rpg-front-tracker

rpg-front-tracker is a skill for Claude Code from vstrapasson/rpg-marketplace. It costs 205 tokens per session (3,472 once invoked), scanned A, original, MIT.

A tool that tracks how dangers and enemy factions advance between Pathfinder 2e sessions. It uses fronts, which organize an unfolding threat, and progress clocks, which show how close that threat is to its next outcome.

In plain words
What is it for?
Use it to create and advance fronts, record grim portents and impending doom, track progress-clock segments, and produce the events that happened since the previous session.
Why use it?
It keeps the world changing while the players are away instead of leaving enemies and factions frozen. It turns written faction plans into trackable campaign state.

Skill for Claude Code

Written for Claude Code: ${CLAUDE_PLUGIN_ROOT} variable.

Runs only inside a plugin — its command needs a path that Claude Code sets for a plugin’s own hooks and for nothing else, and the catalogue could not identify which plugin ships it.

Good fit Use it to create and advance fronts, record grim portents and impending doom, track progress-clock segments, and produce the events that happened since the previous session.

Compare 6 skills from other repositories ↓
Install

Getting it into your agent

There is no command for this one: it runs only inside a plugin, and the catalogue could not identify which plugin ships it. The source is linked below.

Made for: Claude Code.

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 rpg-front-tracker

README.md
[![agentmods](https://agentmods.dev/badge/skills/vstrapasson/rpg-marketplace/rpg-front-tracker/github.svg)](https://agentmods.dev/skills/vstrapasson/rpg-marketplace/rpg-front-tracker)
Your own site
<a href="https://agentmods.dev/skills/vstrapasson/rpg-marketplace/rpg-front-tracker"><img src="https://agentmods.dev/badge/skills/vstrapasson/rpg-marketplace/rpg-front-tracker/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 rpg-front-tracker

Your own site · 80×15
<a href="https://agentmods.dev/skills/vstrapasson/rpg-marketplace/rpg-front-tracker"><img src="https://agentmods.dev/badge/skills/vstrapasson/rpg-marketplace/rpg-front-tracker.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 205 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,472 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 $0.00205 $0.03472
Opus 5 $0.00102 $0.01736
Sonnet 5 $0.00041 $0.00694
Haiku 4.5 $0.00020 $0.00347

Measured 12d ago against content hash 91ae74466a4f, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

rpg-front-tracker 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.

plugins/rpg-gamemaster/skills/rpg-front-tracker/SKILL.md · 158 lines

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 Front Tracker (Pathfinder 2e kit — the living-world engine)

What this skill is for

Keep the world moving between sessions. While the players rest, the antagonists advance their plans, clocks tick, and the world earns its next move. This skill bootstraps and advances fronts — the Dungeon World model for how a danger organizes itself into trackable, inevitable doom — and persists them as live vault state via progress clocks.

This is the between-session engine of the gamemaster kit. Loremaster's rpg-faction-creator authors a faction's plan as prose (the "plan in motion", grim portents, impending doom). This skill operationalizes that plan: it reads the authored fiction and turns it into frente and relogio vault entities that advance session to session, until the doom arrives or the players stop it.

The deliverable is a front sheet — the danger's impulse, its grim portents as clock segments, its impending doom, the stakes questions that make it feel like a campaign — and the "what the world did since last session" beat that rpg-session-prep consumes as its strong start.

The core idea — tracking momentum, not authoring fiction

Every other skill in the gamemaster kit prepares or runs a session. This one models time passing off-screen.

The framework: a front is a bundle of one or more dangers, each with an impulse (what it wants, stated as a verb phrase), a list of grim portents (the steps toward disaster, three to five in sequence), and an impending doom (what happens if the players do nothing). The front becomes a progress clock — a segment wheel (4, 6, or 8 segments) that fills as the danger's portents occur. When the clock fills, the doom arrives.

This is the model that makes a campaign feel alive: clocks tick on their own timeline, not just when the PCs show up. The PCs can push back, stall, redirect — but the world presses forward unless they actively stop it.

The bedrock of this skill: the front is not a plot you run — it is a threat you track. Grim portents are not scripted events; they are what happens if the players don't intervene. See references/fronts-and-clocks.md for the full engine.

Read the full file on GitHub · 158 lines

Files

What ships with it

4 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. 12d ago First seen · 158 lines · 205 tokens per session scan A 91ae74466a4f

Subscribe to this mod's changes

rpg-front-tracker is a skill published in the GitHub repository vstrapasson/rpg-marketplace (2 stars, last pushed 1mo ago), licensed MIT. It adds 205 tokens to every session and 3,472 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 2026-08-31.

Related

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.

IvanMurzak/Unity-MCP · 49 tokens

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).

IvanMurzak/Unity-MCP · 59 tokens

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…

gamedev-skills/awesome-gamedev-agent-skills · 95 tokens

motion

How an agent turns a character mesh into a usable animated FBX — and how to judge whether the result is shippable.

OpenDCAI/GameFactory-3A · 0 tokens

unity-addressables

Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).

Besty0728/Unity-Skills · 25 tokens

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.

scottstts/Threejs-Awesome-Graphics-Agent-Skills · 60 tokens