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Hmbown

@hmbown source repo

451 published skills · page 3 of 5

  1. Music Promo Pack · hmbown
    Generate a short music clip with cover art and an optional voice tag.
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  2. Social Media Kit · hmbown
    Generate vertical TikTok/Reels videos with captions, trending music, and engaging hooks.
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  3. Storybook Lesson · hmbown
    Create a kid-friendly learning card with an illustration and narrated audio.
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  4. Voiceover Studio · hmbown
    Design custom voices from text prompts and produce professional narration with voice design previews.
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  5. Ad Commercial Kit · hmbown
    Create professional commercials with hook narration, product demonstration, music, and call-to-action.
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  6. Voice Podcast Kit · hmbown
    Create multi-host podcast episodes with cloned voices, intro music, and transitions.
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  7. Audiobook Workshop · hmbown
    Turn long text or a file into an audiobook using async TTS, voice selection, and file tools.
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  8. Game Asset Generator · hmbown
    You are running the Game Asset Generator skill.
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  9. Interactive Story Kit · hmbown
    Create branching audio stories with distinct character voices and atmospheric music that shifts with narrative mood.
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  10. Language Learning Kit · hmbown
    Generate vocabulary flashcards and pronunciation guides with native audio and cultural context images.
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  11. Music Video Generator · hmbown
    Create synchronized music and matching video from a unified creative prompt.
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  12. Educational Course Kit · hmbown
    Generate complete micro-courses with lesson scripts, slide images, narration audio, and preview videos.
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  13. Meditation Wellness Kit · hmbown
    Generate calming audio-visual experiences for meditation, sleep, and relaxation.
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  14. Product Photography Kit · hmbown
    Transform product photos into e-commerce ready images with backgrounds, lifestyle contexts, and marketing variations.
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  15. Trailer Teaser Generator · hmbown
    Create cinematic trailers with voiceover, tension-building music, and dramatic visual sequences.
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  16. Skills · hmbown bundle
    Stoneward Skills
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  17. Bondsmith · hmbown
    Unite systems, teams, and dependencies without hiding the seams.
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  18. Run Cycle · hmbown
    Choose a Knights Radiant cycle and hand-off sequence for greenfield, risky migration, triage, refactor, or small-task work.
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  19. Stoneward · hmbown
    Stoneward
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  20. Edgedancer · hmbown
    Edgedancer
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  21. Elsecaller · hmbown
    Plan the structure, compare alternatives, and choose boundaries deliberately.
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  22. Skybreaker · hmbown
    Skybreaker
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  23. Willshaper · hmbown
    Shape the repo, build, and scaffolding so the paved road is the right road.
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  24. Windrunner · hmbown
    Protect the team and the users; make risky changes safe to land.
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  25. Dustbringer · hmbown
    Delete what is dead, split what is overgrown, and pay down structural debt.
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  26. Lightweaver · hmbown
    Make the system legible and honest through names, docs, and API shape.
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  27. Choose Order · hmbown
    Choose the correct Knights Radiant order for the task before starting execution.
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  28. Truthwatcher · hmbown
    Truthwatcher
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  29. PDF · hmbown
    Read, extract, split, merge, rotate, watermark, fill, OCR, or create PDF files with verification of page counts and text extraction.
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  30. DOCX · hmbown
    Create/edit/inspect Word documents using available managed or host capabilities.
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  31. Help · hmbown
    Route a "how do I use Codewhale" question to the installed help, config, and doctor surfaces instead of reciting a manual from memory. Explicit-only.
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  32. Plan · hmbown
    Turn a sufficiently understood task into an ordered implementation plan with dependencies and verification. Orchestrate Codewhale’s native plan state; do not build a parallel planner.
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  33. PPTX · hmbown
    Create/edit/inspect/verify slide decks and PPTX presentations.
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  34. XLSX · hmbown
    Create/edit/analyze/verify spreadsheet workbooks including XLSX/CSV/TSV.
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  35. Debug · hmbown
    Reproduce, minimize, localize, identify root cause, and distinguish diagnosis from an authorized fix. Prefer root-cause over symptom patches.
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  36. Feishu · hmbown
    Work with Feishu or Lark bots, docs, sheets, bitables, approval flows, and OpenAPI/MCP setup without hardcoding credentials.
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  37. Review · hmbown
    Diff-scoped correctness review that reads the codebase around the change — callers, contracts, and invariants — and returns line-anchored findings ranked by severity with confidence, then a merge-risk verdict. Use for reviewing a PR, diff, or named change set. Not for style review, approvals-as-rubber-stamp, or editing the code.
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  38. Verify · hmbown
    Exercise the real app/API/CLI and collect observable evidence; tests alone do not count as end-to-end verification.
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  39. Dataviz · hmbown
    Choose and produce an appropriate chart/dashboard/visual explanation from data, with legible encodings and source/assumption notes.
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  40. Handoff · hmbown
    Write a compact, decision-ready handoff so the next session (or the user) can continue without reconstructing the current one. Use when the session is ending, context is running low, the user asks for a handoff / 'pass the baton' / 'hand off', or a long-running operation needs a durable state checkpoint.
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  41. Release · hmbown
    Release
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  42. Document · hmbown
    Document
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  43. Research · hmbown
    Current external research using available web tools, primary sources where possible, links/citations, date awareness, synthesis, and unresolved uncertainty.
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  44. Simplify · hmbown
    Improve clarity and reduce needless complexity after behavior is understood; preserve behavior and keep cleanup separate from correctness fixes.
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  45. Documents · hmbown
    Compatibility alias for the docx skill. Prefer loading docx.
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  46. Implement · hmbown
    Carry an authorized, defined request or approved plan through scoped edits and proportionate verification. Skill loading is not write authorization by itself.
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  47. Interview · hmbown
    Ask one useful structured question at a time only when material product/implementation choices are genuinely missing; remember answers and produce a brief/spec. Discoverable facts should be investigated instead of asked.
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  48. MCP Builder · hmbown
    Design, build, configure, or debug Model Context Protocol servers for codewhale, including stdio and HTTP/SSE transports.
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  49. Spreadsheets · hmbown
    Compatibility alias for the xlsx skill. Prefer loading xlsx.
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  50. Presentations · hmbown
    Compatibility alias for the pptx skill. Prefer loading pptx.
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  51. Skill Creator · hmbown
    Create or improve codewhale skills. Use when the user wants a new skill, wants to update an existing skill, or needs guidance on when a skill should be a skill versus MCP, hooks, tools, or a plugin scaffold.
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  52. Webapp Testing · hmbown
    Start/reuse a local app, wait for readiness, inspect rendered state/console/network, act from observed selectors, and verify with evidence.
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  53. Frontend Design · hmbown
    Produce intentional, responsive, accessible UI work and perform visual QA instead of generic component assembly.
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  54. Security Review · hmbown
    Review a change, module, or surface for exploitable defects — trust boundaries, authn/authz, injection, secret exposure, filesystem and network reach, dependency risk. Use when the user asks for a security review, audit, or vulnerability check of concrete code. Not for general code review, lint, or compliance paperwork.
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  55. Skill Installer · hmbown
    Install, update, trust, or inspect Codewhale skills from GitHub or local skill folders. Use when the user asks for available skills or wants a community skill installed.
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  56. Dependency Update · hmbown
    Read release notes/changelogs, update a defined dependency scope, handle breaking changes, and verify. Explicit-only; no broad update-everything by inference.
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  57. Whalewiki · hmbown
    Build and maintain a repository wiki with source citations, page and source hashes, conservative freshness checks, and an offline reader.
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  58. Recording · hmbown
    Capture screenshots on registered computers, record on macOS or HarmonyOS, and manage saved captures. Probe capabilities before recording.
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  59. Computer Use · hmbown
    Desktop control with accessibility-first observation and actions, pixel fallback, screenshots, zoom, screen recording, and switching between registered computers. Qualified on macOS; Windows, Linux and HarmonyOS backends are experimental.
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  60. Cloudflare Docs · hmbown
    Look up current Cloudflare documentation (Workers, Pages, KV, R2, D1, Queues, DNS, WAF, platform APIs) through Cloudflare's official remote MCP server. Use when answering Cloudflare questions or writing Cloudflare config.
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  61. Lava Stage · hmbown
    Use 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.
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  62. Long Sword · hmbown
    Use 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.
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  63. North Wind · hmbown
    Use 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.
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  64. Panel Grab · hmbown
    Use Panel Grab for narrower room control when a single lane, dependency, or decision surface matters more than broad expansion.
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  65. Sand Stage · hmbown
    Use 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.
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  66. Slow Gauge · hmbown
    Use Slow Gauge when the room is moving too quickly to reason safely and the right move is deliberate rate control.
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  67. Step Sword · hmbown
    Use 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.
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  68. Wide Sword · hmbown
    Use 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.
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  69. Anti Damage · hmbown
    Use Anti Damage when the cleanest move is to convert incoming pressure into a reactive counter instead of tanking it.
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  70. Full Custom · hmbown
    Use Full Custom when the current option set is depleted, stale, or wrong for the room and the best move is a clean redraw.
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  71. Grass Stage · hmbown
    Use 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.
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  72. Iron Shield · hmbown
    Use 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.
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  73. Leaf Shield · hmbown
    Use 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.
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  74. Poison Face · hmbown
    Use 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.
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  75. Poison Mask · hmbown
    Use 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.
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  76. Under Shirt · hmbown
    Use 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.
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  77. Curse Shield · hmbown
    Use 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.
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  78. Black Barrier · hmbown
    Use 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.
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  79. Fighter Sword · hmbown
    Use 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.
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  80. Variable Sword · hmbown
    Use 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.
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  81. Fan · hmbown
    Use 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.
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  82. Aura · hmbown
    Use 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.
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  83. Sword · hmbown
    Use Sword for decisive edits, cuts, or removals when you are close enough to the code or document to strike precisely.
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  84. Cannon · hmbown
    Use Cannon when the right move is a small, direct, single-target action with minimal setup and immediate verification.
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  85. Repair · hmbown
    Use Repair when the environment itself is cracked, missing, or degraded and the next best move is maintenance before offense.
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  86. Vulcan · hmbown
    Use 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.
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  87. Barrier · hmbown
    Use Barrier when the system can keep moving, but it needs a buffer layer to absorb the next impact.
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  88. Shotgun · hmbown
    Use 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.
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  89. Air Shot · hmbown
    Use Air Shot when you need a lightweight interrupt, nudge, or repositioning move rather than a high-damage attack.
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  90. Recovery · hmbown
    Use 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.
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  91. Spreader · hmbown
    Use 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.
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  92. Air Shoes · hmbown
    Use 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.
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  93. Aqua Aura · hmbown
    Use 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.
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  94. Area Grab · hmbown
    Use Area Grab when progress depends on reclaiming surface area: more room in the design, more latitude in the plan, or fewer hostile constraints.
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  95. Cross Gun · hmbown
    Use 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.
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  96. Elec Aura · hmbown
    Use 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.
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  97. Fire Aura · hmbown
    Use 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.
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  98. Ice Stage · hmbown
    Use 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.
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  99. Invisible · hmbown
    Use Invisible when you need a short protected interval to inspect, move, or recover without drawing fire.
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  100. Met Guard · hmbown
    Use 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.
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