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Agent Skill · 待分类

world-fates(世界命运)

用于辅助安全审计、权限检查、凭据风险、认证流程和常见漏洞排查。它适合让 Agent 梳理敏感配置、检查依赖风险、分析鉴权逻辑或生成安全复核清单。使用时不能把工具输出直接当最终结论,涉及密钥、令牌、用户数据或生产系统时,应先确认最小权限、脱敏方式和操作边界。

world-fates 是待分类类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为执行命令;许可证为 MIT,第三方扫描已通过,按安装量在待分类类的 11,209 个 Skill 里排第 1,026。

总安装 5,774周安装 243GitHub Stars 67下载 2,022核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
MIT

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:world-fates(世界命运)
来源仓库:https://github.com/jwynia/agent-skills
仓库路径:skills/world-fates
安装命令:
npx skills add https://github.com/jwynia/agent-skills --skill world-fates
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。不同来源提供的安装方式可能略有差异;本站展示可直接复制的安装命令,安装前请核对来源页面。

skills.shnpx skills
npx skills add https://github.com/jwynia/agent-skills --skill world-fates

这个 Skill 是做什么的

这个 Skill 的分类还没最终确定,用法以来源仓库的说明为准。

world-fates 用于辅助安全审计、权限检查和常见漏洞排查,适合在涉及敏感配置或认证流程的场景中使用。它专注于安全分析,可协助梳理凭据风险和鉴权逻辑。通过 npx skills add 命令安装,具体用法请查阅原始文档。使用时不能将输出直接作为结论,尤其涉及密钥或生产系统时应先确认最小权限和操作边界。

适用宿主包括 Codex、Claude、Cursor、Gemini CLI,接入前应确认版本、权限和运行环境要求。

来源仓库内路径:skills/world-fates

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 Codex、Claude、Cursor、Gemini CLI;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 npx skills add https://github.com/jwynia/agent-skills --skill world-fates;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它需要执行命令,先在测试目录或测试账号里跑,确认没问题再放到正式项目。

常见问题

6 条

world-fates 怎么安装?

在终端执行 npx skills add https://github.com/jwynia/agent-skills --skill world-fates。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

world-fates 支持哪些 AI 工具?

公开资料标注支持 Codex、Claude、Cursor、Gemini CLI。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

world-fates 需要什么权限?

权限级别是执行命令。安装流程涉及命令执行,可能通过 npx skills add https://github.com/jwynia/agent-skills --skill world-fates;npx skills add jwynia/agent-skills --skill "world-fates" 联网下载 Skill 或依赖。用户安装前应确认命令来源、仓库内容和执行环境。

world-fates 是免费的吗?

来源标注的许可证是 MIT。本站不代收任何费用,也不托管安装包;能否商用、要不要署名,以许可证原文为准。

world-fates 用的人多吗?

公开数据是累计安装 5,774 次,近一周安装 243 次,下载 2,022 次,GitHub 67 星。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

world-fates 安全吗?

第三方扫描结果为通过,但这只覆盖已知的静态检查项,不能替代自己读一遍源码和安装命令。

值得选的地方和要先想清楚的地方

值得选的地方

  • 同时适配 4 种工具,换客户端不用重新找替代品。
  • 3 个目录同时收录,说明这个 Skill 流传比较广。
  • 许可证明确为 MIT,商用和分发边界好判断。
  • 第三方扫描已通过,常见的高风险行为没有命中。

先想清楚的地方

  • 需要执行命令,装到常用环境前要先评估影响面。
  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 Codex,想直接扩展它能力的人。
  • 需要处理待分类类任务、又不想每次都手写提示词的人。
  • 需要许可证清楚、并且有第三方扫描结果的团队项目。

不太适合

  • 不能接受 Skill 在你机器上执行命令的人。
  • 需要厂商级技术支持和 SLA 的生产系统。

待分类类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
infsh-cli

infsh CLI · Codex、Claude

4,374,576382权限未标注未明确未收录
ai-video-generation

AI 视频生成 · Codex、Claude

4,313,376382调用外部服务未明确有提醒
lark-openapi-explorer

云雀 OpenAPI 浏览器 · Codex、Claude

2,064,1209,011需要联网未明确有提醒
lark-workflow-standup-report

Lark 工作流程站立报告 · Codex、Claude

2,041,6328,978需要联网未明确通过
use-my-browser

使用我的浏览器 · Codex、Claude

1,848,49140操作浏览器未明确未通过
world-fates

世界命运 · 本页

5,77467执行命令MIT通过

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

World-Fates: The Wheel of Fortune

You manage the long-term destiny of entities in a shared world. Your role is to ensure the wheel of fate turns—that no power is permanent, that consequences accumulate, and that the world feels dynamic across campaigns.

Core Principle

Fortune is consequence of choice across time.

Static worlds feel fake. When the same emperor rules forever, when the same guild controls trade for centuries, when powerful characters never fall—the world loses verisimilitude. The wheel of fate turns. Power attracts challenges. Vulnerabilities compound. Risk exposure accumulates.

This skill tracks fate pressure on entities and generates fate-shift proposals for human approval before applying changes to the world bible.


Operational Mode: Hybrid

This skill operates in hybrid mode:

  1. Scripts calculate fate pressure and generate weighted probability rolls
  2. LLM synthesizes proposals based on rolls and entity state
  3. Human approves, modifies, or rejects before changes apply to world bible

The system never "cheats" players out of characters. Deaths and falls feel like real fate because they emerge from accumulated probability, not arbitrary decisions.


The Fate States

State F1: Stable Ascent

Symptoms: Entity is powerful but recently risen; vulnerabilities few; tenure short. Fate Pressure: Low (0.1-0.3) Interventions: Monitor only. Record exposure events.

State F2: Peak Power

Symptoms: Entity at maximum influence; long tenure; few visible weaknesses. Fate Pressure: Moderate (0.3-0.5) Key Questions: What did they sacrifice for power? Who resents them? What do they fear losing? Interventions: Surface hidden vulnerabilities. Introduce rivals.

State F3: Overextension

Symptoms: Power stretched thin; multiple active conflicts; hubris behaviors. Fate Pressure: High (0.5-0.7) Key Questions: Which commitment will break first? Who would benefit from their fall? Interventions: Cascade minor failures. Test alliances. Consider offering fate choices.

State F4: Precarious Position

Symptoms: Multiple vulnerabilities exposed; enemies circling; resources depleted. Fate Pressure: Critical (0.7-0.9) Key Questions: What's the one thread holding them together? What would snap it? Interventions: Fate-offered choices. Major fate-shift proposals. Death probabilities active.

State F5: Fall in Progress

Symptoms: Cascade has begun; entity actively declining. Fate Pressure: Terminal (0.9+) Key Questions: How do they fall? What survives? Who inherits? Interventions: Manage the transition. Redistribute power/wealth. Document the end.


The Three-Tier Exit System

Characters leave player control through one of three mechanisms, in order of preference:

Tier 1: Voluntary NPC Transition (Player Chooses)

Players can retire a character to NPC status at any time.

When to offer:

  • Player sees fate pressure building
  • Player wants to explore a different character
  • Character's story feels complete
  • Player wants to exit gracefully before fate forces something harsher

What happens:

  • Player shapes the exit narrative (mentor, rival, background figure)
  • Character persists in world, no longer under player control
  • No fate roll required
  • Character may reappear as NPC in future sessions

Design principle: This is always available. Players should never feel trapped.

Tier 2: Fate-Offered Choice (Fate Proposes, Player Decides)

When fate pressure exceeds 0.6, instead of rolling death immediately, fate presents a dramatic choice.

Choice structure:

  • Path A: NPC-hood/transformation (character survives but leaves player control)
  • Path B: Face the roll (stays player-controlled, risks death/fall)
  • Path C: (Optional) Third option with different costs

Example choices:

  • "The Queen of Shadows offers sanctuary—serve her, lose yourself" (NPC) vs "Refuse and fight" (death roll)
  • "Betray your allies to survive" (stay player, reputation destroyed) vs "Stand with them" (death roll)
  • "Accept the corruption to gain power" (become antagonist NPC) vs "Resist" (fall roll)

Why this works:

  • Player has agency within the fate moment
  • The choice IS the narrative climax
  • Death/fall feels even more earned because they had an off-ramp
  • Creates memorable dramatic moments

Tier 3: Fate-Forced Outcome (Rolled Consequence)

Only triggers when:

  • Player refuses the offered choice (Tier 2)
  • No choice makes narrative sense in the moment
  • Circumstance demands immediate resolution

What happens:

  • Probability mechanics determine outcome (see formulas below)
  • Even here, player can narrate the final moments
  • Result applied to world bible after human approval

Design principle: Death should never be the first option. The progression is:

  1. Pressure builds visibly (player can voluntary exit)
  2. Fate offers a dramatic choice (player decides)
  3. Only if refused does the die roll happen

The Fate Pressure Formula

Fate pressure determines how likely an entity is to experience a major fate-shift.

Fate Pressure = (Power Level × Tenure Modifier × Vulnerability Score / 10)
                ÷ (Protection Factor × max(Fortune Buffer, 0.5))
                + Risk Exposure Accumulation

Power Level (1-10)

How much influence/resources/capability the entity commands.

LevelScopeExample
1-2LocalVillage elder, small merchant, local hero
3-4RegionalTown mayor, guild master, regional champion
5-6NationalNoble house, major faction, famous adventurer
7-8CivilizationKingdom ruler, legendary hero, archmage
9-10World-shapingEmperor, demigod, world-threatening power

Tenure Modifier

How long they've held power. Longer tenure = more accumulated risk.

DurationModifierReasoning
< 1 year0.5xNewcomer grace; haven't made enemies yet
1-5 years1.0xBaseline; established but not entrenched
5-20 years1.5xAccumulated grudges, stale alliances
20-50 years2.0xLong rule attracts succession challenges
50+ years2.5xUnnaturally long; something must give

Vulnerability Score (0-10)

Sum of exposed weaknesses. Score the vulnerabilities:

Vulnerability TypeWeightExample
Known enemy+1.0Rival who wants your position
Active conflict+1.5War, feud, ongoing dispute
Exploitable flaw+2.0Addiction, temper, pride
Critical dependency+1.0Relies on single ally, resource
Destroying secret+3.0Hidden truth that would end them

Cap at 10. More vulnerabilities = higher pressure.

Protection Factor (1-10)

Shields that reduce fate pressure. Score the protections:

Protection TypeWeightExample
Loyal ally+1.0Trusted friend who would die for them
Fortified position+2.0Castle, hidden base, defensive advantage
Divine/magical protection+3.0God's favor, powerful enchantment
Information network+1.0Spies, warning system
Popular support+2.0Beloved by the people

Minimum is 1 (no one has zero protection).

Fortune Buffer (0-5)

Luck/grace/narrative protection remaining.

  • Starting value: 3 for most characters, 4-5 for protagonists
  • Decreases: With narrow escapes, near-death experiences, major setbacks
  • Can be restored: Through sacrifice, growth, completing positive arcs
  • At 0: Depleted luck; death becomes possible

Fortune buffer represents "plot armor" but it's a *depletable resource*.

Risk Exposure Accumulation

Specific dangerous situations add to pressure over time.

Exposure TypeIncrement per Instance
Active combat+0.10
Political intrigue+0.05
Betrayal risk+0.15
Overconfident action+0.10
Narrow escape+0.05
Secret exposed+0.20

This accumulates across sessions until a fate-shift resets it.


The Wheel of Fate Mechanics

When Does the Wheel Turn?

Fate assessment triggers at:

TriggerWhen to Use
Session boundaryAfter each game session ends
Arc completionWhen a campaign arc concludes
Time skipWhen significant in-world time passes
Major eventWhen world-shaking events occur
Manual triggerWhen human requests assessment

Probability Weighting

Roll against fate pressure to determine if fate-shift occurs:

Roll d100
If roll < (fate_pressure × 100): Fate-shift triggered

Fate-shift Severity Table:

Roll vs ThresholdSeverityDescription
Roll < threshold × 0.25CatastrophicDeath, complete fall, total destruction
Roll < threshold × 0.50MajorSignificant loss, serious wound, major defeat
Roll < threshold × 0.75ModerateSetback, vulnerability exposed, resource lost
Roll < threshold × 1.00MinorWarning sign, reputation damage, small loss

Fate-Shift Types

For Characters:

  • Death: Physical end of the character
  • Fall from Grace: Loss of power, status, position
  • Corruption: Moral or spiritual decline
  • Exile: Removal from sphere of influence
  • Transformation: Fundamental change in nature
  • Diminishment: Gradual decline over time

For Factions:

  • Collapse: Organization ends
  • Schism: Splits into factions
  • Absorption: Absorbed by rival
  • Decline: Loses influence/resources
  • Reformation: Changes fundamental nature
  • Defeat: Loses specific conflict

For Locations:

  • Destruction: Physical end
  • Conquest: Changes hands
  • Disaster: Catastrophic damage
  • Decline: Economic/population drop
  • Transformation: Nature changes
  • Isolation: Cut off from world

Death Mechanics

Death only enters the probability pool when ALL of these are true:

  1. Character is in active danger (combat, peril, hostile situation)
  2. Fate pressure is High or above (> 0.5)
  3. Fortune buffer is depleted (< 1)

Death Threshold Calculation:

death_threshold = (fate_pressure - 0.5) × 2 × (1 - fortune_buffer / 5)

Example calculations:

Fate PressureFortune BufferDeath Threshold
0.500% (baseline, no death risk)
0.6020%
0.7040%
0.8060%
0.9080%
0.7132%
0.7224%

Why death feels like fate, not cheating:

  1. Transparency: Players can see fate pressure accumulating
  2. Choice-driven: Vulnerabilities come from character choices
  3. Gradual: Pressure builds over time, not sudden
  4. Probabilistic: Dice create genuine uncertainty
  5. Survivable: Fortune buffers allow heroic escapes
  6. Meaningful: Deaths have narrative weight and world impact

Proposal Generation

When fate turns and a shift occurs, generate a proposal for human review.

Proposal Format

# Fate-Shift Proposal: [Entity Name]

**Date Generated:** [Date]
**Trigger:** [What caused assessment]
**Fate Pressure at Assessment:** [Score]

## Current State Summary
[Brief description of entity's current situation]

## Vulnerability Analysis
[What weaknesses led to this]

## The Fate Roll
- **Roll:** [d100 result]
- **Threshold:** [fate_pressure × 100]
- **Severity:** [Catastrophic/Major/Moderate/Minor]

## Proposed Fate-Shift
[Detailed description of what happens]

### Type
[Death/Fall/Corruption/etc.]

### Narrative Hook
[How this could be revealed or play out]

### Consequences
- For the entity: [What changes]
- For the world: [Ripple effects]
- For campaigns: [What this affects]

## Alternative Options
1. [Less severe option]
2. [Different type of shift]
3. [Delayed but inevitable version]

## Approval Required
[ ] Approve as proposed
[ ] Approve with modifications: _______________
[ ] Reject and explain: _______________
[ ] Defer decision to later

Integration with World Bible

Reading Current State

The skill reads from world-bible entries to assess:

  • Entity power level from description and relationships
  • Tenure from history section
  • Vulnerabilities from key facts and relationships
  • Protection from faction memberships and allies

Proposing Changes

Fate-shift proposals create Proposed entries:

  1. Create entry for the fate-shift event in history/events/
  2. Update affected entity entries with new status
  3. Mark all changes as Proposed? until approved
  4. Human approval moves to Established ✓

Tracking Fate Metadata

Add to entity entries in world-bible:

## Fate Tracking

**Power Level:** [1-10]
**Tenure:** [Duration]
**Current Fate Pressure:** [0-1]
**Fortune Buffer:** [0-5]
**Last Assessment:** [Date]

### Vulnerabilities
- [Vulnerability 1]
- [Vulnerability 2]

### Protections
- [Protection 1]
- [Protection 2]

### Risk Exposure Log
- [Date]: [Event] (+X% pressure)

Anti-Patterns

The Immortal Emperor

Problem: Powerful entities never face consequences; world feels static. Fix: Apply fate pressure consistently. High power × long tenure = high pressure.

The Random Death

Problem: Death feels arbitrary, like the system "cheating." Fix: Only roll death when pressure accumulated through choice. Show the math.

The Plot Armor

Problem: Protagonists immune to fate while NPCs fall. Fix: Same rules apply to all. Fortune buffer gives protagonists more chances, not immunity.

The Sudden Collapse

Problem: Empire goes from stable to destroyed overnight. Fix: Show the cascade. Minor → Moderate → Major → Catastrophic over time.

The Foregone Conclusion

Problem: Everyone sees the fall coming; no tension. Fix: Probability maintains genuine uncertainty. Even high pressure might not trigger.

The World-Breaker

Problem: Single fate-shift derails all campaigns. Fix: Human approval gate. Consider campaign impacts before approving.

The Cheap Exit

Problem: NPC transition feels like cheating death rather than dramatic choice. Fix: Tier 2 choices should be genuinely difficult. NPC path has real costs.


Available Tools

fate-pressure.ts

Calculate current fate pressure for an entity.

deno run --allow-read scripts/fate-pressure.ts "Entity Name" --bible ./world-bible
deno run --allow-read scripts/fate-pressure.ts --all --bible ./world-bible
deno run --allow-read scripts/fate-pressure.ts "Entity Name" --json

fate-roll.ts

Roll the wheel of fate for one or more entities.

deno run --allow-read scripts/fate-roll.ts "Entity Name" --bible ./world-bible
deno run --allow-read scripts/fate-roll.ts --trigger session-end --bible ./world-bible
deno run --allow-read scripts/fate-roll.ts --high-pressure-only

fate-choice.ts

Generate dramatic Tier 2 choices for high-pressure situations.

deno run --allow-read scripts/fate-choice.ts "Entity Name" --bible ./world-bible
deno run --allow-read scripts/fate-choice.ts "Entity Name" --antagonist "The Dark Queen"

propose-shift.ts

Generate a fate-shift proposal for human review.

deno run --allow-read --allow-write scripts/propose-shift.ts "Entity Name" \
  --severity major --type fall --bible ./world-bible

exposure-log.ts

Log risk exposure events that increase fate pressure.

deno run --allow-read --allow-write scripts/exposure-log.ts "Entity Name" \
  --event "Survived assassination attempt" --pressure 0.15 --bible ./world-bible

Integration with Other Skills

SkillIntegration
shared-worldRead entity entries; propose changes to world bible
game-facilitatorAssess at session boundaries; inform next session setup
character-arcNegative arc increases vulnerability; positive arc restores fortune
story-senseCore narrative principles apply to fate-shift proposals
genre-conventionsDifferent genres have different fortune-turning expectations

Handoff Points

game-facilitator → world-fates:

  • Session ends: Report risk exposure events
  • Character death in-session: Record, adjust world state
  • Major NPC actions: Update vulnerability/protection

world-fates → game-facilitator:

  • Approved fate-shifts: New situation to incorporate
  • Rising pressure warnings: Potential dramatic hooks
  • Tier 2 choices: Run during climactic moments

Example Interaction

User: "Lord Varen has ruled the Northern Reaches for 40 years. He's been in three wars, has two known enemies on his council, and just revealed he has a bastard heir. What's his fate pressure?"

Your approach:

  1. Calculate components:

- Power Level: 7 (regional ruler with military) - Tenure: 40 years → Modifier 2.0x - Vulnerabilities: 2 enemies (+2) + bastard secret now revealed (+3 becoming +1 since revealed) + 3 wars (+4.5) = 7.5/10 - Protections: Assume loyal retainers (+2), fortified seat (+2), some popular support (+1) = 5/10 - Fortune Buffer: Long rule with escapes, estimate 2

  1. Apply formula: pressure = (7 × 2.0 × 0.75) / (5 × 2) + exposure pressure = 10.5 / 10 + ~0.1 = ~1.05 → capped at 1.0
  2. Result: State F5 (Fall in Progress)
  3. Explain: "Lord Varen is in active decline. His 40-year rule, council enemies, and revealed heir have pushed him to terminal pressure. Consider running fate-choice.ts to generate a Tier 2 choice—does he abdicate in favor of the bastard (NPC transition) or fight to hold power (fate roll)?"

Output Persistence

This skill has built-in persistence through fate tracking templates and the world bible integration.

Existing Persistence Mechanism

World-fates persists entity fate data within the world bible structure:

Template: templates/fate-tracking.md - Added to entity entries in world bible

Data structures:

  • data/fate-tracking.json - Schema for entity fate metadata
  • data/shift-types.json - Types of fate shifts and their effects
  • data/fate-choices.json - Tier 2 choice templates

Tools for persistence:

  • fate-pressure.ts - Calculates and records pressure state
  • propose-shift.ts - Records shift proposals
  • exposure-log.ts - Tracks accumulated exposure events

How It Differs from Standard Output Persistence

World-fates data lives within world bible entity entries, not in separate exploration files. This integrates fate tracking with the shared-world skill.

This skill does NOT use context/output-config.md because:

  • Fate data is attached to entities in the world bible
  • Location is determined by world bible structure
  • Data must be accessible to all contributors

Conversation vs. File

Goes to FileStays in Conversation
Fortune/fate state updatesFate pressure calculations
Shift proposals (pending approval)Discussion of consequences
Exposure eventsTier 2 choice deliberation
Fate roll resultsMechanics explanations

What You Do NOT Do

  • You do not apply fate-shifts without human approval
  • You do not guarantee outcomes (probability maintains uncertainty)
  • You do not ignore accumulated pressure (the wheel must turn)
  • You do not protect entities from consequences of their choices
  • You do not apply different rules to protagonists vs. NPCs
  • You do not create pressure from nowhere (must trace to choices/events)
  • You do not make Tier 2 choices trivially easy (both paths should cost something)

Key Insight

The wheel of fate creates the feeling that the world is alive and consequential. When players know that fortune can change, that powerful figures can fall, that their own characters face real risk—the stakes feel genuine.

But the three-tier system ensures this never feels arbitrary. Players always have agency: they can exit gracefully, they can face the dramatic choice, or they can roll the dice. The system doesn't punish; it creates pressure, and pressure creates story.

The best fate moments are the ones where players chose to face the odds, knowing the risk, and the dice fell against them. Or where they took the Tier 2 offer and their character became something new in the world. Or where they saw pressure building and retired their hero to a well-earned rest.

All of these are victories for the narrative. The wheel of fate ensures the story keeps moving.

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权限和风险

执行命令

安装流程涉及命令执行,可能通过 npx skills add https://github.com/jwynia/agent-skills --skill world-fates;npx skills add jwynia/agent-skills --skill "world-fates" 联网下载 Skill 或依赖。用户安装前应确认命令来源、仓库内容和执行环境。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。

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