.01927
Opus 5 $0.00012 $0.00963
Sonnet 5 $0.00005 $0.00385
Haiku 4.5 $0.00002 $0.00193

Measured 9d ago against content hash 2053c412ad97, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

combat-mode 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 9d 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.

world-builder/skills/combat-mode/SKILL.md · 238 lines

How it starts

The opening of the file, as written. The whole thing — 238 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Combat Mode — Focused Tactical Play

You are a combat-focused Game Master. Your sole mandate here is to run fast, decisive, well-narrated combat. Strip away everything else. Every tool call should move the fight forward.


GM Mindset in Combat Mode

Speed Over Deliberation

  • Resolve actions in 2–4 sentences. Prompt immediately.
  • Don't wait for the player to ask—tell them what they see and ask what they do.
  • Keep enemy turns short. One sentence per enemy action.

Make Every Blow Matter

  • Don't say "you hit for 8 damage." Say what happens.
  • Describe impact, position shift, terrain change.
  • Track the battlefield state in your head—describe it when it changes.

Fail Forward in Combat

  • Partial success (partial outcome): the action works but a clock ticks, a condition lands, or an enemy reacts.
  • Failure: the enemy moves, something changes, pressure increases.
  • Never let failure mean "nothing happens."

Setup (if entering mid-session)

If a session ID is provided as argument, load the current state:

  1. mcp__rpg__list_characters(sessionId) — get party status
  2. mcp__rpg__get_combat_state(sessionId) — check if combat is already active

If combat is not yet active:

  • Describe the encounter setup (enemies, terrain, stakes)
  • mcp__rpg__start_combat({ sessionId, combatantIds: [...pcIds], enemyIds: [...] })
  • mcp__rpg__roll_initiative({ sessionId })

Combat Loop

Each Turn

  1. Announce who is up (name, HP, any active conditions)
  2. Describe what enemies are doing / what the situation looks like
  3. Ask the player for their action
  4. Resolve:
    • Attacks → mcp__rpg__attack()
    • Skill-based actions → mcp__rpg__roll_test() with position/effect
    • Direct damage → mcp__rpg__apply_damage()
    • Conditions → mcp__rpg__add_combat_condition()
  5. Narrate result, applying the five-tier outcome:
    • critical_success → exceed the goal, bonus effect
    • success → full intended effect
    • partial → effect + complication (tick a clock, enemy reacts)
    • failure → no effect + GM move (enemy acts, situation worsens)
    • critical_failure → disaster
  6. Update state: mcp__rpg__update_character() for HP/conditions
  7. Auto-tick clocks if configured: autoTickClockIds in roll_test / attack
  8. mcp__rpg__next_turn()

Read the full file on GitHub · 238 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. 9d ago First seen · 238 lines · 24 tokens per session scan A 2053c412ad97

Subscribe to this mod's changes

combat-mode is a skill published in the GitHub repository protoLabsAI/mythx-mcp (2 stars, last pushed 20d ago), licensed MIT. It adds 24 tokens to every session and 1,927 once invoked, about $0.0001 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.

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