agentsclimarketplace

Crew

Skill YonasValentin/crew

Gives your Claude Code skills memorable human characters so you remember they exist. Reads a skill's name and description, casts it as a person from an office-archetype name pool, and records the character in a roster (~/.claude/crew.md). Use when the user wants to see their crew, meet their skills, name or rename a skill's character, or run a fresh roster; when they just created a skill and want it cast; or when a system reminder notes that installed skills are missing from the crew roster. Triggers: "/crew", "show my crew", "meet the crew", "who's on my team", "name this skill", "assemble the crew".From its SKILL.md

Install
npx -y skills add YonasValentin/crew

Assembled from the repository path, not quoted from the project. Check it against their README if it does not work.

2 things to look at

  • no licenseNo license file was found in the repository. Code published without one is not open source by default, so using it at work is a question for whoever answers licensing questions where you are.
  • 0 stars0 stars. Stars are a popularity signal and not a quality one, but at this level it is likely that nobody has read this closely except its author, and you would be relying on your own review.

SKILL.md

5.3 KB, ~1.2k tokens by cl100k_base, as published. Nobody here has run it

crew

Skills are easy to forget because their names are slugs (code-review, deep-research). A character sticks where a slug slides off. This skill casts each skill as a person — a name, a one-line role, a catchphrase — and keeps the cast in a roster you can read at a glance.

The character sits alongside the skill. The slug stays the real, canonical name; the persona is a mnemonic on top of it. You still invoke skills the normal way.

The name pool

Characters are drawn from names.json in this skill's own directory. It's an office ensemble: every name is tagged with an archetype (reviewer, builder, refactorer, debugger, and so on) so a skill gets a face whose job you already understand. The pool is data, not code — anyone can add names or change the vibe.

A name is used once. The roster tracks who's taken; you never hand out the same name twice.

Modes

Read $ARGUMENTS to decide what to do.

/crew (no arguments) — print the cast

Read ~/.claude/crew.md and render it as a cast list. If the file doesn't exist or has no characters yet, say so and offer to run assemble.

Render each character like this (plain text, monospaced):

  PRIYA    the gentle assassin
           "Polite right up until she finds the bug."
           → code-review · summon for a pre-PR review

Group by nothing; a flat list reads fine. Lead with a one-line header that counts the crew ("Your crew — 9 characters").

/crew add [skill] — cast one skill, you pick

This is the deliberate, interactive path. Use it when the user names a skill, or right after they create one.

  1. Find the skill. If $ARGUMENTS names one, use it. If not, look at the skill directories (~/.claude/skills, the project's .claude/skills) for skills not already in the roster, most-recently-created first, and confirm which one.
  2. Read that skill's SKILL.md — its name and description, and skim the body if the description is thin.
  3. Decide its archetype by what it actually does, and match it to an archetype in names.json.
  4. Pull three unused names from that archetype (borrow from a neighbouring archetype if it's run dry). For each, write a short epithet and a catchphrase drawn from what this skill does — not a generic line.
  5. Offer the three as a choice (use the question UI). Let the user pick one, ask for a re-roll, or type their own name.
  6. Append the chosen character to ~/.claude/crew.md under ## Crew, in the entry format below. Never touch existing entries.

/crew assemble — cast everyone at once

The first-run, bulk path. Use it to populate a fresh roster, or to catch up after installing several skills.

  1. Scan the skill directories for every skill with a SKILL.md.
  2. Skip any already in the roster and any under the roster's ## Ignore section.
  3. For each remaining skill, pick the single best-fitting unused name yourself — no per-skill prompt. Asking the user to choose for thirty skills is a slog; assemble trades the choice for speed.
  4. Write them all to ~/.claude/crew.md, then print the full cast.

Tell the user they can re-roll any character later with /crew add after removing its line, or just rename it by editing the file.

Entry format

Every character is one block under ## Crew:

### PRIYA — the gentle assassin
> "Polite right up until she finds the bug."
- skill: code-review
- summon when: you want a review before opening a PR
  • The heading is the name in caps, an em-dash, and the role.
  • The blockquote is the catchphrase.
  • skill: is the canonical slug — the skill's directory name. The auto-induct hook reads this line to know who's already cast, so it has to be exact.
  • summon when: is the plain-language reason to reach for it.

Keep an ## Ignore section at the bottom for skills the user doesn't want cast. Both assemble and the hook leave those alone:

## Ignore
- some-skill-you-dont-want-named

When a system reminder mentions the roster

The auto-induct hook runs at the end of a turn. When it finds skills missing from the roster, it leaves a factual note in your context naming them. That note is your cue: run the add flow for those skills — offer the user three characters each (or handle them one at a time if there are several), and record the picks. Don't act on the note silently; the whole point is that the user chooses the name.

Writing the characters

Match the voice in names.json: concrete, dry, a little funny. One clear image per line. Avoid the tells of filler writing — no "powerful", no "seamless", no three-adjective runs, no line that's trying too hard. A good catchphrase sounds like something a tired coworker would actually say.

What ships with it: 10 files

1497.0 KB alongside SKILL.md, 3 of them executable

assets/

hooks/

Keep looking

Skills are one crate of 326,149. Ordering is by how many stacks a row turns up in, so the top of any crate is what has actually been picked rather than what has the most stars.