Hmbown
- 451 skills
- 0 followers
- 3 hours ago last updated
- ▌ Blog Post · hmbownUse this skill when writing long-form blog posts, tutorials, or educational articles that require structure, depth, and SEO considerations
- ▌ Social Media · hmbownUse this skill when creating short-form social media content for LinkedIn, Twitter/X, or other platforms
- ▌ Run 2 · hmbownCompile and execute an Autodialectics anti-slop pipeline for a task. Covers health checks, runtime init, contract compilation, and full pipeline execution.
- ▌ Skill Creator 2 · hmbown bundleGuide for creating effective skills that extend agent capabilities with specialized knowledge, workflows, or tool integrations. Use this skill when the user asks to: (1) create a new skill, (2) make a skill, (3) build a skill, (4) set up a skill, (5) initialize a skill, (6) scaffold a skill, (7) update or modify an existing skill, (8) validate a skill, (9) learn about skill structure, (10) understand how skills work, or (11) get guidance on skill design patterns. Trigger on phrases like "create a skill", "new skill", "make a skill", "skill for X", "how do I create a skill", or "help me build a skill".
- ▌
- ▌
- ▌
- ▌
- ▌
- ▌
- ▌
- ▌
- ▌
- ▌ Fan 2 · hmbownUse Fan when the right move is short-range airflow control: gather loose material, pull a target toward a chosen lane, or create a directional repositioning effect without claiming territory or committing to a heavier strike.
- ▌ Aura 2 · hmbownUse Aura when the problem is not one big blow but constant low-grade interference: nuisance traffic, shallow criticism, repetitive edge pokes, cheap probes, or background turbulence that keeps stealing turns. Aura sets a named threshold and blanks everything below it, so Hermes can keep operating through minor contact while preserving attention for impacts that actually matter. Unlike Barrier, Aura is not a one-hit absorb; unlike Leaf Shield, it does not punish contact. It is the baseline selective shell.
- ▌ Repair 2 · hmbownUse Repair when the environment itself is cracked, missing, or degraded and the next best move is maintenance before offense.
- ▌ Air Shot 2 · hmbownUse Air Shot when you need a lightweight interrupt, nudge, or repositioning move rather than a high-damage attack.
- ▌ Barrier 2 · hmbownUse Barrier when the system can keep moving, but it needs a buffer layer to absorb the next impact.
- ▌ Sword 2 · hmbownUse Sword for decisive edits, cuts, or removals when you are close enough to the code or document to strike precisely.
- ▌ Air Shoes 2 · hmbownUse Air Shoes when Hermes needs to traverse, inspect, or plan across fragile, hostile, or low-trust terrain without binding the whole move to local surface hazards.
- ▌ Area Grab 2 · hmbownUse Area Grab when progress depends on reclaiming surface area: more room in the design, more latitude in the plan, or fewer hostile constraints.
- ▌ Ice Stage 2 · hmbownUse Ice Stage when the best move is to change the board's traction: make motion fast, slippery, and harder to stop cleanly so both allies and opponents have to operate on altered movement physics.
- ▌ Recovery 2 · hmbownUse Recovery when the system, team, or process has lost capacity — degraded performance, accumulated errors, technical debt fatigue — and needs direct restorative attention before it can operate effectively.
- ▌ Cannon 2 · hmbownUse Cannon when the right move is a small, direct, single-target action with minimal setup and immediate verification.
- ▌ Vulcan 2 · hmbownUse Vulcan when the right move is sustained low-friction pressure: a tight burst of repeated actions that can confirm progress, expose resistance, or suppress one stubborn target without committing to a larger restructure.
- ▌ Rock Cube 2 · hmbownUse Rock Cube when the best move is to place a visible obstacle that changes movement, timing, or attention.
- ▌ Time Bomb 2 · hmbownUse Time Bomb for deferred actions, scheduled checks, or payloads that should go off later instead of right now.
- ▌ Lava Stage 2 · hmbownUse Lava Stage when the best move is to convert workable terrain into punishing terrain, forcing the opponent to either keep taking damage, leave valuable panels, or route through narrower safer lanes.
- ▌ Panel Grab 2 · hmbownUse Panel Grab for narrower room control when a single lane, dependency, or decision surface matters more than broad expansion.
- ▌ Sand Stage 2 · hmbownUse Sand Stage when the best move is to change the board into slow, absorbent terrain that eats momentum instead of carrying it. Sand Stage is for bogging the field down: reducing clean repositioning, making extraction costly, and forcing both sides to respect how hard it is to cross or abandon the wrong patch once the ground starts swallowing motion.
- ▌ Aqua Aura 2 · hmbownUse Aqua Aura when the real threat is heat: escalating pressure, bursty contention, emotional overtemperature, or rapid-fire noise that is making clean operation impossible. Unlike a plain Aura that simply blanks weaker hits, Aqua Aura diffuses and cools them so Hermes can keep moving without matching the room's panic tempo.
- ▌ Elec Aura 2 · hmbownUse Elec Aura when the problem is not raw heat but constant probing, interruption, and low-commitment contact that keeps stealing focus or touching the work without paying a real cost. Unlike a plain Aura that mostly blanks weak hits, Elec Aura makes contact loud: minor touches get rejected, surfaced, or bounced, and anything that persists reveals itself fast. This makes it a strong Hermes skill for preserving a critical focus window or defended operating edge under active interference.
- ▌ Fire Aura 2 · hmbownUse Fire Aura when the real threat is not one decisive blow but a stream of low-grade interruptions, shallow objections, retry churn, or opportunistic pokes that keep stealing momentum. Fire Aura establishes an aggressive protective threshold: trivial contact gets burned away automatically so Hermes can stay on the offensive, while anything substantial still has to be named and handled honestly.
- ▌ Invisible 2 · hmbownUse Invisible when you need a short protected interval to inspect, move, or recover without drawing fire.
- ▌ Met Guard 2 · hmbownUse Met Guard when a single attack vector needs hardening and you can accept that protection only covers one face. Inspired by the Mettaur's helmet: tough from the front, exposed everywhere else.
- ▌ Sanctuary 2 · hmbownUse Sanctuary when you need to convert part of the board into a protected work zone for stabilization, care, or careful execution.
- ▌ Wood Aura 2 · hmbownUse Wood Aura when the operator can afford to hold ground, slow the exchange slightly, and benefit from a protective layer that regains strength if the field stays stable. Wood Aura is a regenerative defense: it favors disciplined positioning, recoverable processes, and stable footing over speed. Instead of merely eating one hit, it encourages Hermes to root the work in dependable ground, recover after contact, and outlast pressure through steady reconstitution.
- ▌ Shotgun 2 · hmbownUse Shotgun when one direct action should punch through a narrow lane instead of a single point. It fits moments where quick close-range pressure should catch the target and the immediate depth behind it.
- ▌ Killer Eye 2 · hmbownUse Killer Eye for tripwires, passive monitors, and sightline-based alerts that should fire only when the trigger is real.
- ▌ Grass Stage 2 · hmbownUse Grass Stage when the best move is to make the operating surface broadly hospitable to regrowth, healing, and low-friction expansion, while staying honest that the same lush terrain can amplify the wrong kind of pressure.
- ▌ Poison Mask 2 · hmbownUse Poison Mask when the right move is not to poison one tile on the floor but to contaminate a specific interface, workflow surface, or operating persona that the target keeps wearing. Poison Mask attaches the cost to continued contact: every repeated use of the same channel, wrapper, queue, ritual, or decision surface becomes more unpleasant, slower, riskier, or more draining. Unlike Poison Face, which punishes staying in one place, Poison Mask punishes continuing to operate through one poisoned surface. Unlike Time Bomb, it is not waiting to go off later; unlike Killer Eye, it is not there to detect passage; unlike Anti Damage, it is proactive rather than retaliatory.
- ▌ North Wind 2 · hmbownUse North Wind when progress is blocked by protective layering rather than distance: aura, barrier, wrapper, soft shield, ceremonial safety language, or stacked cover that keeps the real issue from being touched. North Wind strips the protection cleanly so a truthful next move can land.
- ▌ Spreader 2 · hmbownUse Spreader when a single-target shot is too narrow and the right move is to make the point of impact matter to the nearby area as well, catching clustered targets or forcing motion around the hit.
- ▌ Anti Damage 2 · hmbownUse Anti Damage when the cleanest move is to convert incoming pressure into a reactive counter instead of tanking it.
- ▌ Poison Face 2 · hmbownUse Poison Face when Hermes should emplace a stationary poison source on the field: a bounded, persistent hazard that immediately taxes presence in one valuable lane, panel cluster, or holding pattern. Unlike Time Bomb, it is not waiting for a delayed detonation; unlike Killer Eye, it is not watching for a crossing; unlike Anti Damage, it does not need to be hit first. Poison Face is for making a known position steadily worse until the target leaves, reroutes, or accepts attrition.
- ▌ Iron Shield 2 · hmbownUse Iron Shield when a public-facing surface, endpoint, or interface needs durable, ongoing protection against repeated attacks on the same vector. Unlike a one-time absorb or a brittle guard, Iron Shield maintains a sustained defensive posture that endures multiple impacts from the front.
- ▌ Leaf Shield 2 · hmbownUse Leaf Shield when you need sustained, active protection that makes aggression costly. The defense orbits your work and absorbs incoming damage; when triggered, it launches outward as a measured counter.
- ▌ Under Shirt 2 · hmbownUse Under Shirt when a catastrophic failure is possible and the system needs a last-resort failsafe that prevents total collapse, leaving it barely functional instead of dead.
- ▌ Cross Gun 2 · hmbownUse Cross Gun when the target will not stay neatly in one lane and the best move is a compact cross-pattern shot that catches the center and the likeliest side-step routes.
- ▌ Mini Bomb 2 · hmbownUse Mini Bomb when the right move is a small indirect strike: you know where the effect needs to land, but a straight-line shot is blocked, too predictable, or aimed at the wrong surface.
- ▌ Curse Shield 2 · hmbownUse Curse Shield when Hermes should protect a surface in a way that makes contact linger on the attacker. The shield is not just there to absorb the next hit or throw an immediate counter; it tags hostile touch with a lasting penalty, mark, or contamination that follows the offender after impact. In practice, Curse Shield is for defended surfaces that impose audit burden, throttling, suspicion, reduced trust, quarantine, follow-up scrutiny, or another durable consequence on whatever keeps pressing into them.
- ▌ Long Sword 2 · hmbownUse Long Sword when the problem is visible locally but the fix must extend further — across file boundaries, into deeper call stacks, or through intermediary layers that a normal Sword cannot reach.
- ▌ Step Sword 2 · hmbownUse Step Sword when the target is identifiable but not within easy reach: you know exactly what needs cutting, but reaching it requires navigating across files, modules, or abstraction layers. Warp directly to the target and make the edit in a single committed action.
- ▌ Wide Sword 2 · hmbownUse Wide Sword when the problem is not a single precise target but a line of related issues sitting side by side. Where Sword cuts one thing cleanly, Wide Sword addresses a horizontal band of similar problems in one motion.
- ▌ Black Barrier 2 · hmbownUse Black Barrier when ordinary buffering is too soft and thresholding alone is too permissive. The problem is not just one incoming hit, or a stream of weak noise, but contact that should have to prove itself before it reaches the work at all: ambiguous requests, half-authorized changes, untrusted touchpoints, speculative interruptions, or access that has not earned the right to cross the perimeter. Black Barrier establishes a denser selective shell around a critical surface. Unlike Barrier, it is not a one-hit absorb. Unlike Aura, it does not merely ignore weak impacts below a threshold. It enforces a stricter admission rule: only declared, validated, high-confidence contact gets through, and everything else is refused, deferred, or held outside until it can justify entry.
- ▌ Fighter Sword 2 · hmbownUse Fighter Sword when the change must run across an entire line — a full sequential chain, pipeline stage, import row, or dependency thread — and anything short of cleaving the whole row leaves the job incomplete.
- ▌ Fast Gauge 2 · hmbownUse Fast Gauge when the loop itself is healthy but too slow, and you need quicker draws, shorter iteration, or faster feedback.
- ▌ Slow Gauge 2 · hmbownUse Slow Gauge when the room is moving too quickly to reason safely and the right move is deliberate rate control.
- ▌ Variable Sword 2 · hmbownUse Variable Sword when you know something needs to be cut but the attack pattern — narrow precision, wide sweep, or long reach — should be determined by the shape of the target at execution time.
- ▌ Full Custom 2 · hmbownUse Full Custom when the current option set is depleted, stale, or wrong for the room and the best move is a clean redraw.
- ▌ Bane 2 · hmbownBane curses targets, making them worse at everything they try. The real-world version is systematic weakness analysis: finding every crack, bad assumption, and failure mode in a plan, architecture, or argument. Unlike Vicious Mockery (which delivers the critique sharply), Bane is comprehensive and methodical — it maps the full attack surface.
- ▌ Fear 2 · hmbownFear makes targets run from danger. The real-world version is structured pessimism: pre-mortem analysis, worst-case scenario generation, and risk amplification exercises that counteract the natural optimism bias in planning. Fear is the antidote to "it'll probably be fine."
- ▌ Mending 2 · hmbownMending is surgical repair of a known-working artifact that has a specific, identifiable break. It is NOT: - Triage/diagnosis: If the problem is "API is throwing 500s, figure out why" — that's investigation, not mending. Mending requires the break to already be identified. - Formatting/cleanup: If the data is correct but looks messy (sort keys, normalize indentation) — that's formatting, not repair. - State reset: If a flag is stuck or an alert needs clearing — that's an operational toggle, not a file repair. - Refactoring/redesign: If the system is "fundamentally flawed" and needs redesign — that's rebuilding, not mending. - Comprehensive cleanup: If there are "years of orphaned records" across tables — that's a data integrity project, not a surgical fix.
- ▌ Sleep 2 · hmbownSleep = temporary, reversible suspension with guaranteed state preservation. The target stops acting but wakes up intact. No data loss, no corruption, no permanent change.
- ▌ Medicine 2 · hmbownUse this skill for live system triage: interpreting logs as symptoms, prioritizing immediate stabilization, and applying treatments for known failure modes. It is about keeping the patient alive first and only then planning deeper corrective care.
- ▌ Survival 2 · hmbownUse this skill when infrastructure is degraded, tools are missing, quotas are tight, or normal comforts are gone. It prioritizes minimal viable progress, conservation of scarce resources, and practical fallback routes through hostile conditions.
- ▌ Heroism 2 · hmbownIn D&D, Heroism grants temporary hit points and immunity to fear — you do not become stronger, you become harder to stop. The real-world version is the preparation ritual: the pre-presentation pep talk, the pre-launch checklist that calms the team, the structured confidence-building exercise before a difficult conversation. Heroism does not change your abilities. It changes your relationship to the fear of using them.
- ▌ Raise Dead 2 · hmbownIn D&D, Raise Dead brings a creature back to life but with penalties: reduced ability scores that recover over time. Unlike Resurrection (full recovery), Raise Dead returns the target in a weakened state. The real-world version is partial recovery: bringing a service back online in degraded mode, recovering a database with known gaps in recent data, or restoring a system from an older backup knowing that some recent state is lost.
- ▌ Regenerate 2 · hmbownIn D&D, Regenerate regrows lost limbs. The real-world version is reconstruction: rebuilding lost data from backups and surrounding context, regenerating a deleted component from its tests and documentation, or reconstructing a corrupted file from its known structure and partial content. Unlike Resurrection (which brings back a fully dead system from artifacts), Regenerate is for systems that are alive but missing pieces.
- ▌ Enthrall 2 · hmbownEnthrall makes an audience hang on every word. The real-world version is structural engagement: opening hooks that stop the scroll, narrative arcs that sustain attention, and pacing that makes people stay until the end. This is presentation design, content structure, and the craft of making something worth finishing.
- ▌ Glibness 2 · hmbownGlibness makes everything you say sound utterly convincing. The real-world version is rhetorical polish: taking a position and presenting it with maximum confidence, fluency, and persuasive structure. This is the skill of the trial lawyer, the pitch artist, the keynote speaker who makes mediocre ideas sound inevitable.
- ▌ Light 2 · hmbownUse this cantrip when a system, process, or codebase has blind spots that need illumination - not detection of hidden things, but creation of visibility where none exists.
- ▌ Cure Wounds 2 · hmbownCure Wounds is the hotfix spell: immediate triage to stop bleeding and restore function. It is NOT root-cause analysis, refactoring, redesign, or long-term remediation. The goal is the minimum viable fix that stops the damage NOW. Deeper investigation comes after.
- ▌ Confusion 2 · hmbownConfusion makes targets act randomly and unpredictably. The real-world version is chaos engineering: injecting controlled randomness, unexpected inputs, and edge cases to discover how systems behave when things go wrong. This is fuzzing, monkey testing, and the art of breaking things on purpose so they do not break by accident.
- ▌ Dream 2 · hmbownDream is asynchronous insight delivery timed to the receiver's readiness rather than the sender's convenience. It covers overnight reports, pre-meeting briefings, dawn digests, and other messages that should arrive as ambient context before work begins. The spell's magic is timing plus framing: the receiver wakes up to the answer, not a pile of raw events. It works best when the message feels prepared, quiet, and exactly on time. It fails when it becomes another noisy alert stream wearing a moonlit costume.
- ▌ Symbol 2 · hmbownIn D&D, Symbol inscribes a powerful glyph with a predefined effect — death, fear, sleep, stunning — that triggers when conditions are met. Unlike Glyph of Warding (which protects a specific place or object), Symbol marks a conceptual boundary with a named policy. The real-world version is semantic policy tagging: marking a database column as PII so access triggers audit logging, tagging a deployment as HIPAA-scoped so changes require compliance review, or labeling an API endpoint as rate-limited-aggressive so traffic spikes trigger automatic throttling. The symbol is the policy, and the policy enforces itself.
- ▌ Feather Fall 2 · hmbownFeather Fall is the spell for bad situations that are already in motion. A deploy is going sideways, a service is thrashing, a queue is backing up, or an integration is failing faster than the humans can think. Instead of pretending you can teleport back to normal instantly, you slow the fall: circuit breakers, degraded modes, load shedding, safe defaults, and graceful shutdown paths. The point is not elegance. The point is buying time without multiplying damage. A good Feather Fall plan makes failure survivable and visible enough to recover from.
- ▌ Healing Word 2 · hmbownIn D&D, Healing Word heals at range with a bonus action — fast, remote, and efficient but less powerful than Cure Wounds. The real-world version is the remote quick fix: a one-liner command, a config change pushed through a dashboard, a quick Slack instruction to the person on-call, or an automated rollback trigger. You do not need to be deep in the system to apply this fix.
- ▌ Resurrection 2 · hmbownUse this spell when a system has truly died — crashed, deleted, corrupted beyond repair — and needs to be rebuilt from whatever remains. Distinct from Speak with Dead, which queries dead systems for knowledge; Resurrection actually revives them.
- ▌ Deception 2 · hmbownUse this skill to generate believable synthetic artifacts for testing, demos, adversarial exercises, or rehearsal environments. The goal is plausibility under inspection by software and operators, not manipulation of real users or fabrication of evidence.
- ▌ Suggestion 2 · hmbownSuggestion is about the craft of the single nudge — not campaigns, not arguments, not automation. It produces one carefully placed prompt at the moment a user is most receptive. The planted idea must be reasonable and defensible. If the user would feel manipulated upon learning how it was designed, the spell refuses.
- ▌ Mislead 2 · hmbownMislead is defensive deception: honeypots, canary tokens, decoy endpoints, fake datasets, and other convincing false presences that reveal who is snooping. The goal is not to trick legitimate users for sport. The goal is to create an instrumented fake that attracts unauthorized curiosity while the real system remains elsewhere. This makes the spell powerful and ethically sharp-edged. It needs explicit boundaries, isolation, and a clear monitoring objective before it should be deployed.
- ▌ Scrying 2 · hmbownUse this spell when you need to see what is happening right now on a distant system rather than reading stale logs or cached reports.
- ▌ Seeming 2 · hmbownSeeming is coordinated appearance change at scale: mass theming, batch rebranding, global copy tone shifts, and UI-wide presentation updates. The underlying structures stay the same. The spell is about coherent surface transformation, not structural reinvention.
- ▌ Silence 2 · hmbownUse this spell when you are drowning in notifications, verbose logs, irrelevant alerts, or context that does not serve the current task.
- ▌ Stealth 2 · hmbownUse this skill when the goal is to gather context or make progress quietly without unnecessary noise.
- ▌ Hold Person 2 · hmbownHold Person = hard freeze. Nothing moves. In-flight operations stop. Requires authority. Used for security incidents, fraud, compliance holds, misbehaving systems. Sleep = graceful suspension. State is preserved and queued. Operations resume automatically. Used for maintenance windows, temporary pauses, planned downtime.
- ▌ Message 2 · hmbownMessage is the cantrip of communication: a Slack ping, webhook event, push notification, terse status note, or tiny machine-to-machine update. It is for fast, targeted transfer with almost no ceremony. The skill is less about eloquence than precision under tight payload and attention budgets.
- ▌ Sending 2 · hmbownUse this spell when you need to dispatch a message — the agent determines the right channel, formats for that medium, and sends with the user's approval.
- ▌ Major Image 2 · hmbownIn D&D, Major Image creates a multi-sensory illusion — visual, auditory, thermal, even olfactory — that persists and can be animated. It is convincing enough that creatures must actively investigate to see through it. The real-world version is the interactive prototype: the demo that makes stakeholders ask 'wait, is this real?' The answer is no, but the conviction is the point. Clickable Figma prototypes, scenario simulations, pitch decks with working demos, preview environments with synthetic data. Major Image is the spell that sells a future state before it is built.
- ▌ Knock 2 · hmbownKnock is specifically about restoring legitimate access through authorized channels. It is NOT about: - Performance optimization (slow queries, throughput issues) → different spell - Removing safety controls (approval gates, compliance checks) → different spell - Simple bug fixes (typos, wrong ports) → different spell - Breaking constraints (resource limits, CPU throttling) → different spell - Security analysis (encryption schemes, certificate inspection) → different spell
- ▌ Bestow Curse 2 · hmbownBestow Curse saddles a target with a lasting disadvantage. The real-world version is constraint injection: deliberately adding friction, limitations, or handicaps to see how a system, process, or team adapts. This is the skill of resilience testing through artificial adversity — bandwidth throttling, feature removal, resource reduction.
- ▌ Charm Person 2 · hmbownCharm Person is about ONE-TO-ONE interpersonal communication where warmth, honesty, and respect for autonomy are the primary constraints. It is not about persuasion tactics, conversion rates, conflict mediation, public performance, or operational coordination. The spell succeeds when the recipient feels respected even if they say no.
- ▌ Hold Monster 2 · hmbownHold Monster is Hold Person scaled to larger targets. The real-world version is the emergency circuit breaker: halting an entire service, freezing a deployment pipeline, or stopping a runaway process at the infrastructure level. This is the big red button — it stops everything, and it should only be pressed when the alternative is worse.
- ▌ Plant Growth 2 · hmbownPlant Growth is for projects that need cultivation more than force: SEO programs, communities, product adoption, content ecosystems, or early-stage platforms. It assumes the system can grow, but only if fed in the right places and at the right pace. The spell favors compounding loops over campaign spikes.
- ▌ Animal Handling 2 · hmbownUse this skill when the system is not fully broken but behaves like a skittish animal: flaky CI, fragile legacy services, or moody dependencies. It focuses on coaxing, pacing, and stable handling rather than heroic rewrites.
- ▌ Silent Image 2 · hmbownIn D&D, Silent Image creates a purely visual illusion — no sound, no smell, no substance. It looks real but falls apart if you interact with it. The real-world version is the static design comp: a high-fidelity visual mockup that shows exactly what something will look like but does nothing when you click it. Figma frames without prototyping links, screenshot mockups, rendered previews, static architecture diagrams. Silent Image is faster than Major Image because it skips interactivity. Use it when the only question is what does it look like.
- ▌ Awaken 2 · hmbownAwaken gives a non-intelligent system a usable voice without pretending the underlying system became sentient. The real move is to wrap a thermostat, spreadsheet, legacy database, shell script, or crusty internal tool in a conversational or agent-like interface that exposes what it can already do. Good Awaken work turns buried affordances into accessible ones. Bad Awaken work hallucinates capabilities the substrate does not have. The spell is strongest when the wrapper is honest about its limits and preserves the original system's safety boundaries.
- ▌ Eyebite 2 · hmbownIn D&D, Eyebite lets you focus on one creature per turn and inflict sleep, panic, or sickness through sustained eye contact. The real-world version is targeted capability reduction: focused analysis that identifies and disables specific functions of a system, service, or adversary. Feature flagging a dangerous capability off. Selectively throttling a misbehaving API consumer. Disabling specific attack vectors during an incident. Eyebite requires sustained focus on a single target — it is not a broadcast weapon.
- ▌ Shatter 2 · hmbownShatter is proactive, controlled destruction for learning. You are the attacker against your own system. The goal is a brittleness report with remediation priorities.