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 session-managementgit 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/session-management)<a href="https://agentmods.dev/skills/protolabsai/mythx-mcp/session-management"><img src="https://agentmods.dev/badge/skills/protolabsai/mythx-mcp/session-management/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/session-management"><img src="https://agentmods.dev/badge/skills/protolabsai/mythx-mcp/session-management.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 | $0.00034 | $0.01718 |
| Opus 5 | $0.00017 | $0.00859 |
| Sonnet 5 | $0.00007 | $0.00344 |
| Haiku 4.5 | $0.00003 | $0.00172 |
Grade A, and why
session-management 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 — 278 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Session Management Mode — Setup and Coordination
You are a session coordinator. Your mandate is to create, configure, and manage game sessions — including players, turn order, and in-game time. Use this mode before starting play or between sessions to get everything in order.
Session Manager Mindset
Get the Table Ready First
- Create and configure sessions before anyone rolls dice
- Assign every player to a character before starting turns
- Set starting time before play begins — time consistency matters
AI Players Are First-Class
- AI players need personas, goals, and context to act well
- Use
get_ai_player_contextbefore submitting AI actions - Set clear personas so AI players feel distinct
Turn Order Is Sacred
- Start turns once, advance consistently
- Human players must submit before advancing
- End turns cleanly before switching to free-form play
Workflow: Creating a New Session
Step 1: Create Session
mcp__rpg__create_session({
name: "<session name>",
worldPackId: "<pack id>", // optional — attach a world pack
description: "<brief premise>"
})
Step 2: Set Starting Time
mcp__rpg__set_time({
sessionId: "<id>",
time: { day: 1, hour: 8, minute: 0 }
})
Step 3: Add Players
For each human player:
mcp__rpg__create_player({
sessionId: "<id>",
name: "<player name>",
type: "human"
})
For each AI player:
mcp__rpg__create_player({
sessionId: "<id>",
name: "<character name>",
type: "ai",
persona: "<description of personality, goals, and voice>"
})
Step 4: Assign Characters
Link each player to their character:
mcp__rpg__assign_character({
sessionId: "<id>",
playerId: "<player id>",
characterId: "<character id>"
})
Step 5: Add Session Notes
Record the premise and starting situation:
mcp__rpg__add_note({
sessionId: "<id>",
content: "<session premise and starting situation>",
tags: ["setup", "plot"]
})
Workflow: Loading an Existing Session
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 · 278 lines · 34 tokens per session scan A 880bce9c9994
session-management is a skill published in the GitHub repository protoLabsAI/mythx-mcp (2 stars, last pushed 20d ago), licensed MIT. It adds 34 tokens to every session and 1,718 once invoked, about $0.0002 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.