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mmbnchips
mmbnchips enthält 94 gesammelte Skills von Hmbown, mit Repository-Berufsabdeckung und Skill-Detailseiten auf SkillsMP.
Skills in diesem Repository
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.
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.
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.
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.
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.
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.
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.
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.
Use 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.
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.
Use Air Shot when you need a lightweight interrupt, nudge, or repositioning move rather than a high-damage attack.
Use Area Grab when progress depends on reclaiming surface area: more room in the design, more latitude in the plan, or fewer hostile constraints.
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.
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.
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.
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.
Use Panel Grab for narrower room control when a single lane, dependency, or decision surface matters more than broad expansion.
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.
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.
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.
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.
Use Barrier when the system can keep moving, but it needs a buffer layer to absorb the next impact.
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.
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.
Use Invisible when you need a short protected interval to inspect, move, or recover without drawing fire.
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.
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.
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.
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.
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.
Use Repair when the environment itself is cracked, missing, or degraded and the next best move is maintenance before offense.
Use Sanctuary when you need to convert part of the board into a protected work zone for stabilization, care, or careful execution.
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.
Use 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.
Use Cannon when the right move is a small, direct, single-target action with minimal setup and immediate verification.
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.
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.
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.
Use 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.
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.