The Story Engine.
A senior story strategist for Claude. Moves a reader from one belief to another, and refuses to draft before the brief and the voice are locked.
Six story drawers. Four sequential approval gates including a non-negotiable Voice Profile lock. This is the skill for the story that has to do a job: brand origin stories, founder narratives, customer case studies, About pages, launch stories, keynote openers, investor narratives, manifestos. It captures the real story task, picks the right arc, builds the beat-by-beat skeleton, and ships a final story with placement notes and real-reader tests.
Pair with the Hook Engine (the opener) or the Copy Engine (the surrounding page). This skill owns the narrative itself: the sequence of moments that changes what the reader believes.
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Everything Claude needs to run it.
Every file Claude needs to run the methodology: the skill, the tactics, the outputs, and the support docs. Nothing missing. Nothing to write yourself.
11 files across 3 categories.
Installs into Claude
- The skill file Claude installs
Method files
- Six drill files: audience, subject, arc and structure, character, hook and open, edit and land
- Three intake files: story-brief, voice-profile, drill-patterns
- Three output specs
- Storyteller writing-rules file
Support docs
- README
- Install guide
- Usage guide
- Example outputs
- Licence
- Terms of service
Intake first. Beats before prose.
Five moves. Four gates. No drafting before intake.
The most common failure of AI storytelling is drafting a story before knowing who it is for and what belief it has to shift. The skill diagnoses the story task first, and halts at every gate.
Capture the real story task.
Capture the real story task.
The subject, the audience and what they currently believe, where the story lives, and the think/feel/do shift it has to produce. Stated back for confirmation.
Lock the voice.
Lock the voice.
A story with structure but no voice reads like an outline. The profile binds every line, built in a guided interview or loaded from an existing one. Non-negotiable.
Pick the tools for this story.
Pick the tools for this story.
Matches the diagnosed task to the right drills: a single drawer, a chain, or a pre-composed pattern. Tells you the plan in plain language.
Arc, characters, beats.
Arc, characters, beats.
Chooses the arc, defines hero and guide, sets conflict and stakes, and builds the beat-by-beat skeleton with a working draft. Halts so you can redirect.
The final story, ready to place.
The final story, ready to place.
Edits until the spine carries the weight. Ships the final story with placement notes and real-reader tests, declared ready before it reaches you.
Three sequential artefacts plus the voice lock. Each one a gate.
Brief. Voice. Skeleton with working draft. Final story with placement notes.
The Story Brief
The real task, named.
Subject, audience, vehicle, and the belief shift the story must produce. Halts the work until you approve.
The Voice Profile
Locked before any beat.
Six-section fingerprint of the voice the story must sound like: a specific brand or person, not “AI narrative voice.” Non-negotiable.
The Story Skeleton
Arc, characters, beats.
The chosen arc, the cast, the beat-by-beat skeleton and a working draft. Halts so you can redirect before the full write.
The Final Story
Ready to place.
The finished story plus placement notes (where each beat sits in the medium) and real-reader tests run before it ships.
What buyers say.
Every story problem has a drawer.
Six drawers, each holding drills that solve a class of story problem. A story task usually pulls from three or four. Diagnose first, then reach for the right tool.
Audience.
Who the story is for, what state they are in, what they currently believe, and the belief shift the story must produce.
When the story doesn’t know who it’s talking to.
Subject.
What the story is actually about (brand, founder, product, customer, vision, or movement) and the real story under the stated one.
When the stated story isn’t the real story.
Arc and Structure.
The spine. The arc chosen for the belief shift, and the beat-by-beat structure that earns attention from open to close.
When the story has moments but no shape.
Character.
A clear hero, a defined guide, conflict on the table, stakes that matter, and the vulnerability anchor that makes it human.
When the story has events but nobody to root for.
Hook and Open.
The opening that earns the next line. Story openings are arc-opening work, not clever first sentences.
When readers don’t make it past the first paragraph.
Edit and Land.
Cutting until the spine carries the weight. Earning the payoff. The closing reflection that lands the belief shift.
When the draft is long, decorated, and somehow still flat.
Built for the people doing the work, not watching it.
For you
- Founders rewriting the About page that currently reads “founded in 2019, passionate about helping.”
- Marketing leads who need the launch narrative, not another feature list.
- Anyone preparing a keynote, TEDx talk, or pitch that needs a story opener with a spine.
- Agencies turning customer experiences into case-study stories that actually move buyers.
- Teams writing investor narratives, manifestos, or change-comms that have to shift belief.
Not for you
- People who need body copy or page structure (use the Copy Engine).
- People who need 50 openers generated (use the Hook Engine).
- Anyone hoping for a finished story from a one-line prompt with no intake.
- People who want to skip the voice profile.
- Brands that don’t have a story to tell yet; the skill finds the real story, it doesn’t invent fiction.
Pair it with the four other skills.
The questions that come up before buying.
Install the story strategist that won’t draft before the brief is locked.
One purchase. Lifetime access. Six drawers. Four gates. The final story plus placement notes and reader tests.
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