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-npc-creatorgit 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-npc-creator)<a href="https://agentmods.dev/skills/vstrapasson/rpg-marketplace/rpg-npc-creator"><img src="https://agentmods.dev/badge/skills/vstrapasson/rpg-marketplace/rpg-npc-creator/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-npc-creator"><img src="https://agentmods.dev/badge/skills/vstrapasson/rpg-marketplace/rpg-npc-creator.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 | $0.00228 | $0.03587 |
| Opus 5 | $0.00114 | $0.01793 |
| Sonnet 5 | $0.00046 | $0.00717 |
| Haiku 4.5 | $0.00023 | $0.00359 |
Grade A, and why
rpg-npc-creator 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 — 139 lines — stays where its author put it; the contents beside it link to each section on GitHub.
RPG NPC Creator (system-agnostic, dark-leaning by default)
What this skill is for
Generate a character sheet — a deep, playable profile of a single person: a villain, a quest-giver, a patron, a merchant, a rival, a mentor, a contact, a faction leader. This is the skill you reach for when a character who was named in a campaign, region, city, faction, or location dossier needs to become someone the PCs can talk to, trust, fear, or be betrayed by.
This skill is system-agnostic — it focuses on personality, backstory, and narrative depth, not stat blocks or mechanics, so it works for any system. (When mechanics are needed, point at a reusable stat block — e.g. a PF2e NPC block — rather than writing one.)
The default tone is dark-leaning (level 3 of 5): a person sincere enough to root for and rotted enough to distrust. See references/tone-spectrum.md.
The core idea — an NPC is a person, not a role
This is the bedrock that makes this skill different from the rest of the kit. A region coheres around geography, a city around its central question, a faction around its drive, a location around premise + ecology. An NPC coheres around specificity and contradiction — a core belief and the wound that created it, and the gap between how they present and who they really are.
Real people contain tensions; generic NPCs fail because they're coherent in a way real people never are (the kind person with a cruel streak, the coward who once did something brave, the villain who genuinely loves their family). So this skill's job is not to describe a function (the gruff guard, the wise mentor) — it is to build a person whose behavior traces back to what they believe and what it cost them. If your NPC reads like an archetype with a coat of paint, you've written a role, not a person — start over from the belief and the wound (references/npc-frameworks.md §1).
When to use this skill
Trigger when the user wants to create, deepen, or detail a single character for play — "create an NPC", "build a villain", "make an interesting shopkeeper", "flesh out the harbormaster", "criar um NPC", "preciso de um vilão" — or when they paste a "Ready for rpg-npc-creator" line from a campaign, region, city, faction, or location dossier. Also trigger when a scene obviously needs a person the PCs will deal with.
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.
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 · 139 lines · 0 tokens per session scan A ffc94d2b01c8
rpg-npc-creator is a skill published in the GitHub repository vstrapasson/rpg-marketplace (2 stars, last pushed 1mo ago), licensed MIT. It adds 228 tokens to every session and 3,587 once invoked, about $0.0011 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.
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