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 vstrapasson/rpg-marketplace --skill rpg-campaign-foundationgit clone --depth 1 https://github.com/vstrapasson/rpg-marketplaceWrote 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/vstrapasson/rpg-marketplace/rpg-campaign-foundation)<a href="https://agentmods.dev/skills/vstrapasson/rpg-marketplace/rpg-campaign-foundation"><img src="https://agentmods.dev/badge/skills/vstrapasson/rpg-marketplace/rpg-campaign-foundation/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/vstrapasson/rpg-marketplace/rpg-campaign-foundation"><img src="https://agentmods.dev/badge/skills/vstrapasson/rpg-marketplace/rpg-campaign-foundation.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 | $0.00236 | $0.04249 |
| Opus 5 | $0.00118 | $0.02124 |
| Sonnet 5 | $0.00047 | $0.00850 |
| Haiku 4.5 | $0.00024 | $0.00425 |
Grade A, and why
rpg-campaign-foundation 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 12d 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 — 158 lines — stays where its author put it; the contents beside it link to each section on GitHub.
RPG Campaign Foundation (Pathfinder 2e, dark-leaning by default)
What this skill is for
Build the foundation of a campaign — the dramatic spine a GM creates before any region, city, or dungeon: the central antagonist (or tension) and its true motivation, the thematic pillars, the act structure, the central secret, the escalating signs, and the planning roadmap that routes everything downstream. This is the top of the kit: it produces the document the rest of the skills feed off.
It uses Pathfinder 2e (post-Remaster) as the toolkit, referencing the Archives of Nethys (AoN) for deities, planes, and creatures. Crucially, this skill does not build cosmology — it adopts PF2e's existing Great Beyond, pantheon, and bestiary and decides this campaign's stance and spin on them (see Step 3g). Original metaphysics is a rare, explicit override, not the default.
Default tone is dark-leaning (level 3 of 5): heroic fantasy with shadowy inflections. See references/tone-spectrum.md.
The core idea — start with the antagonist and the truth, not the world
This is the thing this skill exists to get right, and the reason it replaced a generic world-foundation skill.
Strong campaigns don't start from cosmology — they start from a central dramatic engine: an antagonist (or a central tension) and the true motivation/secret beneath it. Everything else — theme, acts, signs, the world itself — grows to serve that engine. The frameworks agree, and so does real practice:
- Dungeon World — Fronts: the campaign is driven by an antagonist's plan in motion and the impending doom if the heroes fail.
- The Alexandrian — "don't prep plots, prep situations": prep the situation and the trail of clues (the revelation list), not a script.
- Sly Flourish — lazy campaign building: start with a hook and a handful of campaign truths, capture them on a one-pager, then spiral outward from the characters rather than building everything first.
What ships with it
5 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.
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.
- 12d ago First seen · 158 lines · 236 tokens per session scan A 67ca22e8fae7
rpg-campaign-foundation is a skill published in the GitHub repository vstrapasson/rpg-marketplace (2 stars, last pushed 1mo ago), licensed MIT. It adds 236 tokens to every session and 4,249 once invoked, about $0.0012 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…
motion
How an agent turns a character mesh into a usable animated FBX — and how to judge whether the result is shippable.
unity-addressables
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).
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.