10 C = 0 R + 4 F
15 C = 0 R + 6 F
17 C = 0 R + 6 F
24 C = 0 R + 7 F
28 C = 1 R + 7 F
50 C = 4 R + 7 F
51 C = 5 R + 7 F
76 C = 9 R + 7 F
160 C = 23 R + 7 F
204 C = 30 R + 7 F
where the units are C for Connected: Criminals, F for Favours: Criminals, and R for Renown: Criminals. edited by Travers on 8/27/2015
Big question: is there any reason to want high Renown? I can only see one so far and it’s to have access to more quirk see-saws. But maybe it’ll be a requirement for something.
10 C = 0 R + 4 F
15 C = 0 R + 6 F
17 C = 0 R + 6 F
24 C = 0 R + 7 F
28 C = 1 R + 7 F
50 C = 4 R + 7 F
51 C = 5 R + 7 F
76 C = 9 R + 7 F
160 C = 23 R + 7 F
204 C = 30 R + 7 F
where the units are C for Connected: Criminals, F for Favours: Criminals, and R for Renown: Criminals. edited by Travers on 8/27/2015[/quote]
Not helpful for finding out minimum for renown, but just for the sake of another number on the list: 20 C = 0 R + 7 F.
The Henchmen and Accomplice card now consumes 1 Favour for 7 Ostentatious Diamonds instead of consuming nothing for 2 Ostentatious Diamonds.
In addition, "You are being Watched!" in the Filt no longer grants connection rewards of any kind, only an extra 7 Cryptic Clue on top of the original 30. edited by Estelle Knoht on 8/27/2015
Here’s a surprise! Take on the local champion from An implausible penance now loses you 1 Favour instead gaining you Connected as it used to to. However it yeilds more Rostygold. I just got 400 from it.
Renown: Criminals 15 - Known in every shadow north and south of the river
I got that from 111 connected.
Count me in as also wondering if there will be benefits to high renown - because if high renown brings quirk loss, that effectively makes renown another type of menace, unless I’m misunderstanding something. Will wait and see!
I recall reading that the conversion would not be straightforward and would be based on the spread of scores held across the entirety of players. I expect that this will be particularly relevant when other connected qualities are changed, in particular easy-to-get ones like Society. I’m not expecting a score of 204 in that would get me 30 renown.
10 C = 0 R + 4 F
15 C = 0 R + 6 F
17 C = 0 R + 6 F
24 C = 0 R + 7 F
28 C = 1 R + 7 F
50 C = 4 R + 7 F
51 C = 5 R + 7 F
76 C = 9 R + 7 F
160 C = 23 R + 7 F
204 C = 30 R + 7 F
where the units are C for Connected: Criminals, F for Favours: Criminals, and R for Renown: Criminals. edited by Travers on 8/27/2015[/quote]
156 got me 22 R + 7F, so this seems pretty accurate
The whole Cheery Man / Constable thing has been on my mind recently, thanks to the introduction of Favours and Renown.
Is there any other early game action that, without a warning of any sort, completely locks you out of becoming Closest To a particular faction? I sided with the Constable way back when and have since found myself unable to be Closest To the Criminals, which I’ve never been that happy about. The fact that a decision that I made way before this system was even introduced has locked me out of a means of getting Favours is pretty annoying.
I don’t think I’ve ever grumbled about choices/consequences in the game before - I completely understand that’s part of things. But the Cheery Man and the Constable story is dormant from what I can see. At the very least I would welcome an opportunity to change who one favours, even if it was item-intensive or required Fate.
Anyway: 133 Criminals turned into 7 Favours and 18 Renown, with the "known north and south…" descriptor.
I took the "arrange an escape" option on the Skeleton Key, which required a number of resources and 7 Favours, and that bumped Renown to 19 and Steadfast from 10 to 11. Text echoed in my journal for those interested.