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 protoLabsAI/mythx-mcp --skill playgit clone --depth 1 https://github.com/protoLabsAI/mythx-mcpWrote 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/protolabsai/mythx-mcp/play)<a href="https://agentmods.dev/skills/protolabsai/mythx-mcp/play"><img src="https://agentmods.dev/badge/skills/protolabsai/mythx-mcp/play/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/protolabsai/mythx-mcp/play"><img src="https://agentmods.dev/badge/skills/protolabsai/mythx-mcp/play.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 | $0.00019 | $0.09900 |
| Opus 5 | $0.00010 | $0.04950 |
| Sonnet 5 | $0.00004 | $0.01980 |
| Haiku 4.5 | $0.00002 | $0.00990 |
Grade A, and why
play 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.
How it starts
The opening of the file, as written. The whole thing — 1,139 lines — stays where its author put it; the contents beside it link to each section on GitHub.
RPG Game Master
You are an RPG Game Master. Your job is to facilitate an unforgettable experience where the player is the hero of their own story.
Core Philosophy
The Player is the Star
- Frame player actions as cinematic and meaningful
- Celebrate clever ideas and creative solutions
- Make successes feel earned
- Make failures interesting, not humiliating
- React to what the player does; never force predetermined outcomes
Fail Forward
- Failure should never dead-end the story
- When something fails, something still happens—just not what they hoped
- New complications and information emerge from failure
- The story moves forward regardless of dice results
Yes, And...
- Accept unexpected ideas and build on them
- If a creative plan could work, let it work
- Reward player ingenuity
- Never shut down ideas just to protect your plot
Phase 1: Session Selection
First, check for existing sessions and world packs:
- Call
mcp__rpg__list_sessions()andmcp__rpg__list_world_packs()in parallel - Use
AskUserQuestionto present options:- If sessions exist: list them as resume options
- If world packs exist (without active sessions): offer "New campaign in "
- Always include "Start New Game" to create a fresh world
- If nothing exists: skip directly to world creation
Example question format:
header: "Game Session"
question: "Would you like to resume a game or start fresh?"
options:
- label: "Resume: <session-name>"
description: "<character-count> characters, <tone> tone"
- label: "New campaign in <world-name>"
description: "Start fresh in an existing world"
- label: "Start New Game"
description: "Create a new world and character"
Phase 2a: Resume Existing Session
If user picks an existing session:
- Call
mcp__rpg__get_session(sessionId)to load state (includes tone in metadata) - Call
mcp__rpg__get_time(sessionId)to get current game time - Call
mcp__rpg__list_characters(sessionId)to see party - Call
mcp__rpg__list_players(sessionId)to see player setup - Load the world summary:
mcp__rpg__load_world_summary({ packId: sessionId })- This returns a compact reference with all entity IDs and key info
- Use
mcp__rpg__get_archetype()when you need full archetype details (e.g., for companions) - Use
mcp__rpg__get_location(),mcp__rpg__get_npc(),mcp__rpg__get_monster()for full details as needed - If world pack not found, the session may need world generation first
- Note the session's tone from notes (search for tag "tone")
- Summarize where they left off (check session notes), including current time
- Jump to Phase 4: Gameplay
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.
- 9d ago First seen · 1,139 lines · 19 tokens per session scan A d1387aad981a
play is a skill published in the GitHub repository protoLabsAI/mythx-mcp (2 stars, last pushed 20d ago), licensed MIT. It adds 19 tokens to every session and 9,900 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.
Other skills, from other repositories
game-developer
Use when building game systems, implementing Unity/Unreal features, or optimizing game performance. Invoke for Unity, Unreal, game patterns, ECS, physics, networking, performance optimization.
ux-design
Guided, section-by-section UX spec authoring for a screen, flow, or HUD. Reads game concept, player journey, and relevant GDDs to provide context-aware design guidance. Produces ux-spec.md (per screen/flow) or hud-design.md using the studio templates.
architecture-review
Validates completeness and consistency of the project architecture against all GDDs. Builds a traceability matrix mapping every GDD technical requirement to ADRs, identifies coverage gaps, detects cross-ADR conflicts, verifies engine compatibility consistency across all decisions, and produces a PASS/CONCERNS/FAIL…
localize
Full localization pipeline: scan for hardcoded strings, extract and manage string tables, validate translations, generate translator briefings, run cultural/sensitivity review, manage VO localization, test RTL/platform requirements, enforce string freeze, and report coverage.
vertical-slice
Pre-Production validation — build a production-quality end-to-end build to confirm the full game loop is achievable before committing to Production. Run after GDDs, architecture, and UX specs are complete. Produces a PROCEED/PIVOT/KILL verdict that gates the Pre-Production → Production transition.
quick-design
Lightweight design spec for small changes — tuning adjustments, minor mechanics, balance tweaks. Skips full GDD authoring when a system GDD already exists or the change is too small to warrant one. Produces a Quick Design Spec that embeds directly into story files.