Variables
Actor (type: Character)
This is the character who is reacting to an event when the verb's decision script is executed. The Actor will always be the subject of whatever option is selected.
HistoryCount (type: Number)
This is the number of entries in the HistoryBook. A long story will have a high value of HistoryCount.
StoryMinute (type: Number)
The total number of minutes that have elapsed since the beginning of the story. There are exactly 1,024 minutes in one storyday. (Our characters have a strong union and their contract grants them 416 minutes of sleep every night.)
StoryDay (type: Number)
The total number of days that have elapsed since the beginning of the story. This could be calculated from StoryMinute, but we make it easier for you.
HumanActor (type: Character)
The identity of the character whom the human is playing.
EndOfStory (Type: Logical)
When you decide that the story has ended, set this value to true, and the storyengine will wrap up everything.
IrreversibleAction (range T- F)
???
Implausibility (type: Number)
This number will tell you how implausible a given event seems to the listener. A large value means that it contradicts everything that the listener believes.
Events
Subject (type: Character)
The person who did the act.
Verb (type: Verb)
The act that was done.
DirObject (type: Character)
The person on whom the act was done
SecondaryObjects
Various associated objects
Time (type: Number)
The StoryMinute in which the action was begun.
Location (type: Stage)
The stage on which the action took place.
CausalEvent (type: Event)
The event to which this action was a reaction. There can only be one CausalEvent for each event.
ConsequentEvent (type: Event)
The most recent event that resulted from this event. There can be several ConsequentEvents if several people react to an event.
WhoKnows (Type: Logical)
Tells if a character knows about the event.
Hijacked (type: Logical)
Tells if an event has been hijacked.
Fallacious (type: Logical)
Tells if an event is a lie or a truth.
Secret (type: Logical)
Tells if an event is expected to be kept secret.
Relationships
In all cases a value of zero is what you would assign to a stranger.
Affection (type: Number) (range ±100)
One of the most heavily used relationships, this specifies the basic like or dislike for another character. Modulated by Magnanimity.
-100 0 +100
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hatred dislike unconcern like love
Trust (type: Number) (range ±100)
Perception of intrinsic Integrity. Belief that the trusted person will do the right thing. Modulated by Gullibility.
-100 0 +100
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distrust skepticism open-minded some trust absolute trust
Submission (type: Number) (range ±100)
Willingness to acquiesce to the recommendations or orders of the other person. Contains elements of respect, awe, deference and possibly fear. Modulated by Timidity.
-100 0 +100
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contempt make light of equality respect awe
Commitment (type: Number) (range 0 - 100)
Degree of formality of closeness of relationship. A value of zero implies total strangers; a value of 100 is reserved for long happy marriages. This relationship is differentiated from Trust and Obligation by its requirement of a ritualistic bidirectional declaration of the commitment, such as the boyfriend giving his ring to the girlfriend, and her wearing it. Commitment represents an ongoing state where Obligation represents a response to an event. Obligation can be cancelled, Commitment cannot. Modulated by Loyalty.
0 +100
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stranger acquaintance friend partner brother spouse
Obligation (type: Number) (range 0 - 100)
Perceived sense that first person owes something to the second person in return for favors made. This is not a measure of the actual value of the favors, but rather the perceived value. Modulated by Dutiful.
0 +100
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no debt blood debt owe life
Approval (type: Number) (range ± 100)
Perceived Competence.
-100 0 +100
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condemnation no opinion applause
Envy (type: Number) (range ± 100)
Belief that the other person's possessions, relationships, or status are superior to one's own, with the concomitant desire to acquire the envied items. Modulated by Enviousness.
-100 0 +100
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pity equality envy
Kinship (type: Number) (range 0 - 100)
Degree of consanguinuity.
100: twin
50: sibling, parent, child
25: uncle, aunt, nephew, niece, grandparent, grandchild
12: first cousin, greatgrandparent, greatgrandchild
0: no relation
CustomRelationship (type: Number) (range ±100)
This slot is available for customization by the storybuilder.
Moods
Anger (type: Number) (range 0 - 100)
I can't reduce this to simpler terms
Arousal (type: Number) (range 0 - 100)
degree of sexual arousal
Joy (type: Number) (range 0 - 100)
zero value denotes depression
CustomMood (type: Number) (range 0 - 100)
This slot is available for customization by the storybuilder
Traits (range 0 - 100)
Timidity (type: Number)
Proclivity to grant Submission
Dutifulness (type: Number)
Proclivity to grant Obligation
Magnanimity (type: Number)
Proclivity to grant Affection
Gullibility (type: Number)
Proclivity to grant Trust
Loyalty (type: Number)
Proclivity to grant Obligation
Enviousness (type: Number)
Proclivity to grant Envy
Pride (type: Number)
Degree to which Submissiveness towards self is desired.
LoveHunger (type: Number)
Degree to which Affection for self is desired.
Insecurity (type: Number)
Degree to which Commitment to self is desired.
Integrity (type: Number)
Inclination to do the honest and honorable thing.
Lovability (type: Number)
Intrinsic traits that inspires Affection in others
Dominance (type: Number)
Intrinsic trait that inspires Submission in others
Competence (type: Number)
Intrinsic trait that inspires Approval in others
Loquacity (type: Number)
Proclivity to share information with others. This works inside the storyengine to control character's loquacity in the grapevine.
Initiative (type: Number)
Proclivity to take decisive or dramatic action
Greed (type: Number)
Desire to accumulate Wealth
Libido (type: Number)
Desire to engage in sexual behavior
Sexiness (type: Number)
Sexual attractiveness
Nurturance (type: Number)
Proclivity to take initiative to meet other people's needs.
Temper (type: Number)
Tendency for the mood Anger to rise quickly.
CustomTrait1through CustomTrait8 (type: Number)
These slots are available for customization by the storybuilder
Attributes
Wealth (type: Number) (range 0 - 30,000)
total value of personal estate. No defined denomination &emdash; storybuilder provides the denomination of wealth.
SigOther (type: Character)
Identity of the significant other of the character. If no significant other exists, then takes a value of Fate (31).
Whereabouts (type: Stage)
Stage on which the character is now acting.
SpyingOn (type: Character)
Identity of the person whom the character is spying upon. If nobody is being spied upon, it takes a value of Fate (31).
Strength (type: Number)
Physical strength, coordination, and competence; ability to prevail in a physical challenge.
Cleverness (type: Number)
Intellectual strength, resourcefulness, smarts
Agility (type: Number)
Nimbleness, quickness. A female might have high agility but low strength.
ThingOwned (Type: Logical)
Tells whether this character owns that Thing.
OccupiedUntil (type: Number)
Created and controlled by the storyengine, this tells whether the character is busy executing a verb. If OccupiedUntil is greater than the StoryMinute, then the character is still busy.
Male (Type: Logical)
Gender of the character
DontMoveMe (Type: Logical)
This can be set to true by the storybuilder; when it is true, the storyengine will not move a character from the current stage.
Alive (Type: Logical)
Whether the character is currently an active member of the cast. A value of FALSE implies that the character is dead, exiled, abducted by aliens, or otherwise removed from interaction with the characters. This is intended to be a permanent condition; a character who is removed temporarily should remain Alive and be sent to the stage called Limbo.
CustomAttribute1 - CustomAttribute8 (type: Number)
These slots are available for customization by the storybuilder
Verbs
TimeToPrepare (type: Number)
How long it takes for the subject to carry out any preparations required for the action to take place. Normally is only one minute.
TimeToExecute (type: Number)
How long it takes for the subject to carry out the action. Both subject and dirobject are OccupiedUntil the current time (StoryMinute) plus this time duration.
VerbImport (type: Number)
specifies how dramatically significant this verb is.
Global Variables
These are variables that affect the overall story but are not tied to any one character.
Thing
This is an array of items considered to be valuable and tradeable. There are 128 items in a list, each item with an assignable name, value, and owner. The individual variable names are Value and Owner. Name does not appear in the Role Editor.
CustomGlobal1- CustomGlobal16 (type: Number)
These slots are available for customization by the storybuilder