Think and work like an expert Hematologist. Use when a task calls for Hematologist judgment. Reasons from hematopoietic hierarchy, clonal evolution, and hemostatic balance through peripheral smear review, reticulocyte production index, flow cytometry, mixing studies, and WHO/ICC-anchored NGS and cytogenetics, while treating pseudothrombocytopenia, preanalytic line-draw and EDTA artifacts, and missed consumptive emergencies like TTP and DIC as first-class failure modes.
日本語の概要は準備中です。原文の説明を表示しています。
K-Dense-AI/scientific-agents☆ 2082026年10月3日 更新
Think and work like an expert Connectomics Scientist. Use when a task calls for Connectomics Scientist judgment. Reasons from vEM acquisition and petascale alignment through FFN/RoboEM segmentation, FlyWire/neuPrint/MICrONS/H01 graphs, and synapse-level QC while treating split/merge errors, alignment tears, false synapses, and release-version drift as first-class failure modes.
日本語の概要は準備中です。原文の説明を表示しています。
K-Dense-AI/scientific-agents☆ 2082026年10月3日 更新
Think and work like an expert Data Engineer. Use when a task calls for Data Engineer judgment. Reasons from idempotent ELT, medallion bronze/silver/gold, Kimball grain and SCD2, CDC/Debezium and watermark incremental loads, dbt/GX quality gates, Airflow/Dagster orchestration, Iceberg/Delta lakehouse MERGE, data contracts and freshness SLIs while treating silent join drops, duplicate amplification, schema drift, and green-DAG-wrong-numbers as first-class failure modes.
日本語の概要は準備中です。原文の説明を表示しています。
K-Dense-AI/scientific-agents☆ 2082026年10月3日 更新
Deep behavioral audit of a Lattice skill — proposes 3 review personas relevant to the skill, runs independent scenario analysis from each persona's perspective, then merges only the high-confidence, practical findings into a severity-ordered gap report with proposed fixes. Structural validation (conventions, cross-references) is skill-validate's job — this skill finds gaps that would realistically surface when someone actually uses the skill: missing scenario handling, ambiguous instructions, silent failure cases, and behavioral inconsistencies. Filters out theoretical edge cases, low-likelihood speculation, and findings owned by other skills. Use after writing or significantly changing any skill, or when the user says 'review this skill', 'deep review', 'does this skill work', 'find gaps in this skill', 'stress test this skill', 'review from different angles', or 'skill review'. Standalone — does not call other skills.
日本語の概要は準備中です。原文の説明を表示しています。
techygarg/lattice☆ 2042026年10月10日 更新
Reads, validates, and prepares CDISC SDTM and ADaM clinical trial data for analysis. Covers SDTM domain joins (DM, AE, EX, VS, LB, DS), ADaM architecture (ADSL, BDS, OCCDS, ADTTE) with traceability, treatment-emergent AE conventions, baseline derivation, SUPPQUAL/NSV handling, Define-XML 2.1, and Pinnacle 21 / CORE validation. Use when working with clinical trial datasets in CDISC SDTM/ADaM format, preparing analysis-ready data, or validating for regulatory submission.
日本語の概要は準備中です。原文の説明を表示しています。
BioTender-max/awesome-bio-agent-skills☆ 2012026年7月2日 更新
GitLab CLI for managing issues, merge requests, CI/CD pipelines, and repositories. Use when: (1) Creating, reviewing, or merging MRs, (2) Managing GitLab issues, (3) Monitoring or triggering CI/CD pipelines, (4) Working with self-hosted GitLab instances, (5) Automating GitLab workflows from the command line. Requires GITLAB_TOKEN (recommend minimal scopes). The `glab api` command enables arbitrary API calls - use read-only tokens when possible.
日本語の概要は準備中です。原文の説明を表示しています。
skillmds/skillmd☆ 1982026年10月9日 更新
Use when adding, removing, or updating a local organizer on a devopsdays event team - covers the team_members entry, the photo, and the mandatory email to info@devopsdays.org that gates the merge.
日本語の概要は準備中です。原文の説明を表示しています。
devopsdays/devopsdays-web☆ 1932026年10月13日 更新
Review the changes since a fixed point (commit, branch, tag, or merge-base) along two axes: Standards (does the code follow this repo's documented coding standards?) and Spec (does the code match what the originating issue/spec asked for?). Runs both reviews in parallel sub-agents and reports them side by side. Use when the user wants to review a branch, a PR, work-in-progress changes, or asks to "review since X".
日本語の概要は準備中です。原文の説明を表示しています。
tt-a1i/matt-skills-with-to-goal☆ 1852026年10月10日 更新
Manages stacked PRs and splits multi-part work into reviewable branches with gh-stack. Use for stack creation, viewing, edits, push, submit, sync, rebase, merge, or checkout; when asked to split or isolate work for review; whenever a user mentions a stack, branch layers, dependent PRs, or gh stack; or when a stack is checked out.
日本語の概要は準備中です。原文の説明を表示しています。
molefrog/moi☆ 1842026年10月14日 更新
Create a changelog-style promotion PR between two branches. Use for release promotions or branch-to-branch merges with a structured changelog.
日本語の概要は準備中です。原文の説明を表示しています。
dedalus-labs/wingman☆ 1812026年4月25日 更新
Watch the current branch's PR — reply to and resolve review threads, fix failing checks, and optionally merge when ready
日本語の概要は準備中です。原文の説明を表示しています。
adamayoung/TMDb☆ 1772026年10月13日 更新
Diagnose and fix a failing scheduled (or standalone) TMDb Integration workflow run — re-run transients, or fix real drift on a branch off main, then PR and (optionally) merge. Use for the weekly Sunday Integration cron failure, or any red Integration run not tied to an open PR.
日本語の概要は準備中です。原文の説明を表示しています。
adamayoung/TMDb☆ 1772026年10月13日 更新
Analyze indexed codebases via graph database (neug) and vector index (zvec). Covers call graphs, dependencies, dead code, hotspots, module coupling, architecture reports, semantic search, impact analysis, bug root cause from GitHub issues, class diagrams (UML), and PR review (risk scoring, conflict detection, auto-merge candidates, labeling). Also covers creating, inspecting, and repairing a CodeScope index. Use for: code structure, who calls what, why something changed, similar functions, module boundaries, bug tracing, class relationships, PR risk/conflicts, or any question benefiting from a code knowledge graph. Applies when a `.codegraph` index exists in the workspace, or when the user wants to create one.
日本語の概要は準備中です。原文の説明を表示しています。
alibaba/neug☆ 1692026年10月12日 更新
Read, transform, analyze, and generate Excel and CSV files. Use when a user asks to open a spreadsheet, process Excel data, merge CSVs, create pivot tables, clean up data, convert between Excel and CSV, add formulas, filter rows, or generate reports from tabular data. Handles .xlsx, .xls, and .csv.
日本語の概要は準備中です。原文の説明を表示しています。
TerminalSkills/skills☆ 1662026年10月14日 更新
dlt (data load tool) is an open-source Python library that loads data from APIs, files and databases into warehouses and lakes, inferring the schema and tracking incremental state for you. Use when a user asks to build a data pipeline in Python, load a REST API into DuckDB, BigQuery, Snowflake or Postgres, set up incremental or merge loading, enforce a schema contract, or replace a hand-written ETL script or a hosted ELT connector.
日本語の概要は準備中です。原文の説明を表示しています。
TerminalSkills/skills☆ 1662026年10月14日 更新
Manage repositories, pipelines, and code review with Bitbucket Cloud. Use when a user asks to set up Bitbucket repositories, configure Bitbucket Pipelines for CI/CD, manage pull requests, set up branch permissions, use Bitbucket REST API 2.0, create webhooks, manage deployment environments, set up code review workflows, integrate with Jira, configure merge checks, or automate repository operations. Covers repository management, CI/CD pipelines, code review, deployments, and Atlassian ecosystem integration.
日本語の概要は準備中です。原文の説明を表示しています。
TerminalSkills/skills☆ 1662026年10月14日 更新
The art of reviewing code that improves both the codebase and the developer - sharing knowledge, maintaining standards, and building cultureUse when "code review, PR review, pull request, merge request, review comments, LGTM, review feedback, approve PR, request changes, review checklist, code quality, review standards, code-review, pull-request, PR, quality, standards, feedback, collaboration, mentoring" mentioned.
日本語の概要は準備中です。原文の説明を表示しています。
omer-metin/skills-for-antigravity☆ 1652026年1月22日 更新
Unified multi-platform paid media audit with parallel execution. Spawns scored audits for Google Ads, Meta Ads, and Microsoft Ads simultaneously, merges results into a budget-weighted aggregate health score (A-F), adds cross-platform analysis (budget allocation, tracking consistency, creative alignment, attribution overlap), and produces a prioritized action plan. Optionally generates a client-ready deck via pro-deck-builder. Use when the user asks for a full paid media audit, cross-platform review, or multi-channel ad assessment.
日本語の概要は準備中です。原文の説明を表示しています。
thatrebeccarae/claude-marketing☆ 1642026年5月15日 更新
Land an OpenClaw PR end-to-end using the repo landpr checklist. Use when someone requests “/landpr” or asks to merge/land a PR.
日本語の概要は準備中です。原文の説明を表示しています。
openclaw/clawdinators☆ 1582026年10月10日 更新
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
日本語の概要は準備中です。原文の説明を表示しています。
swaylq/master-skill☆ 1572026年9月6日 更新
Land a PR by monitoring conflicts, resolving them, waiting for checks, and squash-merging when green; use when asked to land, merge, or shepherd a PR to completion.
日本語の概要は準備中です。原文の説明を表示しています。
sushaantu/boxento☆ 1532026年10月8日 更新
Draws images, PDF/SVG vector files and animation frames with pycairo, and supplies what cairo lacks: shaped text for Arabic, Indic and other scripts, text along curves, blur/glow/drop shadows, path booleans, stroke-to-outline, and Gouraud-shaded 3D. Use when writing pycairo or cairo drawing code, generative art, custom diagrams or posters rendered in Python, or when cairo output needs non-Latin text, soft effects, merged shapes or shaded surfaces.
日本語の概要は準備中です。原文の説明を表示しています。
oaustegard/claude-skills☆ 1522026年10月14日 更新
Runs a multi-step procedure as a Python DAG, so ordering, branching and retries are enforced by the runner rather than described in prose a model can generate past. Use for "run these steps in order and retry the flaky one until the check passes", "build a pipeline that fetches, validates, then skips the upload when nothing changed", "make sure these steps cannot be skipped", "resume from where it broke instead of redoing the expensive early stages", "run these independent calls at once and merge the results", or any procedure of 3+ steps with branches, input contracts, or side effects that must not block the critical path. Primitives are depends_on, when=, validate=, retry_until=, detached= and journal_path=. Not for a single sequential call, for steps needing reasoning between them that no predicate captures, or for async and distributed work. To audit whether one verification check can actually go red, use gating. To fan work out across many subagents, use a dynamic workflow.
日本語の概要は準備中です。原文の説明を表示しています。
oaustegard/claude-skills☆ 1522026年10月14日 更新
Exploratory spike on a throwaway branch — answer a named question with disposable code. Never merges; exits to a findings note or /ca-feature.
日本語の概要は準備中です。原文の説明を表示しています。
arbiterForge/codeArbiter☆ 1492026年10月14日 更新