permadeath-and-lethality

permadeath-and-lethality is a skill for Claude Code from rondorkerin/gamestack. It costs 196 tokens per session (973 once invoked), scanned A, original, MIT.

A design guide for games where death has major consequences, including permadeath, where a character or run ends permanently. It covers what should persist after death and how to make dangerous combat understandable and fair.

In plain words
What is it for?
Use it to design high-risk combat, difficulty curves, roguelike or roguelite progression, death-and-return systems, and single-save or open-world permadeath.
Why use it?
It helps address frustration from deaths that feel random, unclear, or too costly while keeping failure meaningful. It also helps decide how much progress should survive and how to prevent save-scumming.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the gamestack plugin — 26 skills shipped together

Good fit Use it to design high-risk combat, difficulty curves, roguelike or roguelite progression, death-and-return systems, and single-save or open-world permadeath.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/rondorkerin/gamestack/permadeath-and-lethality
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 rondorkerin/gamestack --skill permadeath-and-lethality
Clone the repo
git clone --depth 1 https://github.com/rondorkerin/gamestack

Made for: Claude Code.

Or install gamestack, the plugin that ships this one along with the rest of its 26 skills.

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 permadeath-and-lethality

README.md
[![agentmods](https://agentmods.dev/badge/skills/rondorkerin/gamestack/permadeath-and-lethality/github.svg)](https://agentmods.dev/skills/rondorkerin/gamestack/permadeath-and-lethality)
Your own site
<a href="https://agentmods.dev/skills/rondorkerin/gamestack/permadeath-and-lethality"><img src="https://agentmods.dev/badge/skills/rondorkerin/gamestack/permadeath-and-lethality/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 permadeath-and-lethality

Your own site · 80×15
<a href="https://agentmods.dev/skills/rondorkerin/gamestack/permadeath-and-lethality"><img src="https://agentmods.dev/badge/skills/rondorkerin/gamestack/permadeath-and-lethality.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 196 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 973 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 $0.00196 $0.00973
Opus 5 $0.00098 $0.00487
Sonnet 5 $0.00039 $0.00195
Haiku 4.5 $0.00020 $0.00097

Measured 11d ago against content hash 2ddfae590000, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

permadeath-and-lethality 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 11d 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.

plugins/gamestack/skills/permadeath-and-lethality/SKILL.md · 41 lines

How it starts

The opening of the file, as written. The whole thing — 41 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Permadeath, Lethality & Meta-Progression

How to make death create stakes instead of frustration: a hand-authored fairness/readability backbone first, mitigations that cut the cost of failure without removing stakes, meta-progression that makes failure progress, and an honest treatment of the genuinely-unsolved case — single-save permadeath over a long-form open world.

When to use this

  • Designing permadeath / single-save / high-lethality combat and its difficulty curve
  • Deciding the roguelike↔roguelite position (what persists across death)
  • Designing meta-progression and a diegetic death/return frame
  • Picking an anti-save-scum model (delete-on-load, deterministic seed, hyper-RNG, consequence-delay)
  • Tackling long-form open-world permadeath (the novel, playtest-required case — Area 4)
  • Diagnosing unfair deaths, first-big-loss churn, grind-to-win, or audience-cliff problems

Scope

This skill owns failure, lethality, and persistence-across-death. Adjacent concerns live in siblings:

  • Telegraphing/readability as combat craft → combat-design (this skill treats it as a fairness backbone for generation)
  • Loot/economy/progression numbers (incl. the finite-legendary manifest) → rpg-systems
  • The lore that justifies death/persistence diegetically → worldbuilding-and-lore (ludonarrative harmony)
  • "Interesting decisions," flow, loss-aversion framing → game-design-fundamentals
  • Generating fair encounters + gating them → procedural-generation, procgen-review
  • The world-state persistence schema as content → systemic-emergent-design

How the pieces fit

  • GUIDE.md — the why: four areas (fairness, mitigations, meta-progression, the single-save long-form open-world open question), each with exemplars, citations, a "test for" criterion, a named failure mode, and the procedural/AI-authoring implication.
  • CHECKLIST.md — the what to do: Do/Don't + Test-for, grouped by area.

Source & epistemic status. Distilled from a deep-research synthesis (Sid Meier on interesting decisions; Spelunky/Derek Yu on fairness; Kasavin on Hades; XCOM RNG determinism; the Berlin Interpretation; Kahneman & Tversky loss aversion; Crusader Kings / Dwarf Fortress / Rogue Legacy / NetHack for succession). Areas 1–3 rest on shipped short-run games. Area 4 — single-save + long-form open world — is genuinely under-explored; every Area-4 rule is an extrapolation from adjacent genres and must be playtested. The two ⚠️ HEAVY FLAGS from the source are preserved verbatim in GUIDE.md §4.

Read the full file on GitHub · 41 lines

Files

What ships with it

2 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

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. 11d ago First seen · 41 lines · 196 tokens per session scan A 2ddfae590000

Subscribe to this mod's changes

permadeath-and-lethality is a skill published in the GitHub repository rondorkerin/gamestack (28 stars, last pushed 2mo ago), licensed MIT. It adds 196 tokens to every session and 973 once invoked, about $0.0010 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 2026-08-30.

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