Builder's Manual · Chapter 2

How the SRD Is Organized

Everything in the project is either a rule (prose, read once and internalised) or a compendium entry (structured data, looked up on demand). The folder tree mirrors the SRD's chapter order, and each folder is either mostly rules, mostly entries, or a mix with an overview rule at the top explaining the entries below it.

The folder map

FolderHoldsPattern
/Introduction/Front matter — licensing, dice, orientationRules only
/Characters/Character sheets, plus a couple of character-adjacent rulesMostly character entries
/Skills/How skills work, situational rules, then two subfoldersRules + entries
/Skills/Standard Skills/The skills every character hasskill entries only
/Skills/Professional Skills/Trained skills, plus an overview ruleskill entries + 1 overview rule
/Game System/Core mechanics: healing, falling, fatigue, luck, hit locations, and moreRules only
/Combat/The combat chapter, split into one rule file per topicRules only
/Magic and Powers/How magic and superpowers work, plus two subfoldersRules + entries
/Magic and Powers/Spells/Individual folk-magic spellsspell entries only
/Magic and Powers/Superpowers/Individual superhero powerspower entries only
/Vehicles/Vehicle rules, plus a sample folderRules + entries
/Vehicles/Sample Vehicles/Worked vehicle examplesvehicle entries only
/Creatures/Creature abilities, an overview, and the bestiaryRules + entries
/Equipment/Weapons, armor, gear, consumablesequipment entries only
/Locations/Places a Games Master can drop into a sessionlocation entries
/Game Starts/Ready-made session openingsgame-start entries
/GM Instructions/How the GM agent should run this projectgm-instructions entries

The pattern to copy: when a folder's entries need a shared introduction (what a Creature Ability is, what Professional Skills are for, how vehicles are abstracted), that introduction is a rule file sitting in the same folder as the entries it introduces, not a chapter in the handbook and not folded into every entry's description field. Add a new kind of entry (a new folder of spells, a new folder of vehicles) the same way: one overview rule, then the entries.

Two mental models, not one

Resist the urge to make everything a schema. Ask which model the content actually needs:

  • If a table will look this up mid-session and expects consistent fields — a weapon's damage, a skill's base value, a spell's traits — it is a compendium entry. Structure pays for itself because it's compared and rendered the same way every time.
  • If the content is explained once and referred to by name afterward — how Fumbles work, what a Combat Style Trait is, what ORC licensing requires — it is a rule. Forcing prose into fields fights the reader for no benefit.

A few types sit deliberately in between: creature and vehicle use one schema field (statBlock) that holds a large, loosely formatted block of stats and abilities rather than dozens of numbered properties, because creatures and vehicles vary too much in shape to force into a rigid grid. That is covered in full in Creatures and Vehicles.

What links to what

The dependency chain a new entry usually plugs into:

Characteristics (fixed, on Character)
      │
      ▼
   Skills (skill.json) ──── referenced by ────▶ Character.skills
      │
      ▼
Spells / Powers (spell.json / power.json) ─ referenced by ─▶ Character.powers
      │
Equipment (equipment.json) ──── referenced by ────▶ Character.inventory

A character file's skills, powers, and inventory arrays are reference fields, not free text — see Characters for what that means when you populate them. Creatures and vehicles do not plug into this chain the same way: they carry their full stat block as text rather than referencing skill or equipment files, because a creature's "Bite" attack or a vehicle's weapon rarely maps cleanly onto a player-facing skill.

Read the chapter matching whatever you are about to add next.

Manual updated Jul 30, 2026.