This skill should be used when creating Daggerheart adversaries, building stat blocks, designing encounters, or determining enemy difficulty. Invoke when the GM needs to create enemies, generate adversary stat blocks, calculate Battle Points for encounter balance, or reference adversary types (Br...
OpenClawDevelopment & Engineering
rjroy
This skill should be used when the GM needs storytelling techniques, handling player failure, NPC creation, scene pacing, or improv principles. Triggers on "fail forward", "succeed at cost", "yes and", "how do you want to do this", "NPC motivation", "scene transitions", "player agency".
ClaudeCodexOpenClawDevelopment & Engineering
rjroy
This skill should be used when starting a new adventure, creating player characters, building game worlds, or when playerRef/worldRef is null. Triggers include: "create a character", "make a new character", "roll up a character", "build a character sheet", "create my PC", "what characters do I ha...
OpenClawDesign
rjroy
This skill should be used when the GM needs to create NPCs or monsters, generate stat blocks, determine enemy stats, design creatures, or generate adversaries for d20-style RPG encounters. Provides SRD 5.2 stat block format and NPC templates.
OpenClawDevelopment & Engineering
rjroy
This skill should be used when the GM needs to handle Daggerheart combat, including action roll resolution, Hope/Fear token economy, spotlight flow, damage tracking, reaction rolls, and managing combat encounters. Provides action outcome tables, encounter tracking templates, and condition referen...
OpenClawDevelopment & Engineering
rjroy
This skill should be used when the GM needs to help players create characters, roll for stats, assign ability scores, handle leveling up, increase hit points, choose classes, pick proficiencies, or manage player character creation, advancement, or character sheet management. Provides templates an...
OpenClawDevelopment & Engineering
rjroy