Expert ISO 27001 compliance assistant for security and compliance teams. Use this skill whenever a user asks about ISO 27001 or ISO/IEC 27001, including any of the following: gap analysis, auditing, compliance assessments, control checklists, policy writing, document generation, Statement of Applicability (SoA), risk assessment, risk registers, risk treatment plans, Annex A controls, ISMS implementation, clause requirements, certification readiness, transitioning from 2013 to 2022, control implementation guidance, incident response policies, access control policies, supplier security, or any information security management system (ISMS) topic. Trigger even if the user doesn't say "skill" — any ISO 27001 or ISMS question should use this skill.
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。
lawve-ai/awesome-legal-skills☆ 8732026年10月3日 更新
A jurisdiction-grounding reference file for AI assistants working on Gibraltar legal, regulatory, and compliance research. Corrects systematic errors AI models make when applying English law to Gibraltar — a distinct jurisdiction under the Gibraltar Constitution Order 2006, with its own court hierarchy, civil procedure rules, employment law, and regulatory framework. Covers the source hierarchy, court structure, civil procedure divergences (14-day deemed service, post-Jackson reforms not adopted), employment law specifics (uncapped discrimination awards, 5-employee redundancy threshold), FSC financial services regulation, AML/KYC compliance sources, Gibraltar Companies Act 2014 with UBO public register, and a structured directory of official public record sources. Includes research profiles for lawyers, compliance professionals, and due diligence practitioners. Not legal advice.
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。
lawve-ai/awesome-legal-skills☆ 8732026年10月3日 更新
Use this skill when asked about forming, registering, or structuring a company in Iceland. Triggers on questions about Icelandic business entities (ehf, hf, sf, svf, ses), capital requirements, registration with Fyrirtækjaskrá, governance structures, or choosing the right entity type.
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。
lawve-ai/awesome-legal-skills☆ 8732026年10月3日 更新
Audits legal AI outputs, prompts, skills, workflows and MCP/tool instructions for fluent but unsupported reasoning, missing evidence, overconfidence, hidden assumptions, weak causal links and absent human-review gates.
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。
lawve-ai/awesome-legal-skills☆ 8732026年10月3日 更新
Turn complex legal analysis into clear, commercially useful client-facing advice. Use this whenever the user has dense legal material — drafting, internal analysis, counsel notes, research memos, pleadings, a case update, or correspondence — and wants it converted into something a client can actually understand and act on. Trigger on phrases like 'explain this to the client', 'put this in plain English', 'translate this for a non-lawyer', 'turn this into client-facing advice', 'make this client-ready', 'draft a client update', or when the user shares legal analysis and asks 'what does this mean for them'. Also trigger when the user wants a board summary, litigation risk update, or call script derived from legal material. The skill preserves legal nuance, uncertainty, and risk rather than oversimplifying — it makes advice usable, not just simpler.
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。
lawve-ai/awesome-legal-skills☆ 8732026年10月3日 更新
This skill maps disclosure strategy from a case summary, pleading, chronology, or early case theory: the document categories that will matter, likely custodians, adverse material, evidential gaps, search themes, and the risks worth confronting early.
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。
lawve-ai/awesome-legal-skills☆ 8732026年10月3日 更新
Audits AI-assisted legal, compliance, governance, and institutional decisions before reliance to determine whether the responsible human or institution has enough access to the evidence, reasoning basis, uncertainty, authority, and review path to genuinely own the decision rather than merely approve, sign, or transmit it.
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。
lawve-ai/awesome-legal-skills☆ 8732026年10月3日 更新
Rédaction d'assignations en référé devant le tribunal de commerce ou des activités économiques pour le recouvrement de créances commerciales. Utiliser ce skill quand l'utilisateur demande de rédiger, préparer ou créer une assignation en référé pour obtenir le paiement d'une créance impayée (factures, prestations de services, ventes de marchandises, etc.) lorsque le débiteur n'a pas honoré ses obligations de paiement et qu'il n'existe pas de contestation sérieuse.
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。
lawve-ai/awesome-legal-skills☆ 8732026年10月3日 更新
Produces detailed law-school case briefs of United States judicial opinions in a fixed nine-section structure: memory jogger, facts, procedural history, judicial votes, holding, opinion-by-opinion analysis, five future-application hypotheticals, critique, and verified key quotations. Also builds vote tables, cross-case consistency tables, perspective-based critiques, and LaTeX in article, Beamer and casebook-chapter formats. Use whenever someone asks to brief a case, analyse or explain an opinion, summarise a decision for students, generate hypotheticals from a holding, critique a judgment, tabulate how justices voted, or convert case analysis to LaTeX. Triggers on "brief this case", "case brief", "explain the holding", "what did the court hold", "hypotheticals based on", "critique this opinion", "vote table", "Beamer presentation", "chapter brief", and on any reference to a judicial opinion or Supreme Court decision in a teaching context. Requires web search to verify quotations, votes and holdings.
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。
lawve-ai/awesome-legal-skills☆ 8732026年10月3日 更新
When your bar comes asking "show me how you billed AI-assisted work" — and ABA 512, Florida 24-1, California, New York, and DC all have opinions out — you need an artifact that survives review. billable-time produces it. From your Claude Code session logs, it drafts reviewable time entries plus a printable HTML audit packet with: SHA-256 chain of evidence (source files + matter.yml + active disclosure pack + verifiable artifact self-hash), attorney identity and signature block, a bar-opinion disclosure pack with starter language for five jurisdictions, and content-aware deterministic narratives derived from filename and tool shape — never from prompt text by default. The tool refuses to bill on its own. --strict mode refuses to ship the artifact if any audit invariant fails (broad routes, missing attorney, missing/unverified disclosure). Comes as a Node CLI and a self-contained browser version (no backend; JSONL never leaves the page). 15 invariant tests verify the contract. AGPL-3.0.
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。
lawve-ai/awesome-legal-skills☆ 8732026年10月3日 更新
When you want to create, adapt, or update an Agent Skill (Claude Code, Codex, Cursor, and other hosts) in one of your repos (listed in ~/.config/makerskills/skillify/repos.yaml; defaults to makerskills). Modes — CREATE (from chat, video, dump, or scratch) turns a workflow into a new skill. ADAPT ports an external skill with keep/adapt/add classification, license check, and attribution. UPDATE improves existing skills from learnings with cross-skill propagation, memory-vs-skill triage, and semver. Checks new skills for host portability. Triggers on "/skillify," "create a skill," "make this a skill," "skill from this chat," "adapt this skill," "port this skill," "fork this skill," "update X skill," "apply this to the relevant skills," "propagate this learning," "improve [skill]," "fix [skill]." Part of the -ify trifecta (skillify / toolify / loopify).
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。
coreyhaines31/makerskills☆ 8652026年10月9日 更新
Expert blueprint for scene loading, transitions, async (background) loading, instance management, and caching. Covers fade transitions, loading screens, dynamic spawning, and scene persistence. Use when implementing level changes OR dynamic content loading. Keywords scene, loading, transition, async, ResourceLoader, change_scene, preload, PackedScene, fade.
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。
thedivergentai/Game-Dev-Agentic-Skills☆ 8622026年10月17日 更新
Expert collection-loop systems for collectible IDs, scavenger hunts, completion archives, nearest-item compass UI, hidden spawners, and persistent find-all-X progress. Use when implementing collectibles, scavenger hunts, completion% archives, or compass-guided item hunts. Keywords: collectible_id, scavenger_hunt, collection_manager, collection_compass, completion_archive, hidden_item_spawner, find_all, collectible_item.
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。
thedivergentai/Game-Dev-Agentic-Skills☆ 8622026年10月17日 更新
Implement cheat codes, hidden interactions, and unlockable meta-content via time-windowed input sequence buffers, spam thresholds, look-at (dot-product) detectors, progress-% unlocks, and meta persistence in user://secrets.cfg. Use when adding Konami-style codes, curiosity spam eggs, glimmer cues, lockout anti-brute-force, or gallery flags that must survive slot deletes. Keywords: Konami, sequence buffer, meta secrets.cfg, visibility detector, lockout, glimmer, spam threshold, progress unlock.
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。
thedivergentai/Game-Dev-Agentic-Skills☆ 8622026年10月17日 更新
Expert blueprint for visual novels (Doki Doki Literature Club, Phoenix Wright, Steins;Gate) focusing on branching narratives, dialogue systems, choice consequences, rollback mechanics, and persistent flags. Use when building story-driven, choice-based, or dating sim games. Keywords visual novel, dialogue system, branching narrative, typewriter effect, rollback, bbcode, RichTextLabel.
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。
thedivergentai/Game-Dev-Agentic-Skills☆ 8622026年10月17日 更新
Expert blueprint for roguelikes including procedural generation (Walker method, BSP rooms), permadeath with meta-progression (unlock persistence), run state vs meta state separation, seeded RNG (shareable runs), loot/relic systems (hook-based modifiers), and difficulty scaling (floor-based progression). Use for dungeon crawlers, action roguelikes, or roguelites. Trigger keywords: roguelike, procedural_generation, permadeath, meta_progression, seeded_RNG, relic_system, run_state.
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。
thedivergentai/Game-Dev-Agentic-Skills☆ 8622026年10月17日 更新
Expert blueprint for party games including minigame resource system (define via .tres files), local multiplayer input (4-player controller management), asymmetric gameplay (1v3 balance), scene management (clean minigame loading/unloading), persistent scoring (track wins across rounds), and split-screen rendering (SubViewport per player). Use for Mario Party-style games or WarioWare collections. Trigger keywords: party_game, minigame_collection, local_multiplayer, asymmetric_gameplay, split_screen, dynamic_input_mapping.
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。
thedivergentai/Game-Dev-Agentic-Skills☆ 8622026年10月17日 更新
Data-driven resource harvesting (mining, logging, foraging) for Godot 4: apply_hit tool/tier validation via HarvestToolData enums, HarvestResourceData yields, harvestable_node shake/deplete, respawn_manager world persistence, UNIX offline progress, autosave, and noise vein proc-gen. Trigger keywords: apply_hit, HarvestResourceData, HarvestToolData, offline UNIX, respawn_manager, tool tier, harvestable_node, FastNoiseLite veins.
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。
thedivergentai/Game-Dev-Agentic-Skills☆ 8622026年10月17日 更新
Expert blueprint for player mortality loops: progress-index checkpoints, soul graves, ghost/spirit layers, I-frame restitution, world-progress persistence, and death analytics. Use when implementing respawn, shrine checkpoints, corpse-run retrieval, or second-chance mechanics. Keywords revival, respawn, checkpoint, soul grave, ghost mode, I-frames, death analytics, progress index.
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。
thedivergentai/Game-Dev-Agentic-Skills☆ 8622026年10月17日 更新
Expert blueprint for scene loading, transitions, async (background) loading, instance management, and caching. Covers fade transitions, loading screens, dynamic spawning, and scene persistence. Use when implementing level changes OR dynamic content loading. Keywords scene, loading, transition, async, ResourceLoader, change_scene, preload, PackedScene, fade.
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。
thedivergentai/Game-Design-Agentic-Skills☆ 8502026年10月13日 更新
Expert blueprint for roguelikes including procedural generation (Walker method, BSP rooms), permadeath with meta-progression (unlock persistence), run state vs meta state separation, seeded RNG (shareable runs), loot/relic systems (hook-based modifiers), and difficulty scaling (floor-based progression). Use for dungeon crawlers, action roguelikes, or roguelites. Trigger keywords: roguelike, procedural_generation, permadeath, meta_progression, seeded_RNG, relic_system, run_state.
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。
thedivergentai/Game-Design-Agentic-Skills☆ 8502026年10月13日 更新
Data-driven resource harvesting (mining, logging, foraging) for Godot 4: apply_hit tool/tier validation via HarvestToolData enums, HarvestResourceData yields, harvestable_node shake/deplete, respawn_manager world persistence, UNIX offline progress, autosave, and noise vein proc-gen. Trigger keywords: apply_hit, HarvestResourceData, HarvestToolData, offline UNIX, respawn_manager, tool tier, harvestable_node, FastNoiseLite veins.
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。
thedivergentai/Game-Design-Agentic-Skills☆ 8502026年10月13日 更新
Expert blueprint for player mortality loops: progress-index checkpoints, soul graves, ghost/spirit layers, I-frame restitution, world-progress persistence, and death analytics. Use when implementing respawn, shrine checkpoints, corpse-run retrieval, or second-chance mechanics. Keywords revival, respawn, checkpoint, soul grave, ghost mode, I-frames, death analytics, progress index.
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。
thedivergentai/Game-Design-Agentic-Skills☆ 8502026年10月13日 更新
Implement cheat codes, hidden interactions, and unlockable meta-content via time-windowed input sequence buffers, spam thresholds, look-at (dot-product) detectors, progress-% unlocks, and meta persistence in user://secrets.cfg. Use when adding Konami-style codes, curiosity spam eggs, glimmer cues, lockout anti-brute-force, or gallery flags that must survive slot deletes. Keywords: Konami, sequence buffer, meta secrets.cfg, visibility detector, lockout, glimmer, spam threshold, progress unlock.
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。
thedivergentai/Game-Design-Agentic-Skills☆ 8502026年10月13日 更新