|System Verb||What It's For||How To Use It||Notes, Cautions, Limits|
|These Verbs trigger the beginning and ending of your storyworld.|
|Once Upon a Time||This Verb starts every storyworld. It automatically triggers the Verb your first verb with the Protagonist (Actor1) as the DirObject.||DO NOT USE THIS VERB.||This is a housekeeping Verb. Not recommended for use as part of your Verb web.|
|Your First Verb||This Verb is triggered by Fate, and is the first one your player will see.||Rename it and use it as the first Event in your storyworld.||Modify as you see fit.|
|Penultimate Verb||When the Engine decides that it is time for the story to end, the Event "Fate penultimate verb" will take place. Two things trigger penultimate verb: the Procedure SetStoryIsOver and the Playing menu item, Termination (Timeout).||You can add a Role to this Verb that calculates the player's score (if you have a score) or any other calculation that you think appropriate.
Use the Verb happily ever after as an Option for this Role and Fate will present as the last Event "Fate happily ever after you this much: [player's score]." You can also, if you wish, insert additional Verbs between penultimate verb and happily ever after to provide more feedback to the player.
|If you create an intervening set of Verbs between penultimate verb and happily ever after, every intervening Verb thread MUST end in happily ever after. If not, your storyworld will never end.|
|Happily Ever After||Penultimate verb leads automatically to happily ever after, unless you include intervening story feedback Verbs in between the two.||The default condition is that happily ever after directly follows penultimate verb. See above for alternative uses.||As mentioned above, every Verb thread that follows penultimate verb must end with happily ever after or your storyworld will not end properly.|
|Set these Verbs to trigger when certain special situations arise.|
|ClockAlarm||ClockAlarms are created in the Consequences section for a Verb. You'll find the Procedure "CreateClockAlarm" in the Alarms submenu of the Consequences menu.||Use a ClockAlarm to trigger something that you wish to occur after a specific time delay.
When the time comes, an Event "Fate ClockAlarm YourSpecifiedActor" will take place. The player will not see that Event but you can place Roles and Options in the ClockAlarm Verb to make things happen.
|When you create a ClockAlarm, you must specify two factors: who the alarm is for, and how far ahead in time it should take place. ClockAlarms can occur at any time, and they are set in relative time terms (that is, relative to the Event in which you place a ClockAlarm), not absolute time terms.|
|MeetingAlarm||This Alarm is created in exactly the same way that the ClockAlarm is created: with the CreateMeetingAlarm item in the Consequences menu. The most valuable use of this Verb is in providing special introductions to new Actors.||Use the MeetingAlarm to trigger special-case verbs or Roles, the first time they meet after you create the alarm. After this happens the alarm will be erased.||You must specify two arguments for CreateMeetingAlarm: Actor1 and Actor2. The next time these two Actors find themselves on the same Stage, an Event "Fate MeetingAlarm" Actor1, Actor2" will take place. The player will not see that Event but you can place Roles and Options in the MeetingAlarm Verb to make things happen.|
|PropAlarm||Similar to MeetingAlarm||Use a PropAlarm when the specified Actor first encounters the specified Prop. Its primary use is for providing introductions to important Props.||Similar to MeetingAlarm|
|StageAlarm||Similar to MeetingAlarm||Use a StageAlarm to trigger special-case Roles or Verbs, when the specified Actor first enters the specified Stage. Again, its primary use is for providing introductions.||Similar to MeetingAlarm|
|These are generic Verbs the Engine uses to cue the player.|
|Do what?||Used as a prompt for the player.||Not recommended for author's use.||This is a housekeeping Verb. Not recommended for use as part of your Verb web.|
|OK||A do-nothing Verb that allows the player to acknowledge an Event without having to take an action.||Use this Verb when you want Actors to have the Option to do nothing in response to an Event. Delete it if you want to force Actors to make a choice.||Use as an Option but do not modify.|
|The Engine uses these Verbs to move the Actors from Stage to Stage.|
|Depart for||The Engine uses this Verb to move an Actor from Stage to Stage. Normally, the Engine moves Actors around for you automatically, making sure that Actors run into each other frequently. It also guarantees that if one Actor has a Plan to do something requiring another Actor, they will meet in order to permit that Plan to take place.||There are rare occasions that may require your intervention; in these cases, use depart for as an Option and the Engine will move the Actor to that Stage.||CAUTION! Do not use depart for unless the Actor absolutely, positively must get there as soon as possible. You can use SetTargetStage and the Actor will get there ASAP most of the time. In general, it's a better idea to use SetTargetStage than depart for.|
|Arrive at||The Engine uses this Verb to tell you that an Actor has arrived at their destination.||DO NOT USE THIS VERB.||NEVER EVER select arrive at as an Option for another Verb! It will mess up your storyworld. The Engine will handle arrival automatically.|