Create or update a runbook for an operational scenario — an incident an alert fires for, a recurring scheduled task, or a known failure mode on a live service — using a consistent template. Use when writing, drafting, authoring, or updating a runbook for an alert, incident, on-call procedure, scheduled maintenance, or operational SOP. Applies a YAGNI preflight requiring the scenario to be real before producing the runbook. Does not produce feature or system documentation — use project-documentation. Does not record architectural decisions — use architectural-decision-record. Does not create coding standards — use coding-standard.
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。
testdouble/han☆ 2832026年10月1日 更新
TRIGGER THIS when preparing for new hires, planning first-day/week/month activities, creating onboarding schedules, building 30-60-90 day plans, designing welcome programs, organizing training schedules, or setting up buddy/mentorship programs. Designs comprehensive, engaging onboarding experiences that accelerate time-to-productivity and build belonging.
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。
w95/awesome-claude-corporate-skills☆ 2462026年2月27日 更新
Cloudflare Cron Triggers for scheduled Workers execution. Use for periodic tasks, scheduled jobs, or encountering handler not found, invalid cron expression, timezone errors.
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。
secondsky/claude-skills☆ 2292026年9月28日 更新
Scheduled probes that run CONTINUOUSLY after release. Covers probe design for critical user journeys, alerting integration, SLA validation, multi-region monitoring, and the boundary between QA and SRE. Use when: "synthetic monitoring," "uptime testing," "scheduled probes," "SLA validation," "availability monitoring," "post-deploy checks." Not for: safe-release techniques during rollout — use testing-in-production. Not for: designing tests from prod telemetry — use observability-driven-testing. Not for: a one-shot post-deploy smoke gate tied to a release — use release-readiness. Related: testing-in-production, release-readiness, performance-testing, qa-metrics.
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。
petrkindlmann/qa-skills☆ 1802026年6月11日 更新
Use when the user wants a Xiaohongshu posting calendar, weekly review board, first-10-post launch plan, 10-20-post positioning test, or data-based next-step plan. Trigger phrases: "排期", "复盘", "30 天计划", "前10条", "10-20条测试", "发了没数据", "weekly review", "content calendar", "XHS schedule". Do not use for first-draft editing or initial account positioning.
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。
wenziai/wenzi-xiaohongshu-workflow☆ 1712026年10月12日 更新
Use when the user wants a Xiaohongshu posting calendar, weekly review board, first-10-post launch plan, 10-20-post positioning test, or data-based next-step plan. Trigger phrases: "排期", "复盘", "30 天计划", "前10条", "10-20条测试", "发了没数据", "weekly review", "content calendar", "XHS schedule". Do not use for first-draft editing or initial account positioning.
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。
wenziai/wenzi-xhs-agent-skills☆ 1692026年9月30日 更新
Runs background jobs in Node.js with BullMQ, a job queue library backed by Redis (or PostgreSQL since v6): delayed and prioritized jobs, retries with backoff, rate limiting, cron-style job schedulers, parent-child flows and concurrency control. Use when a user asks to add a background worker, queue emails or webhooks, schedule recurring jobs, retry failed jobs, rate limit an API client, or migrate from Bull or from BullMQ 5 repeatable jobs.
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
数据工程 — 数据平台从业者的认知操作系统, 覆盖把数据从源系统搬运成可靠 / 可查询 / 可信赖形态供分析 / ML / 数据产品消费的全生命周期 (生成 → 摄取 → 存储 → 转换 → 服务 + 安全/数据管理/DataOps/数据架构/编排/软件工程 六条暗流, Reis & Housley 框架): 摄取与集成 (批 + CDC 变更数据捕获 Debezium + EL 工具 Fivetran/Airbyte/Meltano/dlt + Kafka Connect + schema drift) / 存储与文件表格式 (对象存储数据湖 + 列存 Parquet/ORC/Arrow/Avro + 开放表格式 Apache Iceberg/Delta Lake/Apache Hudi + lakehouse + 分区/compaction) / 转换与建模 (ELT dbt/SQLMesh + Spark + 维度建模 Kimball + Inmon + Data Vault + 大宽表 OBT + 渐变维 SCD + 增量模型 + 语义/指标层) / 编排与工作流 (Apache Airflow/Dagster/Prefect/Mage/Kestra/Apache DolphinScheduler + DAG + 幂等 + 回填 backfill + 数据资产调度) / 批流与实时 (Apache Kafka/Apache Flink/Spark Structured Streaming/Kinesis/Pulsar/Redpanda + Lambda vs Kappa + watermark/窗口/exactly-once + 流式 SQL Materialize/RisingWave + 实时 OLAP ClickHouse/Apache Druid/Apache Pinot/StarRocks/Apache Doris) / 数仓与查询引擎 (Snowflake/BigQuery/Redshift/Databricks SQL/Trino/Presto/DuckDB/Polars + 存算分离 + MPP) / 数据质量测试与可观测性 (dbt tests/Great Expectations/Soda + 数据契约 + Monte Carlo data downtime + 新鲜度/量/schema 异常检测) / 数据治理编目与血缘 (DataHub/Amundsen/OpenMetadata/Unity Catalog + 列级血缘 + PII 分类 + 访问控制 + GDPR) / DataOps 与可靠性 (数据 CI/CD + 转换版本控制 + 环境隔离 + 幂等重处理 + 数据 SLA/SLO + 计算存储 FinOps) / 数据架构范式 (现代数据栈 + lakehouse + data mesh + data fabric + 去中心化 vs 中心化所有权) / 分析工程角色 (dbt 时代连接数据工程与分析的桥) — 不含 数据科学/ML 建模本身 (是下游消费者) / BI 仪表盘制作 (serving 下游) / 数据分析报表为终点 / 'data engineer = 跑 Hadoop 的' 过时窄化 / 通用后端应用开发 (平行学科) (Data Engineering — the cognitive operating system of practitioners who design, build, and operate the data platform: moving data from source systems into reliable, queryable, trustworthy form for analytics / ML / products, covering (a) the data engineering lifecycle (generation → ingestion → storage → transformation → serving, with the undercurrents security / data management / DataOps / data architecture / orchestration / software engineering — Reis & Housley framing), (b) ingestion & integration (batch + CDC change-data-capture with Debezium, EL tools Fivetran / Airbyte / Meltano / dlt, Kafka Connect, API + file + database sources, schema drift handling), (c) storage & file/table formats (object storage data lakes, columnar formats Parquet / ORC / Arrow / Avro, open table formats Apache Iceberg / Delta Lake / Apache Hudi, lakehouse architecture, partitioning / compaction / Z-ordering), (d) transformation & modeling (ELT with dbt / SQLMesh, Spark, dimensional modeling Kimball, Inmon CIF, Data Vault, One Big Table / wide tables, normalization vs denormalization, slowly changing dimensions, incremental models, the semantic / metrics layer), (e) orchestration & workflow (Apache Airflow, Dagster, Prefect, Mage, Kestra, Apache DolphinScheduler, DAGs, idempotency, backfills, data-aware / asset-based scheduling), (f) batch vs streaming & real-time (Apache Kafka, Apache Flink, Spark Structured Streaming, Kinesis / Pulsar / Redpanda, the Lambda vs Kappa debate, watermarks / windowing / exactly-once, streaming SQL Materialize / RisingWave, real-time OLAP ClickHouse / Apache Druid / Apache Pinot / StarRocks / Apache Doris), (g) warehouses & query engines (Snowflake, BigQuery, Redshift, Databricks SQL, Trino / Presto, DuckDB, Polars, decoupled storage & compute, MPP), (h) data quality, testing & observability (dbt tests, Great Expectations, Soda, data contracts, Monte Carlo / data downtime, freshness / volume / schema anomaly detection, unit / integration testing of pipelines), (i) data governance, catalog & lineage (DataHub, Amundsen, OpenMetadata, Unity Catalog, column-level lineage, PII / data classification, access control, GDPR / data privacy), (j) DataOps & reliability (CI/CD for data, version control of transformations, environments, idempotent reprocessing, SLAs / SLOs for data, cost / FinOps for compute & storage), (k) data architecture paradigms (modern data stack, data lakehouse, data mesh, data fabric, decentralized vs centralized ownership), (l) the analytics engineering role (the dbt-era bridge between data engineering and analysis); N
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☆ 1552026年9月6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☆ 1552026年9月6日 更新
Generate editorial calendars for blogs with topic clusters, publishing schedules, content decay detection, freshness update plans, seasonal opportunities, content mix formula, template integration, and distribution scheduling. Plans monthly or quarterly calendars optimized for SEO topic authority and AI citation freshness requirements (30-day update cycles). Use when user says "editorial calendar", "content calendar", "blog calendar", "publishing schedule", "blog plan", "content plan", "what should I write".
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。
Infrasity-Labs/dev-gtm-claude-skills☆ 1362026年6月29日 更新
Check Google Calendar for today's schedule. Use during daily planning or when user asks about their calendar.
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。
itseffi/agentic-os☆ 1152026年10月7日 更新
Check Google Calendar for today's schedule. Use during daily planning or when user asks about their calendar.
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。
itseffi/agentic-os☆ 1152026年10月7日 更新
Use when adding or changing a scheduled data or ML pipeline — Dagster assets, Prefect flows, Airflow DAGs or a cron'd entrypoint — idempotent partitioned stages, retries, backfills, quality gates, and testing the pipeline without the scheduler
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。
makifbaysal/tasktrooper☆ 1132026年10月12日 更新
Design a spaced retrieval schedule for any topic list and timeline. Use when planning units, term sequences, or revision programmes.
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。
nota-america/forgecat-agent-profiles☆ 902026年9月24日 更新
Build a reporting pipeline — scheduled reports with SQL queries, delivery via Slack or email, threshold alerts, and historical comparison. Use when asked for "automated reports", "scheduled report", "email digest", or "Slack alerts for metrics".
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。
tonone-ai/tonone☆ 762026年10月5日 更新
Draft equity plan documents — option grants, vesting schedules, 409A notes. Use when asked to "draft an option grant", "write a vesting schedule", or "prepare 409A paperwork".
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。
tonone-ai/tonone☆ 762026年10月5日 更新
Expert guide for scheduled tasks, cron jobs, recurring background work (Vercel Cron, Cloudflare Workers Cron, Inngest, node-cron), and distributed scheduling / Panduan ahli untuk tugas terjadwal, cron job, pekerjaan latar belakang berulang, dan penjadwalan terdistribusi.
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。
roedyrustam/vibes-plug☆ 752026年10月9日 更新
Read target remind schedules and recent action_logs (last 3 days) as JSON for agent comment generation.
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。
motoya0118/pavlok_CLI_agent☆ 722026年4月9日 更新
Update schedule comment fields (comment/yes_comment/no_comment) in bulk from JSON input.
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。
motoya0118/pavlok_CLI_agent☆ 722026年4月9日 更新
Use when designing an autonomous agent, planning agent architecture, building a scheduled automation, or creating a Claude Code agent workflow. Triggers: 'design an agent', 'build an automation', 'agent architecture', 'automate this workflow', 'create a scheduled agent', 'shell script agent'.
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。
Othmane-Khadri/gtm-engineer-playbook☆ 582026年4月6日 更新
Schedule recurring tasks and heartbeat monitoring using Claude Code's cron system (CronCreate/CronList/CronDelete). Implements the Agentic Heartbeat Pattern for ecosystem health monitoring.
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。
oimiragieo/agent-studio☆ 432026年7月14日 更新
Scheduled Exa web search monitor. Uses CronCreate to search configured topics every 4 hours via mcp__Exa__web_search_exa, deduplicates URLs via MemoryRecord, and stores summaries for morning briefing 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。
oimiragieo/agent-studio☆ 432026年7月14日 更新
Scheduled ArXiv paper monitor. Uses CronCreate to search configured keywords every 6 hours, deduplicates via MemoryRecord, and stores summaries in named memory for morning briefing 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。
oimiragieo/agent-studio☆ 432026年7月14日 更新
Plan garden activities using solar, lunar, and biodynamic calendars. Covers USDA hardiness zones, frost date calculation, equinox/solstice anchoring, synodic lunar cycle (waxing/waning), ascending/descending moon, Maria Thun biodynamic calendar (root/leaf/flower/fruit days), succession planting schedules, and seasonal task planning. Use when planning a new growing season and needing a planting schedule, integrating lunar or biodynamic timing into garden practice, calculating frost dates and planting windows for a specific zone, setting up succession planting for continuous harvest, or conducting end-of-season review.
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。
pjt222/agent-almanac☆ 372026年10月13日 更新