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-treasure-forgegit 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-treasure-forge)<a href="https://agentmods.dev/skills/vstrapasson/rpg-marketplace/rpg-treasure-forge"><img src="https://agentmods.dev/badge/skills/vstrapasson/rpg-marketplace/rpg-treasure-forge/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-treasure-forge"><img src="https://agentmods.dev/badge/skills/vstrapasson/rpg-marketplace/rpg-treasure-forge.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 | $0.00162 | $0.00790 |
| Opus 5 | $0.00081 | $0.00395 |
| Sonnet 5 | $0.00032 | $0.00158 |
| Haiku 4.5 | $0.00016 | $0.00079 |
Grade A, and why
rpg-treasure-forge 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 — 24 lines — stays where its author put it; the contents beside it link to each section on GitHub.
RPG Treasure Forge — sync wealth with Foundry
What this skill is for
rpg-treasure-builder itemizes loot and tracks expected vs awarded wealth in the vault's party-<slug>.md ## Wealth section. This skill closes the loop on the Foundry side: it reads the PCs' actual inventories from Foundry, reconciles the three numbers, and pushes the awarded loot onto the sheets. It is the first sync-back in the kit — the forge has always written only to Foundry; this reads Foundry state and writes one narrow thing back to the vault (the Wealth section's Actual row, a loose file — never an entity, never via rpg-preserve).
Workflow
- Resolve PCs.
list-characters→ the player characters (thejogador↔ Foundry actor mappingrpg-ownership-forgeestablished). Confirm the roster against the party overview. - Read inventory. For each PC:
get-character+search-character-items→ their items and currency → compute actual wealth (sum of item values + coin). Show the per-PC and party totals. - Reconcile. Write the Actual and Drift rows of the
## Wealthsection inparty-<slug>.md(a direct loose-file write — the sync-back is scoped to wealth only). Report drift: the party above/below the Treasure-by-Level expectation for their level. Do not touch any vault entity. - Push loot (approval-gated). Given the GM's "who gets what" assignment, for each awarded
item:manage-world-items(action:"add-to-actor", actorIdentifier:<PC>, items:[{ name, type }])—typefromfoundryItemType(item.category)(seefoundry-args.mjs). This is the sameadd-to-actormechanismrpg-encounter-forgeuses to seed loot on a creature, aimed at PC sheets. Always confirm the assignment before writing — who receives a permanent item is a GM call. - Serialize all sheet writes one at a time (the parallel-write race); record
itemIds in the manifest for idempotency.
See references/wealth-sync.md for the read/reconcile/push details and the honesty rules.
What ships with it
1 file 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 · 24 lines · 0 tokens per session scan A d44cf7f15b65
rpg-treasure-forge is a skill published in the GitHub repository vstrapasson/rpg-marketplace (2 stars, last pushed 1mo ago), licensed MIT. It adds 162 tokens to every session and 790 once invoked, about $0.0008 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.