I know the wiki isn’t 100%, and there’s never anything fate related on there, but I’m using it as a primary source for a lack of better material.
That said, quirks seem to tend downward now that the system has changed and caps are lower.
I’ve been investigating the wiki, seeking, or rather trying to find my way through comprehending quirks and how to raise them.
In theory you can do it with one time content, get yourself over 12 and then make sure to stay there, using options on connected items to bring yourself up, as long as you never pass UNDER 12.
Problem is, if you slip under 12, it’s very hard to return.
Thus this list.
Austere:
-
"throw it into the river". A successful enough area dive can give you a bundle, if you throw the bundle into the river and sacrifice it you gain 1 or 2 points of Austere. If you seek this option, start your hunt in spite. This is repeatable, you can’t be locked out of it, and lowers no other quirks. A+ candidate. (edit: Now reported to lower hedonist.)
-
Iron republic, day 27. For those who have mastered navagation in the iron republic, or those who are very very lucky you can gain austere on day 27, if you can find day 27. Worth +5 CP, but not an easy find. This is repeatable, you can’t be locked out of it, and lowers no other quirks.
Daring:
Empty
Forceful:
Empty
Heartless:
(Possible) Fire Sermon (11) +3 heartless. If not capped at 10, still requires manipulation of dreams. (cap 10 suspected)
(possible) Townhouse (card), Close Orphanage. -2 notability, - Magnanimous
- Visit, Sardonic Music Singer, ‘Borrow’ a substantial sum of moon-pearls. +5 Heartless, -5 Steadfast. Zero’s relationship. Can be recovered. Takes 17 actions of card draws to cycle, but unlimited. Rank A.
Hedonist:
Empty
Magnanimous:
Empty
Melancholy:
- Use your Tears of the Bazaar, Warm your Tears of the Bazaar, +5 - 11 CP, Requires Taste of Lacre. Makes this seasonal? Still, rank A, no downside, just costly.
Ruthless:
(possible) Vielgarden (RARE CARD) A Raggedy Creature, Let them have their fun, +1 Ruthless. (other options claim 7?)
(possible) Fire sermon 11 (other options say limit 10) (cap 10 suspected)
Steadfast:
- Skeleton key. Turning in favours:Criminals, renoun 15 or higher. +steadfast - heartless.
- Book of the dead, Turning in favours:Toumb Colonists, renoun 15 or higher, + steadfast - forceful
Subtle:
- Engraved Pewter Tankard. Turning in Favours:Docs. Renoun 15 or higher, +subtle - forceful
For latter investigation:
Each of the 4 stats has an equivalent to the schools of persuasive. Changing them might, or might not get you above 12.
As connections change to renoun there may be a full set in the highest tier of turning in favours. Criminals = steadfast
— nope — A shift of "closest to:" likewise seems tied up in quirks. Most are not documented after the change. (limit 10 confirmed)
Right now, and for now my conclusion is, if you can reach 12 through accident or act, you better be VERY careful to keep above it. Spend anything you need to spend to get to 15 and then repair it every time something so much as scratches it. Likewise, whatever trait is lowered in sacrifice when you use the connection item, give up on it, you’ll never have it at any level for long.
You want scarlet saint, it’s going to cost fate and you won’t have it long.
There is always hope that new late game content will fill in the gaps, but from this list, it looks like some are only possible via one time content, or in content that you get locked out of.
edited by ICountFrom0 on 4/28/2016