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rjroy

rjroy

16 Skills published on GitHub.

ap-adversaries

This skill should be used when the GM needs to create Apocrypha adversaries, build adversary keyword blocks, design Fear abilities, determine stress thresholds, set adversary tier and difficulty, track adversary stress during encounters, or reference adversary templates and examples for minor, standard, and major tier adversaries.

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ap-combat

This skill should be used when the GM needs to handle Apocrypha combat situations, including resolving attacks against adversaries, dealing stress to adversaries, tracking adversary stress and defeat, spending Fear in combat, activating adversary Fear abilities, managing encounter state, or running player-rolls-everything combat encounters.

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ap-players

This skill should be used when the GM needs to help players create Apocrypha characters, define keywords with scoping and exclusions, handle character advancement and level-up, manage keyword splitting or retirement, track progression milestones, set up rest and recovery scenes, or reference character sheet and story templates.

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ap-rules

This skill should be used when the GM needs to look up Apocrypha rules, check how a mechanic works, verify dice resolution, understand the hope/fear economy, reference stress rules, check keyword scoping, look up rest and recovery, understand progression and leveling, review session and act structure, or get GM guidelines for running Apocrypha.

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gm-craft

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".

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d20-combat

This skill should be used when the GM needs to handle combat situations, including starting combat, rolling initiative, resolving attack rolls, managing combat encounters, rolling damage, tracking hit points, applying conditions, or running d20-style tactical combat. Provides combat flow, turn structure, attack resolution, and condition references.

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d20-magic

This skill should be used when the GM needs to handle spellcasting situations, including resolving spell effects, managing spell slots, calculating spell save DCs, handling concentration, resolving spell attacks, determining spellcasting abilities, handling cantrips, or processing ritual casting. Provides spellcasting rules, formulas, and references for running magical gameplay.

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d20-monsters

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.

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d20-players

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 and rules for SRD 5.2 character creation and leveling.

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d20-rules

This skill should be used when the GM needs to look up rules, reference what the SRD says, find official rules, get exact wording, check RAW (rules as written), verify rules references, or understand how mechanics work in d20 5E. Provides authoritative rule clarification from the System Reference Document 5.2.

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dh-adversaries

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 (Bruiser, Horde, Leader, Minion, Ranged, Skulk, Social, Solo, Standard, Support).

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dh-combat

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 references.

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dh-domains

This skill should be used when handling domain cards and magical abilities in Daggerheart, including looking up domain card effects, understanding Recall costs, making Spellcast Rolls, selecting domain cards during character creation or advancement, or when players want to use domain-based abilities. Covers all 9 SRD domains (Arcana, Blade, Bone, Codex, Grace, Midnight, Sage, Splendor, Valor) and their associated cards.

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dh-frame

This skill should be used when creating a new Daggerheart campaign, establishing world tone and themes, selecting or building a campaign frame, or reframing an existing adventure. Campaign frames provide pitch, tone, themes, community/ancestry/class guidance, principles, distinctions, inciting incidents, and special mechanics for a particular type of story.

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dh-players

This skill should be used when the GM needs to help players create Daggerheart characters, select a class/ancestry/community, define Experiences with bounded constraints, choose domain cards, or handle level advancement (1-10). Provides templates for character sheets, session state, and Experience definitions to prevent semantic drift during gameplay.

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dh-rules

This skill should be used when the GM needs to look up Daggerheart rules, reference what the SRD says, find official rules, get exact wording, check RAW (rules as written), verify rules references, or understand how mechanics work in Daggerheart. Provides authoritative rule clarification from the Daggerheart System Reference Document 1.0.

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rjroy | Agent Skills