air-shoes

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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.

Hmbown By Hmbown schedule Updated 4/11/2026

name: air-shoes description: "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." version: "0.1.0" author: "mmbnchips" license: "CC0-1.0" compatibility: "Hermes Agent skills system" metadata: hermes: tags: - shipping-now - hybrid - control-and-terrain - control - terrain - positioning - room-control homepage: "https://github.com/Hmbown/mmbnchips"


Air Shoes

Move across bad terrain without letting every damaged panel dictate the route.

What This Skill Does

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. In this chip pack, Air Shoes is treated as a hybrid battle-chip procedure with a shipping-now delivery profile. Canonical reference input: Air Shoes. Hermes shelf: Control and Terrain.

When To Use

  • The field is full of brittle panels, broken local state, or side-effect traps that should not control the whole approach.
  • You need safe traversal, inspection, or planning across a messy surface before choosing where to land.
  • A detached, low-coupling pass is better than stepping directly onto every unstable dependency, file, or workflow edge.

Prerequisites

  • Name which part of this move is real tool use versus battle-chip framing before you act.
  • These procedures rely on the normal tools already present in the active Hermes runtime; this repo does not ship a separate integration layer.

Operator Inputs

  • Name the hazardous terrain Hermes should avoid stepping on directly: brittle files, unstable dependencies, noisy systems, risky workflow edges, or side-effect-heavy surfaces.
  • Describe the kind of traversal you want instead: read-only inspection, detached planning, dry run, temporary overlay, or another low-coupling pass.
  • State what safe landing zone Hermes should aim for once it clears the dangerous ground.
  • Say how you will judge success: what Hermes must learn, cross, or preserve without triggering the terrain.

Procedure

  1. Restate the target, success condition, and no-touch boundaries before you spend the chip.
  2. Collect the operator inputs below so the chip lands on the right panel.
  3. Name the hazardous terrain Hermes should avoid touching directly.
  4. Traverse the field in the lightest viable mode: read-only, detached, simulated, or otherwise low-coupling.
  5. Pick the safe landing panel where direct action should resume, and call out what hazards were bypassed rather than solved.
  6. Package the result with concrete evidence, what stayed untouched, and the next recommended chip only if follow-up is truly needed.

Deliverables

  • A low-coupling traversal, inspection path, or execution plan that crosses hostile terrain without triggering unnecessary surface effects.
  • A short note identifying which terrain hazards were bypassed, which still remain, and where Hermes should land next.

Output Contract

  • A traversal or working posture that minimizes direct contact with the named hazardous terrain.
  • A clear statement of what Hermes bypassed versus what Hermes actually fixed or verified.
  • A named landing zone, next action, or point where normal grounded work should resume.
  • Scope limited to mobility and hazard avoidance, not a disguised full repair or takeover.

Do Not Use For

  • Direct restoration of broken panels, environments, or infrastructure that should be handled as Repair.
  • Broad safety claims when the terrain is still unknown and Hermes has not actually mapped the hazards.
  • Permanent detachment from the system when the real need is to reclaim, shield, or fix the ground.

Pair With

  • Air Shoes + Repair: cross the broken field safely first, then land on the exact damaged panel that needs restoration.
  • Air Shoes + Panel Grab: float past the worst terrain, then claim one stable lane where direct progress becomes possible.
  • Air Shoes + Invisible: reduce exposure while traversing a hostile surface, then inspect or pass through a narrow danger window.
  • Air Shoes + Area Grab: use low-coupling movement to identify the best ground, then reclaim more of the field once you know where to expand.

Pitfalls / Guardrails

  • Keep the theatrical framing, but name the concrete mechanism that makes the chip useful right now.
  • Air Shoes bypasses terrain friction; it does not repair the terrain itself.
  • Do not claim immunity to hazards Hermes did not actually isolate, simulate, or route around.
  • If the job requires changing the bad panels directly, land and switch chips instead of hovering forever.
  • Keep the chip metaphor anchored to a real operating move; do not let flavor substitute for procedure.

Verification

  • Check that the response includes every promised deliverable and leaves an inspectable audit trail.
  • Check that confirmed facts, assumptions, and proposed follow-up are visibly separated.
  • Confirm Hermes used a genuinely low-coupling traversal mode instead of stepping directly onto the hazardous surface.
  • Confirm the response distinguishes bypassed terrain from solved terrain so the operator is not misled.
  • Confirm there is a concrete landing zone or next grounded action rather than indefinite hovering.
  • Check which parts are concrete actions versus framing, so the operator can tell what is real now.

Example Invocation

Use Air Shoes on this brittle repo: inspect the risky parts and map a safe path to the file we actually need, without touching unstable dependencies yet.
Use Air Shoes here: give me a read-only traversal across this noisy system, identify the safe landing point, and tell me what hazards we bypassed rather than fixed.
Install via CLI
npx skills add https://github.com/Hmbown/mmbnchips --skill air-shoes
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