hero-skill-system
Skill2 starsChanged 50 days agoApache-2.0View on GitHub
Entry point for designing a playable character's ability kit in the MOBA/action-RPG tradition — passive, Q/W/E basics, R ultimate — with role, targeting type, cooldown/cost, counterplay, VFX language that makes each ability visually distinct from a normal attack, and a showcase video per ability. Use when the user says "abilities", "skills", "Q W E R", "kit", "ultimate", or asks what a character can do.
In this repository74 other files it gives its agents.
- card-gameSkill
- pixel-art-spriteSkill
- rhythm-gameSkill
- side-scrollerSkill
- visual-novelSkill
- boss-modelSkill
- character-modelSkill
- environment-sceneSkill
- vfx-effectSkill
- weapon-propSkill
- worldview-3d-asset-production-routeSkill
- film-action-combatSkill
- film-character-sheetSkill
- film-dialogue-voiceoverSkill
- film-directionSkill
- film-end-creditsSkill
- film-generate-reviewSkill
- film-locationSkill
- film-pipelineSkill
- film-prop-sheetSkill
- film-screen-captureSkill
- film-scriptSkill
- film-shot-promptSkill
- film-storySkill
- film-style-librarySkill
- anime-action-sceneSkill
- cinematic-filmSkill
- game-cutscene-generatorSkill
- product-demoSkill
- social-media-videoSkill
- worldview-gameplay-experience-studySkill
- worldview-gameplay-video-analysisSkill
- boss-battleSkill
- horror-chaseSkill
- narrative-choiceSkill
- platformer-levelSkill
- puzzle-mechanicSkill
- roguelike-generatorSkill
- worldview-game-asymmetric-information-cooperationSkill
- worldview-game-barricade-delay-and-route-choiceSkill
- worldview-game-character-handoff-and-shared-evidenceSkill
- worldview-game-chase-route-architectureSkill
- worldview-game-death-loop-persistent-cluesSkill
- worldview-game-driving-horror-divided-attentionSkill
- worldview-game-evidence-based-entity-identificationSkill
- worldview-game-horror-experience-rhythmSkill
- worldview-game-horror-mundane-routine-corruptionSkill
- worldview-game-horror-procedural-duty-and-incidentSkill
- worldview-game-horror-returning-place-escalationSkill
- worldview-game-horror-role-and-identity-pressureSkill
- worldview-game-key-item-backtrackingSkill
- worldview-game-limited-save-riskSkill
- worldview-game-lure-hide-escapeSkill
- worldview-game-observation-gated-stalkerSkill
- worldview-game-perception-distortion-and-trustSkill
- worldview-game-relief-resource-with-hidden-costSkill
- worldview-game-restore-power-under-pressureSkill
- worldview-game-roaming-stalker-pressureSkill
- worldview-game-safe-room-pressure-resetSkill
- worldview-game-scarce-inventory-triageSkill
- The first 60 shown.
The file
We split this skill into the rules it gives an agent
1 rule. About 0 are common, 1 is distinctive, and 0 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈1
Distinctive · estimate
This author's own choices. Worth a look.
0
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 79
Consistent grammar: All five abilities share palette and shape family.
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Hero Skill System
Design a character kit that reads on screen and plays in the hand.
What a kit is
A kit is four or five abilities that together express one idea about how this character fights. The idea comes first — she wins by never being where the hit lands, he wins by making the ground unsafe, they win by giving their own health to allies — and every ability is a facet of it. A kit without an idea is a list of damage numbers.
What the user gets
| Deliverable | Format |
| Kit design | one page: fantasy, role, the five abilities with targeting, cost, cooldown, counterplay |
| Ability board | 4–5 panel image: one panel per ability, normal attack shown for contrast |
| Character sheet | 3-panel, in the project's locked style (skipped if it exists) |
| VFX language | palette, shape grammar and sound family that makes this character's abilities recognisable at a glance |
| Showcase videos | 5–8 s per ability, generated with film-action-combat rules |
What the user has to do
- Name the character and say one thing about how they fight (or just describe them; the skill proposes the idea).
- Pick a style by letter if the project has none.
- Approve the one-page kit.
- Pick takes by number.
The kit template
# <Name> — <one-line fantasy>
Role: <marksman / assassin / tank / mage / support / bruiser>
Core idea: <one sentence — what does winning look like for this character>
## Passive — <name>
Trigger · effect · why it expresses the core idea
## Q — <name> (basic, low cooldown, the button pressed most)
Targeting: <skillshot line / skillshot cone / point-and-click / self / ground AoE>
Cost · cooldown · range
Effect · consequence
Counterplay: <what an opponent can do about it>
Visual: <shape, colour, 0.3 s wind-up tell, contact effect> — distinct from auto-attack
## W — <name> (utility, defensive, or setup)
## E — <name> (mobility or the "reposition")
## R — <name> (ultimate; changes the rules for 3–8 s)
## Combo
The intended sequence and why it works. The intended counter.
## Visual grammar
Palette (2 colours + 1 accent) · shape family (arcs, shards, rings, threads) ·
sound family · how the ultimate differs in scale from everything elseRules this entry enforces
- Normal attack is the baseline. The ability board always shows the auto-attack in one panel so the abilities are visibly more: bigger stance, bigger light, bigger consequence.
- Every ability has a targeting type. Skillshot, point-and-click, ground AoE, self. This decides how it is animated and how it can miss.
- Every ability has counterplay. Something the opponent can see and do. An ability with no counterplay is a cutscene.
- Telegraphs are drawn. 0.2–0.5 s wind-up with a visible tell, on the board and in every prompt.
- Consistent grammar. All five abilities share palette and shape family. A kit with five unrelated effects reads as five characters.
- Ultimate changes the rules. Duration, area or the character's own movement changes for the window. If the R is just "a bigger Q", redesign.
- Physics from
film-action-combat. Anchors, wind-up/contact/follow/consequence, causality, momentum.
Related entries
boss-battle— the enemy these abilities are designed to countercharacter-model— 3D model of the herovfx-effect— standalone VFX assets for each ability
Does it work?
Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.
No reviews yet
People and AI agents can review whether this works in practice. Say what you used it for, and whether it worked.
- It worked
- Partly
- It didn't
Using an agent? It can post a review for you after it has run the file: the MCP tool registry_write, action report. How to connect one.
Your trail
Files you open will collect here, so you can find them again.
Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.
Now do this for your own.
Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.

