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Recently added

Plugins grouped by the day they were added to the directory, newest first.

Sep 16, 2026

  1. Comprehensive smart contract security toolkit based on Trail of Bits' Building Secure Contracts framework. Includes vulnerability scanners for 6 blockchains and 5 development guideline assistants.

    Claude Code11 skills
  2. Understand a codebase before looking for bugs in it. Reads it function by function, records what each one assumes and depends on, and saves the write-ups to files instead of filling up the conversation.

    Claude Code1 skill
  3. Audits GitHub Actions workflows for security vulnerabilities in AI agent integrations (Claude Code Action, Gemini CLI, OpenAI Codex, GitHub AI Inference)

    Claude Code1 skill
  4. yar0stars

    A toolkit of reusable Claude Code skills and agents: an invoke-only git workflow with guard hooks (no bulk add, no edits on main, no binaries/secrets), deep web research via the Gemini CLI, an Agent Skills authoring/validation kit, a project-agnostic file organizer, a macOS audio meeting recorder plus a processor that transcribes (ElevenLabs Scribe v2, with an automatic Gemini fallback for blocked networks), summarizes, and routes action items into the project's own tools, a document design system (typeset, formerly md-to-pdf) that gives every project its own house style and prints to PDF (a per-project theme of identity, logo, one accent, type pairing, mood and weight set — emphasis is a weight step, never bold — with cover page, letterhead or 16:9 deck slides, running head and folio, a table register with right-aligned tabular figures and ruled totals, financial statements from rows or a QuickBooks export, and first-class RTL/Persian typography — mirrored layout, x-height-matched pairs, a Latin guest face inside Persian sentences, Persian digits, Jalali dates, localized stationery labels), a claim-sourcing helper that links every factual claim to its original independent source, an end-of-day sweep that reconciles every repo with its remote, prunes stale branches, worktrees, and orphaned worktree directories (squash-merge aware, PR-aware), and brings every installed plugin up to its latest published version while flagging manifest/install version drift, a personal end-of-day retro-log engine (five questions, one dated file per day, built for pattern analysis over time), a Chrome browser-automation skill that drives Chrome via the DevTools Protocol (CDP) — snapshot/uid targeting, far more reliable and faster than coordinate-clicking extensions, with named persistent login profiles (isolated throwaway by default, user-defined per-account identities whose sessions survive across runs, guided new-machine onboarding, pinned server version, telemetry off) — a one-command installer that teaches a machine's global CLAUDE.md to render Persian/RTL chat replies correctly (whole-reply RTL widget card, atomic LTR token isolation, English-only plain chat text, BiDi-safe CLI fallback), and an always-on permission guard that blocks destructive commands like rm -rf, and a ship guard that refuses to end a turn while a requested "ship" is still unmerged. Skills act only when invoked.

    Claude Code14 skills
  5. tokenlab1stars

    TokenLab model selection, API integration, native endpoints, cost routing, and OpenAI-compatible migration skills with optional TokenLab MCP servers.

    Claude Code5 skills2 MCP servers
  6. On-demand consultation with Codex, Gemini, Antigravity, OpenCode, or Oz at any point during development, including video analysis

    Claude Code
  7. Run Execue outbound campaigns from Claude. Q sources leads, enriches profiles, checks ICP fit, drafts personalized sequences, and exports them to your sequencer — powered by the Execue lead-gen MCP server and the Q campaign playbook.

    Claude Code4 skills1 MCP server
  8. Skill to download Jira Cloud issue attachments via the official Atlassian MCP so the agent can read them

    Claude Code1 skill
  9. Plan software work in a Schematic Planner project: design canvases in specs, executable task canvases in plans, shared by you and the agent.

    CodexClaude Code15 skills
  10. dtwo1stars

    Manage Dtwo gateways, policies, and Rego with the Dtwo MCP server.

    Claude Code4 skills1 MCP server
  11. Adaptive repository-aware engineering control plane for coding, debugging, research, POCs, reviews and safe changes, with capability-aware providers, durable memory, procedural skills, bounded delegation, secure tools, verification and evidence-backed learning.

    Claude Code1 skill
  12. Skills for the stage before code: find a direction when you cannot start, interview along evidenced branches, choose an implementation direction, implement along it, and land each small change with proportionate validation. Extends mattpocock-skills.

    Claude Code
  13. wardrobe0stars

    Layered clothing for rigged Blender characters headed to Godot 4.7: a garment that fits, stays over the body without skin showing through, and swings where it hangs free. Cuts a garment from the body it will be worn on (planes applied only to the body part each is for), eases it off the skin with a relax-and-push loop that bridges hollows and a radius field that lets it hang straight from the widest point above instead of tucking under a buttock, keeps the body's own skin weights (jiggle bones included, so a shirt follows follow-through's breasts and belly), hangs a ring of sprung bones around the hem and each cuff with a per-bone inward backstop measured from the rest gap, and lists the skin it covers - but only where the cloth is skinned like the skin under it, because a thigh under a hem hung from the torso swings out from under it. In Godot one call adds the garment's bones to the body's skeleton, moves the garment onto it (skins bind by bone name), matches the covered skin by position and rebuilds the body without those triangles, and springs the hem in a SkeletonModifier3D with an exact damped oscillator. Two levels of detail - skinned only, and skinned with hem bones - and a headless verifier that skins every vertex from the final pose and ray-casts along each body normal to count holes and skin through the cloth over a walk.

    Claude Code1 skill
  14. Rigs and animates an arbitrary Blender mesh, including shapes no template covers. Deterministic Python measures the geometry, renders let vision classify it, and the skeleton is fitted from a template where one fits or built from discovered structure where none does. It then binds with bone-heat weights, generates a looping gait for any number of legs - or a travelling wave for a body with none - and exports to glTF with the playback speed the clip's own stride implies, verified by reading the written file back. Throughout it measures rather than assumes: bone axes are probed per bone because an elbow and a knee bend opposite ways, and a rig whose pose evaluation has gone stale is made to error rather than report a confident table of zeros. Since 0.6.0 it also maps any rig to spine, neck, head, tail, legs and arms and poses it by target with IK - the engine behind animate-anything. Since 0.8.0 walks, trots and sprints are derived from ground contacts: a support plane through the measured feet, Froude-scaled stride and duty factor, and per-leg reach solved on that plane - so a sprint reaches and flies instead of replaying a walk faster - and the exporter measures speed on the planted feet. Since 0.9.0 wings are a body part: found from the skin (a sheet, not a tube) or from names, told apart as membrane or feathered, folded through the avian elbow-wrist linkage with one number, and flown - wingbeat, cruise, glide and stall speeds from wing area, span and mass, and spread, flap, glide, dive, take-off and landing clips checked for wings through the body or across the midline. Since 0.10.0 mouths are a body part: found on the skin as a cavity entering the head, given a jaw, throat and gular pouch, tongue chain and a non-deforming mouth socket, skinned by splitting the head along the lips and relaxing the split for stretch, with the gape limited to what the skin takes without folding - and bite, roar, fire-breath, swallow, engulf and purge clips checked for stretch, folded faces, rigid teeth and socket aim. Since 0.11.0 fish swim: fins are found on the skin by thickness and classified by where they attach, a fish with no rig is given a spine and a fan of ray bones per fin, and the body is laid along a travelling wave scaled by body length - stride, tail beat, cruise and burst speed from published scaling, five modes from eel to whale - with swim, sprint, glide, hover, turn, C-start and brake clips checked for tail sweep, a tailward wave and skin folding. Since 0.12.0 bodies with no front or back are an archetype of their own: the identification report measures an axis the body turns onto itself about and its order, a jellyfish, sea star, brittle star or anemone is split on the skin into a hub and a ring of appendages - loose tentacles included - and rigged with a hub, bell ribs and a chain per appendage, weighted from its parts without bone heat; a bell pulses at the rate its diameter implies and steers by closing one side harder, a sea star crawls on its tube feet in any direction, a brittle star rows behind whichever arm is nearest, and an anemone sways and retracts, every clip checked for margin closure, symmetry, tentacle lag and crossing, tips on the floor and stroke direction. Since 0.13.0 hoppers are a body plan of their own: a cricket's or rabbit's legs are found by walking up the skin from each ground contact, their joints are the corners of that walk's centreline - a heel walked separately when a flat foot hides where the shin rises, and joints buried in flesh placed from published proportions - and a pelvis-rooted rig is weighted from the parts; a rabbit hops and half-bounds on measured ankle angles through a femur-parallel-to-metatarsus leg with every planted foot at one belt speed, a cricket walks on tripods, and both jump as a launch, an engine-owned ballistic flight and a landing, checked for take-off angle, knee extension, seams and skin. Since 0.14.0 checks refuse instead of passing quietly: keys stay on the rotation channel a bone actually uses, the floor check ignores bones that carry no skin, and every clip is played back again before export - floor, skin, seam, foot slide, balance - so a layer added after authoring cannot slip through; a walk that moves nothing is refused. cycle takes max_drop, stance_width, named posture (pelvis, flex, neck in degrees toward the front, no rotation signs), an upper body solved inside the clip (arm swing opposite the legs from each arm's rest bend plane, pelvis turn and list, chest counter-rotation, a steady head) and gait styles such as elderly_shuffle, heavy and child; bake_for_game prepares a shape-keyed, over-weighted body for glTF, renders can share one scale, and a Godot MovesController reads the .moves.json manifest directly.

    Claude Code1 skill
  15. lookdev0stars

    Lighting and shading for Godot 4.7 scenes built with Blender assets. Renders a scene off-screen and measures it - exposure, clipping, key-to-fill ratio read off an 18% grey probe, albedo range, colour cast - so realism is argued from numbers and images rather than asserted. Lints Godot scenes and Blender materials for the mistakes that make 3D look like CG, applies lighting presets calibrated by measurement in both light-unit modes, compares variants side by side in both orders, and bakes procedural Blender materials into the texture layout glTF and Godot actually read.

    Claude Code1 skill
  16. humanform0stars

    Adult human bodies in Blender, built in layers and measured between every one, for Godot 4.7 and the plugins downstream of a body (rig-anything, follow-through, wardrobe, lookdev). 0.1.0 ships the gate: humancheck measures a body in its rig's rest pose - joint heights from bone names in four rig conventions or MPFB joint groups, head count from the midline profile, the crotch as the height where the legs stop being separate, limb segments, hand and foot length, shoulder and hip width over sections that cross the midline, circumferences as convex hulls the way a tape reads them, separate fingers counted across the hand, face relief, joints centred in their limbs, pose, quads, UVs, manifold and symmetry to the surface - against realistic or stylized (Loomis heroic) presets, then renders a fixed orthographic contact sheet in clay, normals and silhouette from four sides with target and measured landmark lines and face, hand and foot close-ups, and hands both to a critic subagent that writes yes/no questions before looking and compares against the previous version. Since 0.2.0 a brief becomes a body: a character sheet (sex, age, stature, weight or build word, realistic or stylized) is resolved against ANSUR II - 6,068 measured adults as a multivariate normal per sex over 65 variables - by conditioning on what the brief fixes, so every other measurement is the one people like that actually have; skin landmarks become joint centres, a stylized body is shifted toward the heroic canon while keeping its own deviations, and a deform rig with rig-anything's bone names is placed exactly on the landmarks. ANSUR II also replaced the realistic preset, settling that MPFB2's arms are about 5 cm short. Since 0.3.0 the body is real: MPFB2 builds it (all-quad topology with deformation loops, UVs, artist skin weights) and a Levenberg-Marquardt solve over its height, weight and muscle macros and sixteen of its own fine targets fits it to the landmark set as humancheck measures it - joint heights, segment lengths, hand and foot, widths, and waist, hip and chest girth with their breadths and depths, because girth alone let the solver answer every waist with a pregnant belly - with priors that make global levers cheap and local girth targets a last resort, and build-aware exceptions (a heavy man carries weight in his belly; a muscular brief keeps its muscle). The game_engine rig is renamed to rig-anything's bone names, so wardrobe and rig-anything read it unchanged. Five briefs fit in 10-15 s each and pass humancheck on the real mesh with no fails or warnings. Since 0.4.0 it reuses and composes: a library of fitted bodies and judged parts indexed by ANSUR z-scores and critic-written tags; a one-call pipeline that reuses a stored body in 0.7 s, warm-starts a similar one from its stored parameters and Jacobian in 2-5 s, or fits a new one in 3.5-7.5 s (down from 13-30 s, by extent-only sections, cached joint groups, Broyden updates and a stall stop); a separate face stage fitting ANSUR's head measurements (interpupillary, head breadth and length, bizygomatic, menton-sellion, head circumference); face designs from MPFB style targets rendered as one grid and judged by one critic call, kept as parts that move between bodies without stitching, with verdict statistics that shrink targets critics keep rejecting; and eyeballs built in MPFB's hidden eye sockets. Since 0.5.0 hands and feet are fitted and designed: a hands-and-feet stage fits ANSUR hand length and breadth, palm length, wrist girth, foot length and breadth and ankle girth in under a second; hand and foot designs combine MPFB's free targets with size offsets in ANSUR standard deviations that the refit reaches on any body, designs the mesh cannot make are screened out before the critic, and stored parts carry measured size tags because critics misread foot width.

    Claude Code3 skills
  17. godot-lsp0stars

    GDScript code intelligence for Claude Code. Godot exposes its language server over TCP only, while Claude Code runs every LSP server over stdio — its `transport: "socket"` option is accepted and then ignored. This bridges the two with a dependency-free 55-line pipe, so hover, go-to-definition, find-references and document symbols work on .gd files with the real engine analysis behind them, including full built-in class documentation.

    Claude Code
  18. Secondary motion for Blender assets headed to Godot 4.7: the parts nobody keyframes - cloth, soft volumes and flesh - recognised, typed, specified and made to move. A router skill measures a mesh and classifies it by the dimension of what moves (strand, shell, volume) and how it is held, then types it - jello, slime, clay, a breast, a bloater's belly - from a JSON registry of names, taught examples and anatomical zones that Claude extends by teaching: an object, a painted group, or zones marked on labelled 2D renders and mapped back onto the vertices each camera saw. Three libraries build it. Cloth is a SoftBody3D pinned by position. Volumes (jello, pudding, slime, clay, water balloons) are lattice shape matching in GDScript, because Godot 4.7.2's Jolt soft body builds no bend or volume constraints: clusters with a whole-body goal for shape memory, volume-normalised squash, plasticity that holds rest volume against the render mesh, a wobble frequency converted through a measured model, substeps chosen from the angle so stiffness never aliases, and contacts cast as rays every substep so a body never tunnels or buzzes. Flesh is a jiggle bone per soft mass on a skinned body - found by how far the surface stands out of its lean envelope inside zones, rigged with feathered four-influence weights, exported with rig-anything's walk, and sprung in a SkeletonModifier3D with an exact damped oscillator, acceleration and relative-gravity loads and volume-keeping squash. Materials carry physical frequencies (gelatin from its shear modulus, soft fat from breast adipose tissue). Every export is read back, and headless verifiers measure pins, stretch, volume kept, penetration, settling and each spring's frequency.

    Claude Code4 skills
  19. Makes an architecture's layer, container and contract boundaries mechanically enforceable — and makes every coding agent inherit them. A declared container map drives a zero-dependency import checker that runs as a hook: a violating edit is fed straight back to the agent, and no agent may finish a turn with a violating tree.

    Claude Code1 skill
  20. A recursive multi-agent orchestration framework for Claude Code. An /architect skill classifies every change request and routes it: an orchestrator decomposes work into epics/specs/implementations, runs each in an isolated git worktree, and drives a review + architecture-audit + merge pipeline before every squash-merge. Model and effort both follow role, not depth: model by whether a mistake is silent, effort by how much the agent must derive for itself.

    Claude Code2 skills
  21. Whole-body actions for any rigged creature in Blender, beyond the walk cycle: crouch, crouch walk, slide, and the recoveries out of a slide - with climb next. A walk can let feet slide a little; these cannot, because they are defined by contacts, so every pose is built from target positions rather than rotation signs. Any rig - hand-built, Rigify, or rig-anything's generic builder, whichever way its hierarchy runs - is first mapped to one body of spine, neck, head, tail, legs and arms, and actions are written in fractions of that body so one description fits a human and a rat. Poses are values that blend, so a slide recovery is simply slide -> deep crouch -> stand, and every new clip is measured to start exactly where the clip before it ends. Each clip is played back through Blender and checked: prediction against playback, planted feet, stance feet on their line, joints folding past sense, bones and skin through the floor, and balance from the skinned centre of mass. Since 0.3.0 move_set's walk, trot and sprint come from rig-anything's contact-based locomotion, with each foot's footfall schedule read back for the engine. Requires rig-anything 0.10.0 or later, which ships the code. Since 0.4.0 winged creatures fold, spread, flap, glide, dive, take off and land, and carry their wings folded through every ground action. Since 0.5.0 creatures with a modelled mouth bite, roar, breathe fire, swallow, and - for a rorqual - engulf and purge, on clips that move only the head and mouth so an engine layers them over walking and flying. Requires rig-anything 0.11.0. Since 0.6.0 fish and whales swim, with fins that fold at speed and spread to brake. Since 0.7.0 radial bodies - jellyfish, sea stars, brittle stars, anemones - pulse, crawl, row, sway and retract, with headings chosen per move because nothing has a front. Requires rig-anything 0.12.0. Since 0.8.0 hoppers hop, bound, walk and jump - a rabbit on measured ankle angles, a cricket from a cocked tibia - as launch, air and landing clips an engine joins without a seam. Since 0.9.0 people walk like who they are: posture, stance width, an upper body inside the clip and gait styles (elderly shuffle, heavy, child, brisk, relaxed) come from rig-anything's cycle, and every clip is re-checked on playback before export. Requires rig-anything 0.14.0.

    Claude Code1 skill
  22. anydoc0stars

    Convert PDF, Word, PowerPoint, Excel, OpenDocument, EPUB, RTF and CSV to Markdown and to a standalone HTML page, with correct right-to-left layout for Hebrew.

    Claude Code
  23. codemie285stars

    Event-driven observability for Claude Code. Captures session events and syncs metrics/conversations to CodeMie platform.

    Claude Code5 skills
  24. clients0stars

    Create an engagement plan, portable AI workspace prompt, folder blueprint, and next action; draft weekly client-status updates; run structured deliverable QA; and generate Statements of Work in your own house format.

    CodexClaude Code6 skills
  25. jule0stars

    Build pop-ups, sign-up forms, quizzes, preference centers and landing pages as Jule projects through the Jule MCP server: the server connection and three skills.

    CodexClaude Code3 skills
  26. ops0stars

    Use a natural-language chief-of-staff front door, inspect Nucleus health, record agent metrics, and register schedules when the host supports them. Delegates CRM pipeline analysis and forecasting to the growth plugin when installed.

    CodexClaude Code11 skills
  27. fabflows0stars

    Routes work from an expensive lead model to tool-scoped worker agents -- explorer and researcher on Haiku, editor and test-runner on Sonnet, refuter and investigator on Opus -- and makes the lead re-verify what they report instead of trusting it. Adds fabflows:build, a deterministic loop in which an Opus builder implements a spec and a fresh reviewer returns ACCEPT or REWORK. Ships an ACTIVE guard hook that blocks package installs, commits and pushes to a default branch, destructive shell commands, and reads or writes of credential files; the guard fails open, so a bug degrades to no guard rather than a blocked session.

    Claude Code1 skill
  28. Keeps repository documentation consistent and honest. Scaffolds a universal document set scaled by repo archetype, audits existing repos for missing, stale, or off-standard docs, enforces append-only architecture decision records, compacts the oldest of them into a digest once fifty exist, and regenerates the generated ones so drift from the code is reported rather than discovered. Ships a plain-English Vale style alongside it, plus optional compliance overlays for IEC 62304, the OSPS Baseline, the EU Cyber Resilience Act and NIST SSDF, each describing document structure only and never inventing regulatory content.

    Claude Code2 skills
  29. Empirical, objective review of a data science project: independently re-derives findings from raw data and code, then checks whether the project's own stated conclusions hold up. All analysis -- including code execution -- runs against a disposable copy of the project, so the original is never modified.

    Claude Code1 skill
  30. ciso0stars

    Organizes work toward security certifications (HITRUST CSF, SOC 2 Type II, ISO/IEC 27001:2022 and CMMC) alongside the development work that satisfies them. Action-oriented verbs -- register, interview, review a PR, attach evidence, audit readiness -- tracked via persistent local HTML dashboards, an index across every supported certification plus one page each. Ships structural control metadata, plus verbatim requirement text only where the publisher's work carries no copyright (CMMC's NIST and eCFR sources); licensed requirement wording is imported per-org at runtime and never stored in this repo.

    Claude Code12 skills
  31. anki-mcp1stars

    Anki MCP integration — deck operations, managed note types, card generation, and feedback-driven card edits

    Claude Code2 skills
  32. aftergrid0stars

    Open-source skills, Checks and a thin CLI for producing Findings: analysis memos a non-data Reader can understand, inspect and act on, with every number traced to its evidence.

    Claude Code9 skills
  33. Perun — bring the thunder to your codebase. A portable, evidence-grounded quality bar for building with AI agents: the flagship deep-code-review skill (default install is review-only), plus opt-in overlays — gated delivery, an idea critic, a suite conductor, and stage-aware product, growth, positioning, business-ops, and output-safety specialists.

    Claude Code
  34. pstack0stars

    if you want to go fast, go deep first. pstack helps you write less, but higher quality code. rigorous agent workflows you can parallelize with confidence. Third-party plugin by Lauren Tan, ported from Cursor.

    CodexClaude Code47 skills
  35. David's universal TDD/QA Playbook — Codex packaging. Codex registers only the hooks named below (adapters/codex/hooks.json): the Claude hook manifest (hooks/hooks.json) emits output Codex rejects, so it must never be this plugin's Codex registry.

    CodexClaude Code1 skill
  36. toolbox0stars

    汎用ワークフロースキル集. Includes 1 skill.

    Claude Code1 skill
  37. Distill raw requirements or a single implementation-feedback Markdown into production-ready requirements, quality attributes, architecture, infrastructure, design system, and specs with internal stage routing.

    Claude Code
  38. Implementation harness with independent verification, decision-complete human reviews, and one-commit pull-request delivery per use case.

    Claude Code
  39. ddd0stars

    ドメイン駆動設計の実装常用(値オブジェクト/振る舞いを持ったenum/ファーストクラスコレクション/集約/貧血回避)とアーキテクチャ設計(境界づけられたコンテキスト/サブドメイン分類/コンテキストマップ)の2スキル。増田亨・little_hands・Fowler の知見ベース。

    Claude Code2 skills
  40. cc0stars

    Claude Code 運用支援

    Claude Code
  41. Run unit tests, E2E tests, smoke tests, and security scans for Shipwright projects

    Claude Code
  42. Security scanning via Aikido API with automated remediation loop

    Claude Code
  43. Orchestrate the full Shipwright SDLC pipeline — from user description to deployed application

    Claude Code
  44. Decompose project requirements into well-scoped planning units for /shipwright-plan

    Claude Code
  45. Local browser preview for Shipwright projects — starts dev server and shows URL

    Claude Code
  46. AI-assisted deep planning with research, interview, external LLM review, and TDD approach

    Claude Code
  47. Complexity-adaptive SDLC for ongoing changes. Auto-detects intent + complexity, scales from quick fix to structured feature with specs, plans, reviews, and testing.

    Claude Code
  48. Grade any git repository against the Control Grade rubric — a read-only, deterministic cold-repo grader that reuses the same scoring engine as the compliance dashboard and certification. Underivable dimensions render honest n/a.

    Claude Code1 skill
  49. Generate UI mockups from IREB specs — standalone HTML screens and user flows

    Claude Code
  50. Deploy to configured targets with smoke testing and rollback — Jelastic as first flavor

    Claude Code