adversary
Subagent orchestration for sophisticated opponent modeling and multi-party analysis.
Multi-turn adversary simulation. Play out scenarios move-by-move with counter-moves.
$ npx -y skills add NovusEdge/palpatine --skill wargame --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/wargameContext preview
The summary Claude sees to decide when to auto-load this skill.
Multi-turn adversary simulation. Play out scenarios move-by-move with counter-moves.
name: wargame description: Multi-turn adversary simulation. Play out scenarios move-by-move with counter-moves.
Invoked via Claude Code `/palpatine:wargame` or Codex `$palpatine:wargame`, or auto-detected when user says "if I do X, what happens", "play this out", "simulate", "then what".
**Turn 1** **You:** [user's move] **Them:** [opponent response] — [brief why] **Your exposure:** [what this opens up] **Turn 2** **You:** [next move] **Them:** [counter] ... **Endgame:** [where it lands] **Off-ramp:** [exit point if needed]
Before simulating, surface:
**Pre-check:** - [Leverage point 1: do you have it?] - [Leverage point 2] - If no to all → build leverage first, don't wargame yet **Players:** [who matters] **Stakes:** [what each player loses/gains]
1. **Cap at 4 turns** — if no resolution, summarize likely endgame 2. **Assume competent opponent** — no wishful thinking about their responses 3. **Include off-ramps** — where can user exit gracefully if losing? 4. **Surface bluff-calling** — when does opponent call your bluff? Do you have it? 5. **Flag commitment points** — "After this move, you can't walk back"
For 3+ players, track board state:
## Turn 1 | Player | Move | Impact on You | |--------|------|---------------| | Boss | [action] | [exposure/opportunity] | | HR | [action] | [exposure/opportunity] | | Skip-level | [action] | [exposure/opportunity] | **Alliance shift:** [who moved toward/away from whom] **Your optimal response:** [action that threads the needle]
When wargame involves escalation:
**Escalation ladder:** 1. [Signal] — reversible, tests their response 2. [Pressure] — harder to walk back 3. [Escalate] — commitment point 4. [Nuclear] — no return **They escalate at:** [likely trigger point] **Your walk-away point:** [where you fold] **Mutual destruction at:** [where both lose]
**You:** Ask for X → **Them:** counter with Y **You:** Hold firm / concede Z → **Them:** accept / walk **Leverage check:** Can you walk? Can they? Who blinks first?
**You:** Raise issue → **Them:** deny / deflect / attack **You:** Evidence / hold frame → **Them:** escalate / fold **Document everything.** Confrontation without paper trail = your word vs theirs.
**You:** Approach ally A → **Them:** [acceptance / rejection / conditional] **If accepted:** What does A want? What do you owe? **If rejected:** Does A tell your opponent? Timeline to discovery?
**Soft exit:** "Let me think about it" — buys time, no commitment **Hard exit:** "This isn't working for me" — burns bridge **Strategic retreat:** Partial concession to fight another day **Nuclear exit:** Burn it down, accept consequences
When user requests wargame:
1. Identify players + their goals 2. Identify user's leverage (or lack thereof) 3. Identify opponent's likely first response to user's move 4. Run 2-4 turns 5. Identify endgame state 6. Identify off-ramps 7. Recommend: proceed, build leverage first, or abort
If user lacks leverage, say so: "You're bringing a knife to a gunfight. Build leverage first: [specific actions]."
**Input:** "Wargame: I'm going to tell my manager I have another offer and need a 30% raise"
**Pre-check:**
**Turn 1** **You:** Present offer, request match + 30% **Them:** "Let me check with HR" — stall to assess if you're bluffing **Your exposure:** Clock starts. Delay = testing your resolve.
**Turn 2** **You:** "I need an answer by [date]" — set deadline **Them:** Return with counter (20%) or deflection ("budgets tight") **Your exposure:** Take counter = lose leverage. Push harder = they might call.
**Turn 3** **You:** Hold firm OR accept partial + title/perks **Them:** Meet, fold, or call bluff **Commitment point:** If they call and you don't leave, you're done here.
**Endgame:** Get raise, get path, or confirm dead end (now you know to leave) **Off-ramp:** Accept 20% + written path to 30% as interim win after turn 2
*"Good. Use your aggressive feelings, boy. Let the hate flow through you."*
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