Thessaly Vane
Fallen court speaker seeking redemption. Rhetoric + Whispering. Social pressure, negotiation, intelligence play.
Solo AI Tabletop RPG
Language is magic. You play a Scribe. Your AI Game Master handles scenes, rules calls, dice rolls, enemies, and consequences while you focus on choices and roleplay.
Paste one of these to start fast:
"Run Word & Will as my GM. Use character-01 and adventure-01. Keep the tone dark fantasy and cinematic."
"Run Word & Will as my GM. Summarize all characters in 1 line each so I can choose."
"Run Word & Will as my GM. Help me build a custom Scribe from the rules."
No map. No initiative tracker. No manual dice needed from the player.
Fallen court speaker seeking redemption. Rhetoric + Whispering. Social pressure, negotiation, intelligence play.
Voiceless veteran casting through impact and rhythm. Utterance + Inscription. Frontline control and survivability.
Arcane engineer obsessed with wards and traps. Inscription + Naming. Prep-heavy tactical problem solving.
Information broker raised in the undercity. Whispering + Rhetoric. Secrets, leverage, subtle manipulation.
Road-worn healer who names the body's truths. Naming + Rhetoric. Support, endurance, grounded heroics.
Improvisational arcanist with dangerous instincts. Naming + Utterance. Volatile, high-creative spellcasting.
Aging monster-hunter whose command of true names is fading. Naming + Inscription. Veteran tracking and lore-heavy play.
Excommunicated monk wielding faith as magic rhetoric. Rhetoric + Naming. Conviction, doctrine, moral tension.
Pirate captain with a heavily enchanted vessel. Inscription + Utterance. Command presence and explosive action.
Mute librarian who fights through script and signs. Inscription + Whispering. Precision, stealth, puzzle solving.
Former executioner trying to stop killing with words. Utterance + Naming. Brutal power with guilt-driven drama.
Poet-duelist who turns fights into staged verse. Rhetoric + Utterance. Stylish offense and theatrical momentum.
Retired smuggler tied to enchanted-book contraband routes. Inscription + Whispering. Logistics, deception, underworld leverage.
Disillusioned scholar exposing a falsified history. Naming + Whispering. Investigation, secrets, conspiracy unraveling.
Full sheets for each spotlighted character are in characters/.
Imagine a pretend-story game where you are the hero, and the AI GM is the story-teller who also keeps track of the rules.
In Word & Will, you play a Scribe, which is a person whose words are magic. What you say (or write) can change the world in the story.
Think of these like super-simple skill meters (1 is small, 5 is big):
Sometimes what you try is risky or hard. Then the AI GM does a pretend dice roll using two dice and adds your score.
Sometimes things are easier (Advantage) or harder (Disadvantage).
You do not pick spells from a menu. You just say what you want your word-magic to do.
There are 5 kinds of word-magic:
You tell the AI GM what you want to happen, which kind you are using, and what words your character says or writes (short is fine). Then the AI GM decides difficulty and rolls.
Strain is your tired meter.
Wounds are your ouch meter.
There is no grid and no moving squares. You say what you do (attack, dodge, run, talk, cast), the AI GM rolls if needed, and narrates results until danger is over.
AI: "A locked iron door blocks your path. You hear footsteps behind you."
You: "I write a quick magic word on the lock to make it open."
AI: "Ok, that is Inscription. The AI GM rolls... You succeed, but the word sparks loudly. The door opens, and the footsteps speed up."
If you tell the AI GM which character and which adventure you want to use (like character-01 and adventure-01), the story can start right away.