Borrowing it
Nothing to install: this file belongs to Txpple/nwn-mcp. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.
curl -O https://raw.githubusercontent.com/Txpple/nwn-mcp/master/.claude/skills/adventure-affordances/SKILL.mdgit clone --depth 1 https://github.com/Txpple/nwn-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/txpple/nwn-mcp/adventure-affordances)<a href="https://agentmods.dev/skills/txpple/nwn-mcp/adventure-affordances"><img src="https://agentmods.dev/badge/skills/txpple/nwn-mcp/adventure-affordances/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/txpple/nwn-mcp/adventure-affordances"><img src="https://agentmods.dev/badge/skills/txpple/nwn-mcp/adventure-affordances.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 | $0.00054 | $0.05721 |
| Opus 5 | $0.00027 | $0.02861 |
| Sonnet 5 | $0.00011 | $0.01144 |
| Haiku 4.5 | $0.00005 | $0.00572 |
Grade A, and why
adventure-affordances scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 11d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 513 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Affordances
Sub-skill of /create-adventure. Reads all prior sections of adventure.md, then populates the module with items, stores, and resources that help the player address challenges. Merchant stores are attached to existing NPCs via dialog modification. Useful items are placed in containers. A module start script gives starting gold and adjusts player level. Downstream skill (/adventure-rewards) uses affordance data to balance quest XP and end-of-adventure rewards.
Prerequisites
adventure.mdmust exist in the MCP temp directory ($MCP_FOLDER_TEMP, defaults to$TEMP/nwn-mcpor/tmp/nwn-mcp) and contain completed## Plot,## Areas,## Environment,## Actors,## Quests, and## Challengessections.- A module must be loaded. If none is loaded, call
load_moduleusing the module name fromadventure.md.
Workflow
Fully autonomous. Make all decisions based on the plot document and spatial data — do NOT ask the user for input.
Pre-Check: Validate adventure.md
Read adventure.md from the MCP temp directory. Verify these sections exist and are non-empty:
## Module## Plot## Areas## Environment## Actors## Quests## Challenges
If any required section is missing or contains no content below its heading:
STOP. Output: "ERROR: adventure.md is missing required section [name]. The prerequisite skill has not run or failed. Cannot proceed."
Phase 1: Read Adventure Context
Read adventure.md. Extract from all sections:
From ## Plot:
- Module metadata — target level, tone, duration
- Loot & Economy — any items, gold, or economy notes in the plot outline
- Key NPCs — who could be a merchant (innkeeper, shopkeeper, trader)
From ## Areas:
- Resrefs — area identifiers for
visualize_areacalls - Transitions — area connectivity (safe areas get stores, dangerous areas get loot)
From ## Environment:
- Containers — chests, crates, barrels, cabinets that can hold loot (look for placeables with
HasInventoryor container-type blueprints likeplc_chest1,plc_chest2,nw_yourchest) - Existing placeables — all placed objects with tags and positions
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.
- 11d ago First seen · 513 lines · 54 tokens per session scan A f06902df754c
adventure-affordances is a skill published in the GitHub repository Txpple/nwn-mcp (11 stars, last pushed 5mo ago), licensed MIT. It adds 54 tokens to every session and 5,721 once invoked, about $0.0003 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
gameobject-component-destroy
Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.
unity-version-split
Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).
godot-signals-groups
Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and callgroup. Use when wiring node communication in a Godot project, replacing tight references with signals…
unity-addressables
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).
motion
How an agent turns a character mesh into a usable animated FBX — and how to judge whether the result is shippable.
threejs-exposure-color-grading
Build a measured exposure and grading path in Three.js. Use for a 64x36 encoded luminance meter, asynchronous readback, weighted log-average exposure, asymmetric adaptation, single tone-map ownership, and a generated 32-cube post-tone-map LUT.