npx claudepluginhub fcsouza/agent-skills --plugin standalone-skillsThis skill uses the workspace's default tool permissions.
Character archetypes, motivation arcs, dialogue systems, and character bibles for game characters. Genre-agnostic — applies to any game with characters, NPCs, or player-created identities.
Builds narrative structure, world logic, dialogue intent, and player motivation supporting the game loop. Use for structuring story, dialogue, lore, or when narrative-gameplay disconnects.
Designs memorable, readable game characters using silhouette readability, shape language, color theory, and animation principles that work at any scale.
Facilitates narrative RPG sessions as game master, running scenes, portraying NPCs, describing worlds, and maintaining story coherence in collaborative storytelling.
Share bugs, ideas, or general feedback.
Character archetypes, motivation arcs, dialogue systems, and character bibles for game characters. Genre-agnostic — applies to any game with characters, NPCs, or player-created identities.
Trigger: character design, NPC design, character arc, dialogue system, character bible, character motivation, archetype, companion, antagonist, player character, voice, personality, character writing
worldbuilding — characters must fit the worldquest-narrative-coherence — character actions must be consistent with established loreHideo Kojima: "Characters should feel like they exist beyond the player's experience of them." Hidetaka Miyazaki: "Every character has a history. The player sees only the tip of the iceberg." Jenova Chen: "Characters don't need words to communicate. Presence and movement tell the story."
| Archetype | Core Trait | Typical Role | Subversion Example |
|---|---|---|---|
| Mentor | Wisdom | Guide player early | Mentor has hidden agenda |
| Trickster | Deception | Comic relief / chaos | Trickster is the most honest character |
| Guardian | Protection | Block progress until ready | Guardian is protecting something terrible |
| Herald | Information | Deliver news / quests | Herald's news is always wrong |
| Shadow | Opposition | Antagonist / dark mirror | Shadow is justified in their actions |
| Ally | Support | Help in challenges | Ally has their own quest that conflicts |
| Shapeshifter | Ambiguity | Uncertain loyalty | Shapeshifter is the only constant |
For each significant character, document:
worldbuilding — characters exist within the world's rulesquest-narrative-coherence — character consistency validationstory-structure-game — character arcs within narrative structurequest-mission-design — characters as quest givers and participantselevenlabs-sound-music — voice acting for charactersHideo Kojima (Metal Gear Solid): Characters are more than their function. The Boss, Ocelot, and Otacon all exist as complete people with histories, philosophies, and motivations. Even minor characters have enough depth that players wonder about their lives off-screen.
Hidetaka Miyazaki (Dark Souls, Elden Ring): The most compelling characters are the ones you piece together. Solaire's sunny optimism in a dying world, Siegmeyer's fading courage — their stories unfold through brief encounters and item descriptions, creating a bond stronger than any cutscene.
Jenova Chen (Journey): Sometimes the most powerful character is another player. Journey's companions communicate without words, creating genuine emotional connection through shared experience. Characters don't always need dialogue to be memorable.