Maintain personal goals and beliefs with timestamped backups, or analyze project documents to connect problems, goals, strategies, and projects. Turn findings about progress, bottlenecks, and alignment into reports, presentation points, or interactive dashboards.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
- Update personal goals while preserving history
- Find project dependencies and bottlenecks
- Prepare key points for a presentation
danielmiessler/LifeOS☆ 2만2026년 9월 4일 업데이트
Turns research reports and experimental results into a paper through outline planning, figure creation, LaTeX drafting, PDF compilation, and review. Produces editable source files and a compiled PDF, with checks connecting claims to evidence.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
- Turning a research report into a paper draft
- Creating paper figures and tables from experiment data
- Preparing a manuscript for a target venue
wanshuiyin/Auto-claude-code-research-in-sleep☆ 1.8만2026년 10월 20일 업데이트
Turn penetration test and red team results into reports for executives and technical teams. Structure findings, explain severity scores and business impact, organize evidence, and document remediation steps and retest plans.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
- Preparing a final penetration test report
- Rewriting an executive summary for nontechnical readers
- Creating a reusable security reporting template
SnailSploit/Claude-Red☆ 7.7천2026년 10월 13일 업데이트
Plan literature searches for six review types, from systematic to rapid reviews. Develop database-specific search queries, selection criteria, citation tracking, and search records, while comparing approaches for coverage, reproducibility, and available time.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
- Choose a review method for a research question
- Build search queries for multiple databases
- Map a research field and identify gaps
brycewang-stanford/Auto-Empirical-Research-Skills☆ 4.7천2026년 10월 20일 업데이트
Use when the user asks to "map what our surfaces say today", "inventory our current messaging", or "find the gap between what we say and what we mean"; produces the narrative baseline — a surface-by-surface inventory of what every owned touchpoint (homepage, pricing, docs, decks, social bios, email footers) claims RIGHT NOW, each line labeled Measured / User-provided / Estimated, plus a per-surface gap read vs the intended message and the drift-baseline snapshot the Evaluate phase measures future drift against. Not for authoring the canon — use message-system-architect; not for scoring the surfaces or running the vetoes — use narrative-quality-auditor. 现状叙事盘点/各触点口径/意图差距/漂移基线
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
aaron-he-zhu/aaron-marketing-skills☆ 3천2026년 10월 21일 업데이트
Build the storyline and slide structure for a board presentation. Use when asked to create a board deck, board presentation narrative, board meeting slides, or quarterly board update. Produces a complete slide-by-slide structure with narrative beats, talking points, and slide content guidance.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
mohitagw15856/pm-claude-skills☆ 1.5천2026년 10월 20일 업데이트
Generate brand storytelling and narrative video prompts for Seedance 2.0 on Higgsfield. Use whenever the user wants to create a brand story video, company origin story, mission video, about us video, brand film, corporate narrative, founder story, brand anthem, company culture video, or emotional brand content. Triggers on: brand story, brand video, company story, origin story, about us, mission video, brand film, brand anthem, corporate video, company culture, founder story, brand narrative, or any request for brand/company storytelling video. Use even for "tell our company story" or "make a video about our mission.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
beshuaxian/higgsfield-seedance2-jineng☆ 9782026년 4월 10일 업데이트
Craft a brand's origin story, founder narrative, and "why we exist" statement. Use when the user says "brand story", "origin story", "founder story", "why we exist", "about us", "our story", "company narrative", "brand narrative", "write our about page", "tell our story", "founding story", "brand history", or wants to articulate the deeper purpose and human story behind the brand. Also use when the About Us page feels generic or corporate and needs a rewrite.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
arnabbagxd/Brand-building-skills☆ 7702026년 6월 13일 업데이트
Expert in crafting launch narratives - product launches, feature releases, company announcements, and milestone communications. Covers launch timing, narrative arc, channel strategy, and the art of creating buzz. Knows how to turn a release into an event, and when quiet launches are better than splash. Use when "product launch, launch story, announcement, feature release, launch narrative, go live, release announcement, " mentioned.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
omer-metin/skills-for-antigravity☆ 1692026년 1월 22일 업데이트
加密链上交易 (加密 / 链上交易 (Crypto & On-chain Trading) — 以加密资产为标的、强调链上活动的主动交易认知操作系统:从「看叙事/选赛道 → 找标的 → 链上尽调与风控 → 选场所(DEX/CEX/链上合约) → 建仓与仓位管理 → 监控链上流向与情绪 → 退出与复盘」的完整决策链。覆盖 (a) 第一性张力 — **链上 on-chain (DEX 现货/AMM、钱包追踪 wallet tracking、资金流向 flow、MEV、memecoin、链上衍生品 Hyperliquid/GMX、自托管 self-custody, 'not your keys not your coins') ⇄ 链下 CEX (中心化交易所现货/合约 Binance/OKX/Bybit、订单簿、托管、出入金法币)**; **合约/杠杆/衍生品 (perps 永续、资金费率 funding、清算 liquidation、爆仓、做多做空、高频/择时) ⇄ 现货/价值/长持 (spot、HODL、定投 DCA、基本面/估值、'time in market > timing the market')**; **价值/基本面派 (协议收入、TVL、代币经济学 tokenomics、真实使用、估值模型) ⇄ meme/叙事/情绪派 (memecoin、narrative rotation 叙事轮动、attention is the asset、纯博弈/PvP、Ponzinomics)**; **链上数据/量化/客观 (on-chain analytics, Nansen/Arkham/Dune、聪明钱 smart money、链上指标、系统化/机械化) ⇄ 直觉/盘感/叙事阅读 (narrative、KOL alpha、社群情绪、tape reading)**; **自托管/去中心化/抗审查 (DeFi、自托管钱包、抗审查、'be your own bank') ⇄ 便利/合规/中心化 (CEX、合规出入金、KYC、托管、ETF)**; **主动交易/择时/高换手 (trading、波段、合约、撸毛/空投 airdrop farming、套利 arbitrage) ⇄ 被动配置/低换手 (配置 BTC/ETH、ETF、长期叙事 beta)**; (b) 核心工作流 / pipeline (最标准、最易蒸高质量 + CLI 化) — 通用链: 叙事/赛道判断 (宏观周期/减半/流动性/板块轮动) → 标的发现 (链上扫链/聪明钱跟单/新币/叙事映射) → 尽调 due diligence (代币经济学/解锁 unlock/团队/合约审计/honeypot 检测/流动性与持仓分布) → 风控前置 (仓位 sizing/最大回撤/止损/相关性) → 场所与执行 (CEX vs DEX、滑点/MEV/gas、限价 vs 市价、TWAP) → 持仓监控 (链上流向/巨鲸/资金费率/解锁日历/情绪指标) → 退出与复盘 (止盈分批/再平衡/记录交易日志); 子流派 SOP: 链上 degen 打新与 memecoin 流程、合约交易者的资金费率与清算地图、空投/撸毛 farming、套利与 MEV、被动配置与定投; (c) 工具栈 — 链上分析 (Nansen 聪明钱/Arkham 实体标注/Dune 自建仪表盘/Dexscreener & DEX Screener 新币/GMGN & Photon & BullX memecoin 终端/Etherscan & Solscan 区块浏览器/DeBank 钱包总览/Token Terminal 协议基本面/DefiLlama TVL/Glassnode & CryptoQuant 链上指标)、交易场所 (CEX: Binance/OKX/Bybit/Coinbase; 链上现货 DEX: Uniswap/Jupiter/Raydium/Aerodrome; 链上衍生品: Hyperliquid/GMX/dYdX)、钱包与安全 (MetaMask/Rabby/Phantom 热钱包、Ledger/Trezor 硬件冷钱包、Revoke.cash 授权管理、honeypot/合约扫描)、行情与图表 (TradingView、CoinGecko/CoinMarketCap)、信息与聚合 (Twitter/X、Telegram、DeFiLlama、RootData/ICO 日历、解锁日历 Token Unlocks)、自动化 (交易机器人、链上 bot/sniper、Telegram trading bot); (d) 知识正典 — 注意加密交易 canon 偏少且新: 通用交易/风控经典 (Edwin Lefèvre 'Reminiscences of a Stock Operator'、Van Tharp 'Trade Your Way to Financial Freedom' 仓位管理、Mark Douglas 'Trading in the Zone' 交易心理、Michael Mauboussin、Nassim Taleb 'Fooled by Randomness/Antifragile')、加密原生 (Bitcoin whitepaper 中本聪、'The Bitcoin Standard' Saifedean、Vitalik 博客与 Ethereum whitepaper、'DeFi and the Future of Finance'、Lyn Alden 宏观、a16z crypto 文章、Messari/Delphi/Bankless 研报)、链上分析方法 (Glassnode/CryptoQuant 教程、Nansen/Arkham/Dune 文档、Dune Analytics SQL)、交易方法论散见于 podcast/Substack/Twitter thread 而非书; (e) figures/流派 — 价值/基本面派 (Vitalik Buterin 以太坊、Hasu/Su Zhu(争议)、Arthur Hayes BitMEX 创始人/宏观+衍生品、Raoul Pal、Lyn Alden 宏观、Cobie/Jordan Fish UpOnly podcast、DeFi 研究 Bankless Ryan Adams/David Hoffman); 链上分析派 (Nansen Alex Svanevik、Arkham、Adam Cochran、Ansem(blknoiz06) 链上交易、Murad memecoin supercycle、链上侦探 ZachXBT 反诈); 合约/衍生品派 (Arthur Hayes、GCR(GiganticRebirth) 传奇合约、Pentoshi、CryptoCred 技术分析、Tyler Durden); meme/叙事派 (Ansem、Murad、Cobie、各 Solana memecoin KOL); 宏观/周期派 (Raoul Pal、Lyn Alden、PlanB stock-to-flow(争议)、Benjamin Cowen 数据/周期); 量化/系统化 (各匿名量化、Hyperliquid 生态); 中文圈 (链上分析/合约 KOL、币圈大 V、播客如 '无人之境'/'Web3 佛学院'、研究机构如 Foresight/PANews/律动 BlockBeats); 反诈/安全 (ZachXBT、SlowMist 慢雾、go+ 安全); (f) 行业话术/黑话 — 现货 spot / 合约 perps 永续 / 杠杆 leverage / 多空 long-short / 爆仓 liquidation 清算 / 资金费率 funding rate / 开多开空 / 止损 SL 止盈 TP / 仓位 position sizing / 满仓梭哈 ape in / 梭 / FOMO / FUD / 钻石手 diamond hands / 纸手 paper hands / 韭菜 / 镰刀 / 庄 / 出货 / 拉盘砸盘 / 插针 wick / 针 / 上车下车 / 埋伏 / 潜伏 / 链上 on-chain / 钱包 wallet / 地址 / 聪明钱 smart money / 巨鲸 whale / 跟单 copy-trade / 老鼠仓 / 貔貅盘 honeypot / 貔貅 / rug 跑路 rug-pull / 归零 / 土狗 (memecoin/小币) / 金狗 (暴涨百倍) / meme 币 / 叙事 narrative / 赛道 / 板块轮动 / 撸毛 撸空投 airdrop / 女巫 sybil / 交互 / 解锁 unlock / 砸盘解锁 / 代币经济学 tomomics / TVL / APY APR / 无常损失 IL / 滑点 slippage / MEV / 三明治 sandwich / gas / 抢跑 frontrun / 貔貅检测 / 授权 approve / 撤销授权 revoke / 私钥 助记词 seed phrase / 冷钱包 热钱包 / 自托管 / 减半 halving / 牛熊 / 山寨季 altseason / 比特币市占率 BTC.D / 山寨 alt / 主流币 / DeFi 暑期 / GM / WAGMI / NGMI / 归零归零 / PvP / Ponzi 庞氏; (g) 争议/批
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
swaylq/master-skill☆ 1642026년 9월 6일 업데이트
游戏设计 (Game Design) — 设计游戏的规则 / 系统 / 机制 / 体验 的从业者认知操作系统 (以电子游戏为主, 含桌游 / 卡牌 / 棋盘游戏): 决定「玩家做什么、为什么有意义、每一刻的体验如何」的学科 —— 区别于游戏程序 (引擎 / 代码)、游戏美术 (视觉 / 音频)、游戏制作 (排期 / 预算 / 团队)。覆盖 (a) 核心设计理论与框架 (MDA 机制-动态-美学 Hunicke/LeBlanc/Zubek + Schell 的「透镜」+ Koster「乐趣即学习」理论 + Sid Meier「一连串有趣的决策」+ Salen & Zimmerman「有意义的游玩」/「二阶设计」/「魔法圈」+ Costikyan 论不确定性 + Suits/Huizinga 游戏哲学), (b) 系统与机制设计 (核心循环 + 游戏经济 sink/source/产出-消耗 + 正负反馈环 + 资源与成长系统 + 涌现 vs 脚本 Will Wright「可能性空间」+ Machinations 经济建模 Dormans + 支配 / 退化策略 + 正交设计 Garfield), (c) 关卡与遭遇设计 (灰盒 blockout + 节奏与张力 + 预告 telegraphing + 主线 vs 探索 + 环境叙事 + 锁钥 gating + 难度曲线), (d) 游戏手感与「juice」(Steve Swink《Game Feel》+ 即时响应 + 屏震 / 反馈 / 打磨 + 输入与镜头 + 「手感」是设计出来的不是附带的), (e) 玩家心理与 UX (Celia Hodent《The Gamer's Brain》+ 心流通道 挑战 vs 技能 Csikszentmihalyi/陈星汉 Jenova Chen + Bartle 玩家类型 + 动机与奖励节奏 + 新手引导 FTUE / 教学化 + 认知负荷 + 无障碍), (f) 平衡与调优 (Ian Schreiber《Game Balance》+ 对称 / 非对称 + 动态难度 DDA + 传递 / 非传递平衡 + nerf/buff + 消除支配策略 + 测试驱动调优), (g) 叙事与任务设计 (ludonarrative 失调 / 和谐 + 环境与系统叙事 + 分支 vs 线性 + Amy Hennig 角色驱动 + 任务结构), (h) 以玩家为中心的迭代流程 (Tracy Fullerton《Game Design Workshop》playcentric + 纸面原型 + 垂直切片 + 测试协议「看而不说 / 你不是你的玩家」+ 快速迭代 + game jam), (i) 类型与形态工艺 (roguelike/roguelite 与程序生成 Derek Yu + 平台跳跃 + RPG 系统 + 策略 4X + 解谜设计 Jonathan Blow + 多人 / PvP 平衡 + 桌游 / 卡牌设计 Reiner Knizia/Richard Garfield/Brenda Romero), (j) F2P / 长线运营 / 商业化设计 (核心 / 元 / 经济循环 + 抽卡 gacha / 开箱 loot box / 战令 battle pass 机制 + 留存 D1/D7/D30 + 转化 + 鲸鱼 + live ops 内容节奏 —— 并诚实处理掠夺式暗黑模式 / 强迫循环 / 剥削式商业化的伦理), (k) 设计师角色与工艺职业 (系统 / 关卡 / 叙事 / UX 设计师之分 + 通才 vs 专才 + 独立作者 vs 3A 团队 + 设计文档 + 传达设计意图 + GDC 工艺社区)。跨 3A / 独立 / 手游 F2P / 桌游。不含 游戏程序 / 引擎 (Unity/Unreal 编码 / 图形 / 网络同步) / 游戏美术 / 动画 / 音频 / 游戏制作 / 项目管理 / 排期 / QA / 游戏作为生意 / 发行 / 市场 / 电竞运营为终点 / 泛泛「我想做游戏」的 game-dev 教程 —— 本 skill 是「设计」学科: 规则 / 系统 / 机制 / 体验。 (Game Design — the cognitive operating system of practitioners who design the rules, systems, mechanics, and experiences of games (video games primarily, plus tabletop/board/card games): the discipline of deciding WHAT the player does, WHY it is meaningful, and HOW the moment-to-moment experience feels — distinct from game programming (builds the engine/code), game art (visuals/audio), and game production (schedule/budget/team). Covers (a) core design theory & frameworks (MDA Mechanics-Dynamics-Aesthetics Hunicke/LeBlanc/Zubek, Schell's Lenses, Koster's theory of fun = learning, Sid Meier 'a series of interesting decisions', Salen & Zimmerman 'meaningful play'/'second-order design'/'magic circle', Costikyan on uncertainty, Suits/Huizinga play philosophy), (b) systems & mechanics design (core loops, game economy sink/source/faucet-drain, feedback loops positive/negative, resource & progression systems, emergence vs scripting Will Wright 'possibility space', Machinations economy modeling Dormans, dominant/degenerate strategy, orthogonal design Garfield), (c) level & encounter design (blockout/greybox, pacing & tension, telegraphing, critical path vs exploration, environmental storytelling, gating & lock-and-key, difficulty curve), (d) game feel & juice (Steve Swink 'Game Feel', moment-to-moment responsiveness, screenshake/feedback/polish, input & camera, the 'feel' is designed not incidental), (e) player psychology & UX (Celia Hodent 'The Gamer's Brain', flow channel challenge-vs-skill Csikszentmihalyi/Jenova Chen, Bartle player types, motivation & reward schedules, onboarding/FTUE/tutorialization, cognitive load, accessibility), (f) balancing & tuning (Ian Schreiber 'Game Balance', symmetry/asymmetry, dynamic difficulty adjustment DDA, transitive/intransitive balance, nerf/buff, dominant strategy elimination, playtesting-driven tuning), (g) narrative & quest design (ludonarrative dissonance/harmony, environmental & systemic storytelling, branching vs linear, Amy Hennig character-driven, quest structure), (h) player-centric iterative process (Tracy Fullerton 'Game Design Workshop' playcentric design, paper prototyping, vertical slice, playtesting protocol 'watch don't talk / you are not your play
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
swaylq/master-skill☆ 1642026년 9월 6일 업데이트
Use when the user says "write my pitch", "help me tell my startup story", "craft my investor narrative", "why now slide", "what's our secret", "how do I explain what we do", "make my pitch compelling", "pitch deck story", "elevator pitch", "why will we win", "contrarian insight", or wants to build a persuasive, coherent narrative around their startup for investors, press, or recruiting.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
qa-aman/claude-skills☆ 212026년 10월 19일 업데이트
Produces privilege-safe U.S. corporate legal billing summaries from time and expense data. Converts entries into client-friendly narratives with categorized hours, rates, expenses, and milestones while enforcing engagement-letter rules and ethical billing safeguards. Use when asked to create a billing summary, invoice narrative, timekeeper breakdown, expense summary, or fee narrative.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
CSlawyer1985/legal-skillhub☆ 192026년 9월 23일 업데이트
AI-powered career biographer that conducts empathetic interviews, extracts structured career narratives, and transforms professional stories into portfolios, CVs, and personal brand assets. This skill should be used when users want to document their career journey, create professional portfolios, generate CVs, or craft compelling career narratives.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
curiositech/windags-skills☆ 162026년 10월 19일 업데이트
Build hyper-personalized, narrative-driven, single-file portfolio/pitch websites in the style of anass.pro. Use when the user asks for a "site like anass.pro", a one-recipient candidacy/pitch site, a behavioral-engineering landing page, a single-file storytelling portfolio with a pixel-art game hero, custom cursor, typewriter text, procedural Web Audio SFX, scroll-revealed scenes, or a dark purple narrative interface that addresses one named reader. Trigger on phrases like "personal pitch site", "one-page candidacy", "narrative portfolio", "scrollytelling pitch", "pixel-art hero", "interactive landing for X", or any request to recreate / clone / adapt anass.pro.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
mouadja02/skills☆ 102026년 10월 21일 업데이트
Translate a fuzzy analytical question into a rigorous investigation plan. Interrogates the ask, grounds the plan in the available data dictionary, applies analytical best practices, and produces a structured brief of query specifications for a downstream query-writing skill. Plans, does not write SQL. Use when: "why did X drop", "is there a relationship between A and B", "who are our highest-value customers", "what's driving the change in Y", "investigate this trend", "design an analysis for", "scope this analytical question". (narrative-common)
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
narrative-io/narrative-skills-marketplace☆ 92026년 10월 22일 업데이트
Audit a dataset or access rule before it joins an identity-graph build (access rules behave like datasets in NQL here). Enumerates failure modes (hub identifiers, high-degree nodes, suspicious values, over-connected identifiers), tests hypotheses in parallel, quantifies damage by rows / edges / entities, and proposes minimal filters ranked by severity. When issues are found, returns a validated `CREATE MATERIALIZED VIEW` NQL the caller can run to produce a graph-ready clean source; if the data passes, says so and recommends it unchanged. Plans and authors the clean-view NQL; does not execute it. Use when: "audit this dataset before the graph build", "find bad edges in <source>", "check identity data quality", "recommend filters for the graph build", "quantify damage from <identifier_type>", "pre-graph DQ". (narrative-identity)
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
narrative-io/narrative-skills-marketplace☆ 92026년 10월 22일 업데이트
Compare your data to a partner's data in the marketplace. Given a dataset you already own with person/edge data, this skill walks you through picking a partner data source to match against, choosing which identifier types to match on, optionally selecting which enrichment attributes to attach, and then submits the report — returning overlap, match counts, and demographic coverage. Use when: "how does my data compare to your marketplace", "compare my data to [partner]", "how much overlap do I have with [supplier]", "run a match report", "match my customers against 3P data", "see what enrichment is available for my dataset", or any open-ended question about marketplace overlap. (narrative-identity)
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
narrative-io/narrative-skills-marketplace☆ 92026년 10월 22일 업데이트
Find the canonical Rosetta Stone attribute that best matches a fuzzy description, semantic phrase, or required schema shape. Searches the catalog with pagination, describes the shortlist in one batched call, ranks candidates by name + shape match, and returns the canonical attribute ID plus close alternatives. Use when: "find the X attribute", "what's the graph-edge attribute ID", "look up the email Rosetta Stone attribute", "search the attribute catalog for Y", "which attribute has SOURCE_ID + TARGET_ID + IS_DIRECTED". (narrative-common)
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
narrative-io/narrative-skills-marketplace☆ 92026년 10월 22일 업데이트
Use when the user asks to "map what our surfaces say today", "inventory our current messaging", or "find the gap between what we say and what we mean"; produces the narrative baseline — a surface-by-surface inventory of what every owned touchpoint (homepage, pricing, docs, decks, social bios, email footers) claims RIGHT NOW, each line labeled Measured / User-provided / Estimated, plus a per-surface gap read vs the intended message and the drift-baseline snapshot the Evaluate phase measures future drift against. Not for authoring the canon — use message-system-architect; not for scoring the surfaces or running the vetoes — use narrative-quality-auditor. 现状叙事盘点/各触点口径/意图差距/漂移基线
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
unempyd/revenueos☆ 72026년 9월 14일 업데이트
AI-powered career biographer that conducts empathetic interviews, extracts structured career narratives, and transforms professional stories into portfolios, CVs, and personal brand assets. This skill should be used when users want to document their career journey, create professional portfolios, generate CVs, or craft compelling career narratives.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
curiositech/port-daddy☆ 32026년 10월 19일 업데이트
Penetration test and red team report writing methodology. Covers executive summary structuring (risk-led narrative for non-technical readers), technical finding format (title, severity, affected scope, narrative, reproduction steps, impact, remediation, references), CVSS v3.1 / v4.0 scoring with vector justification, OWASP risk rating, evidence hygiene (redacting credentials, hashing client data, time-stamping every action), screenshot and PoC artifact management, finding chain narratives, scope/limitations/assumptions documentation, retest evidence and remediation tracking, deliverable formats (PDF, DOCX, HTML, JSON for SIEM ingestion), client-customer-deliverable separation, and common report mistakes (over-CVSSing, undermining the triager, missing the 'so what'). Use at the end of an engagement when authoring a deliverable, when restructuring a draft for executive readability, or when establishing a reusable report template for a consulting practice.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
ajtazer/heckit☆ 22026년 10월 7일 업데이트
잡지 지면과 전자종이를 떠올리게 하는 가로형 슬라이드를 만듭니다. 열 가지 배치와 다섯 가지 색상 구성으로 주장과 데이터를 인쇄물 같은 모습으로 정리합니다.
- 잡지 스타일의 자료로 주장 전달
- 연구 결과와 주요 수치 공유
- 장별로 구성한 발표 자료 제작
nexu-io/open-design☆ 10.3만2026년 10월 21일 업데이트
claude-mem에 저장된 개발 이력을 읽어 설계 변화, 난제 해결, 작업 패턴을 서사형 보고서로 정리하고, 기억 재사용으로 절약한 토큰을 추정합니다.
- 프로젝트 개발 이력을 돌아볼 때
- 설계 결정과 영향을 추적할 때
- 오류 조사와 작업 패턴을 살필 때
thedotmack/claude-mem☆ 10.2만2026년 10월 21일 업데이트