Family and Law??

I switched side at the last moment, since I do not trust a lady who is thinking of enlisting hell to catch her daddy. Now I am a Turncoat. Is this a permanent mark? Should I prepare for consequences? How bad is it? Can I get rid of it later on?

It does nothing until it reaches 4. Then you have to pay some connections to continue a grind.

I dropped my phone and may have reported this. Sorry.

One level of Turncoat will not hinder you in any way. If it gets high enough to be a problem, you’ll be given a way to get rid of it (at great expense).

Got it, thank you. So getting Turncoat is much rarer than wounds and suspicion, right? No need to worry?

Yeah, there are only a handful of storylets that can give it, and most of those are concentrated in endgame content.

I don’t think you actually can get rid of Turncoat 1. You have to raise it higher for the option to clear it to appear. And it’s very easy to get some Turncoat since mis-clicking in the Affair of the Box will give it to you.
But Turncoat 1 does not harm you in any way, so don’t worry.

I’ve always thought that family and law asks you to make a locking choice far too early, without a way to take it back until … well, there isn’t yet, is there?

You cannot be hindered in anyway by Turncoat until at least 100+ Shadowy, and by then it can be easily fixed by spending a bit of Connected: Revolutionaries.

I assume it will become harder in the future when they revamp the Favours system for revolutionaries, though.

There isn’t. The lady in question, if you help her, &quotescape to London’s colony on the Elder Continent to do some good and catch villains&quot, except even when you become said place’s governor she is nowhere to be seen. But she still found the time to sneak back to London for the Feast.

When even your &quotLast Constable&quot is consumed by sloth, you know the city’s doomed.
edited by Estelle Knoht on 8/31/2015

Sorry for necro’ing this ancient thread but after recently completing this, here are my thoughts.

  1. If you have an emotional connection to either character and absolutely want him or her to survive, always choose to rig the tankards. This is also a nice ‘vanity’ quality, albeit a dubious one.

  2. If you want to be Closest to: Criminals, side with the Cheery Man.

  3. If you want both of them to die, raise the stakes and hope for the best during the second stage of their drinking game.

  4. If you don’t care who survives, and don’t care for the ‘Devilment’ quality mentioned above, don’t rig the tankards and let both CM and LC drink till the end. If the person you support dies, you get to loot their stuff… stuff which you can get during Feast of the Rose with 40x Masquing each (Fate necessary).

  5. And if you didn’t rig the game, let them play it and the person you support survives, he/she doesn’t throw a tantrum in the aftermath. Yay!


That’s basically it. The only think I miss is the infrequent Cheery Man drinking card, which gives a nice Criminals favour and other items. Once you finish the story, the card is gone. Same for Last Constable’s coffee drinking card, but that gets locked much earlier, when Family and Law is 4.

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There’s the nice option with the Tomb Colonists’ favour as well as the Crims’.