Glossary - Authoring a Skill
The domain model for what makes a skill great in this repo. A skill exists to wrangle determinism out of a stochastic system; the root virtue is Predictability, and every term below is a lever on it. This is the disclosed reference for SKILL.md.
The terms are grouped by axis: Repo Conventions (where a skill lives and how it is named), Invocation (how a skill is reached), Information Hierarchy (how its content is arranged), Steering (how the agent’s runtime behaviour is shaped), and Pruning (how it is kept lean). Each failure mode lives beside the lever that cures it, tagged failure mode.
Bold terms in any definition are themselves defined in this glossary; find them by their heading.
Predictability
The degree to which a skill makes the agent behave the same way on every run - the same process, not the same output (a brainstorming skill should predictably diverge; its tokens vary, its behaviour does not). The root virtue every other term serves - cost and maintainability are symptoms of it, not rivals.
Avoid: consistency, reliability, robustness, output-determinism
Repo Conventions
Where a skill lives, and how it is named and framed in this repo.
Category
The topic bucket a skill lives in - one of engineering, planning, review, github, reflection, writing, authoring, tooling. Set by the directory (skills/<category>/<name>/), never by a frontmatter key. A skill’s category decides its section in the generated index.
Avoid: tag, type, kind, group
Lifecycle Bucket
A directory outside the topic tree that holds skills not ready for or retired from promotion: in-progress/ for drafts, deprecated/ for retired skills. A skill moves between a lifecycle bucket and a category to change its promotion state.
Avoid: folder, stage, status
Promotion
The state of a skill appearing in the generated README and index, earned by living under one of the eight category buckets. Skills in a lifecycle bucket (in-progress/, deprecated/) are deliberately excluded. Move a skill into a category to promote it; move it to deprecated/ to retire it.
Avoid: publishing, listing, inclusion
Canonical Frontmatter
The YAML header a skill in this repo is allowed to carry: name and description always, plus the earned optional keys (disable-model-invocation, argument-hint, context/agent, metadata). It excludes the legacy custom: block and the triggers:/category:/type: keys - Category comes from the directory and triggers live in the description.
Avoid: header, metadata block, yaml
Invocation
How a skill is reached - and the two loads you pay for the choice.
Model-Invoked
A skill that keeps its description, so the agent can see it and fire it autonomously - and the human can still type its name, so model-invocation always includes user reach. Pays a permanent context load on every turn in exchange for that discoverability. Reachable by other skills, because the description that makes it agent-discoverable makes it invocable. Pick it only when the agent must reach the skill on its own; if it never fires except by hand, drop the description and pay no context load.
Avoid: ability, tool, capability
User-Invoked
A skill with its description stripped - invisible to the agent and reachable only by the human typing its name (user-only, where model-invoked is user-and-agent). Set by disable-model-invocation: true. Trades agent-discoverability for zero context load. Because it has no description, nothing but the human can reach it: no other skill can fire it.
Avoid: procedure, workflow, command
Description
The skill’s model-facing trigger, and the one context pointer a model-invoked skill is forced to keep loaded at all times. Its presence is the invocation axis: keep it and the skill is model-invoked (and reachable by other skills); set disable-model-invocation: true and it becomes human-facing, the skill user-invoked. The source of a model-invoked skill’s context load.
Avoid: frontmatter, summary
Context Pointer
A reference held in the agent’s context that names some out-of-context material and encodes the condition for reaching it. The description is the top-level context pointer (context window → skill); pointers to disclosed files are the same object one level down. Its wording, not the target, decides when the agent reaches - and how reliably. A must-have target behind a weakly worded pointer is a variance bug: fix the wording first, and inline the material only if sharpening fails.
Avoid: link, reference, import
Context Load
The cost a model-invoked skill imposes on the agent’s context window - its description, always loaded, spending both tokens and attention. What user-invoked skills escape by having no description, and the brake on splitting into more model-invoked skills.
Avoid: token cost, context bloat
Cognitive Load
The cost a user-invoked skill imposes on the human - what they must hold in their head: which skills exist and when to reach for each (the human is the index). What model-invocation removes by being agent-discoverable, and the brake on splitting into more user-invoked skills. Not a cost to minimise: it is the price of human agency. Spend it where human judgement matters; remove it where it does not.
Avoid: human index, burden, overhead
Router Skill
A user-invoked skill whose job is to point at your other user-invoked skills - naming each and when to reach for it - so the human has one skill to remember instead of many. In this repo, /skill-router plays that role and is updated whenever a skill is added or renamed. It can only hint, never fire them: user-invoked skills have no description. The cure for cognitive load when user-invoked skills multiply.
Avoid: dispatcher, menu, registry, index
Granularity
How finely you divide skills. Finer division spends one of the two loads: more model-invoked skills spend context load; more user-invoked skills spend cognitive load. Two cuts guide the division. By invocation, split off a model-invoked skill where you have a distinct leading word to trigger it. By sequence, split a run of steps where a step’s post-completion steps need hiding. Beware the reverse: merging sequences exposes each step’s post-completion steps to what follows, inviting premature completion.
Avoid: chunking, modularity
Information Hierarchy
How a skill’s content is arranged, and how far down the ladder each piece sits.
Information Hierarchy (the ladder)
A skill’s content ranked by how immediately the agent needs it - a single ladder with three rungs: steps (in SKILL.md, primary), reference in SKILL.md (secondary), and reference disclosed to a sibling file (behind a context pointer). A skill with no steps uses just the bottom two rungs - often a legitimately flat peer-set, which is a fine arrangement, not a smell. Independent of invocation: a skill can be model- or user-invoked whether it is all steps, all reference, or both. Keep the top legible; push down it whatever you can.
Avoid: structure, organization, layout
Steps
The ordered actions the agent performs - when a skill has them, the primary tier of its content, the part that earns its place in SKILL.md. Not every skill has steps: a skill can be all steps, all reference, or both, independent of invocation. Every step ends on a completion criterion, clear or vague.
Avoid: workflow, instructions, choreography
Reference
Material the agent refers to on demand - definitions, facts, parameters, examples, conditional instructions. When a skill has steps it is secondary to them; when a skill has none it is the entire content. Reached via context pointers, and the prime candidate for progressive disclosure into a sibling file (resources/, GLOSSARY.md).
Avoid: supporting material, docs, background
External Reference
Reference that lives outside SKILL.md - a sibling file with no description and no steps, reached only by a context pointer. The home for material only some branches need, and (as a disclosed file) still part of the skill. Pushing reference here is how the top of the ladder stays legible.
Avoid: doc, resource, knowledge base
Progressive Disclosure
Moving reference down the ladder - out of SKILL.md and behind a context pointer - so the top stays legible. Not primarily a token optimisation; it is how the information hierarchy is protected. Licensed by branching: disclose what only some branches need, inline what every path needs, and if a pointer fires unreliably on must-have material, sharpen its wording before pulling it back inline.
Avoid: lazy loading, chunking
Co-location
Keeping the material an agent needs at once in one place - a concept’s definition, rules, and caveats under a single heading, not scattered across the file - so reading one part brings its neighbours with it. The within-file companion to the information hierarchy: the hierarchy ranks how far down a piece sits; co-location decides what sits beside it once there. Distinct from duplication: that repeats one meaning in two places, where scattering fragments a single meaning across many.
Avoid: grouping, clustering, cohesion
Steering
The levers that shape the agent’s runtime behaviour toward Predictability.
Branch
A distinct way a skill can be invoked - a case the skill handles - so different runs take different paths through it. A skill with many steps may carry many branches; a linear one has none. The test that licenses progressive disclosure: inline what every branch needs, disclose what only some reach.
Avoid: path, case, fork
Leading Word
A compact concept - also called a Leitwort - already living in the model’s pretraining, that the agent thinks with while running the skill. It encodes a behavioural principle in the fewest tokens by invoking priors the model already holds (e.g. seam, fog of war, tracer bullet). Repeated as a token, never re-explained as a sentence, it accumulates a distributed definition across the skill. Coining your own works only if you define it clearly; a made-up word recruits no priors, so reach for an existing one first.
A leading word serves predictability twice. In the body it anchors execution - the agent reaches for the same behaviour every time the concept appears. In the description it anchors invocation - and when the same word lives in your prompts, docs, and codebase, the agent links that shared language to the skill and fires it more reliably.
Avoid: keyword, term, motif
Completion Criterion
The condition that tells the agent a unit of work is done - the target it judges against. Two properties make it a lever. Its clarity (can the agent tell done from not-done?) resists premature completion; this axis needs steps to bite. Its demand (how much it requires) sets legwork - “every modified model accounted for” forces thorough work where “produce a change list” does not - and this axis is not step-bound: it can bind a body of flat reference too (“every rule applied”), which is how a skill with no steps still carries an exhaustiveness bar. The strongest criteria are both checkable and exhaustive.
Avoid: done condition, exit condition, stopping rule
Legwork
The work an agent does behind the scenes within a single step - reading files, exploring the codebase, digging up what it needs rather than offloading to the user. It lives below the step structure: never written as its own step, latent in the wording. The within-step counterpart to post-completion steps’ across-step pull. Raised by a leading word (comprehensive, thorough) or a completion criterion that demands the work be exhaustive. Goes thin either when that demand is missing or when premature completion cuts the step short.
Avoid: scope, effort, diligence, coverage
Post-Completion Steps
The steps that follow the current step. Visible, they pull the agent forward into premature completion - the more it sees, the stronger the tug; the defence is to hide them by splitting the sequence across a real context boundary.
Avoid: horizon, lookahead
Premature Completion
Failure mode. Ending the current step before it is genuinely done, because the agent’s attention slips to being done rather than to the work. A between-steps failure: it needs steps to occur. A tug-of-war between visible post-completion steps (the pull forward) and the completion criterion’s clarity (the resistance). Reach for the two levers in order: sharpen the bound first - local and cheap. Only when the criterion is irreducibly fuzzy and you observe the rush do you hide the later steps by splitting - and hiding works only across a real context boundary (a user-invoked hand-off or a context: fork subagent; an inline model-invoked call clears nothing).
Avoid: premature closure, the rush, rushing, shortcutting
Negation
Failure mode. Steering by prohibition - telling the agent what not to do - which drags the forbidden behaviour into context and makes it more available, not less. Don’t think of an elephant, and the elephant is all there is. The ban half-reads as an instruction to do the thing. Cure: prompt the positive - describe the target behaviour so the banned one is never spoken. A prohibition earns its place only as a hard guardrail on a behaviour you cannot phrase positively; even then, pair it with the positive target.
Avoid: ironic rebound, don’t-prompting, the pink elephant
Pruning
Keeping a skill lean - each remedy paired with the failure it cures.
Single Source of Truth
The desired state where each meaning lives in exactly one authoritative place, so a change to the skill’s behaviour is a change in one place. Duplication is its violation.
Avoid: home, canonical location
Duplication
Failure mode. The same meaning given more than one single source of truth. It costs maintenance (change one place, you must change the others), costs tokens, and inflates prominence - repeating a meaning weights it on the ladder past its real rank. The accidental inverse of a leading word, which raises attention on purpose by repeating a token, never the meaning.
Avoid: repetition, redundancy
Relevance
Whether a line still bears on what the skill does - the lens for what to keep. A line loses relevance either by never bearing on the task (mere exposition, or a branch that should be disclosed) or by going stale as the behaviour or world it describes changes. Shorter skills are easier to keep relevant, because each line is cheaper to check. Distinct from no-op: relevance asks whether a line bears on the task, not whether it changes behaviour.
Avoid: load-bearing, staleness, freshness
Sediment
Failure mode. Layers of old content that settle in a skill and are never cleared, because adding feels safe and removing feels risky - so stale lines accumulate and you must core down through them to find what is still live. The default fate of any skill without a pruning discipline; the slow erosion of relevance, as opposed to duplication’s repeated meaning.
Avoid: accretion, bloat, cruft, rot
Sprawl
Failure mode. A skill that is simply too long - too many lines in SKILL.md - independent of whether they are stale or repeated. Even an all-live, all-unique skill can sprawl. It costs readability, maintainability, and tokens. The cure is the information hierarchy: push reference down behind context pointers, and split by branch or sequence so each path carries only what it needs. Distinct from sediment (length from stale accumulation) and duplication (length from repeated meaning) - sprawl is length itself, whatever its cause.
Avoid: bloat, length, size, verbosity
No-Op
Failure mode. An instruction that changes nothing because the model already does it by default - you pay load to tell the agent what it would do anyway. The test: does a line change behaviour versus the default? A line can be perfectly relevant and still be a no-op. A leading word too weak to beat the default is a no-op (be thorough when the agent is already thorough-ish), and the fix is a stronger word that passes the verdict (relentless), not a different technique. Model-relative, not reader-relative: settle a disagreement by running the skill, not by debate.
Avoid: redundant instruction, restating the obvious, belaboring
Last updated Oct 08, 2026