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Quirks, caps, and limitations Messages in this topic - RSS

Ben
Ben
Posts: 657

11/2/2015
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:

1. "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.)

2. 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

1. 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:

1. 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:



1. Skeleton key. Turning in favours:Criminals, renoun 15 or higher. +steadfast - heartless.
2. Book of the dead, Turning in favours:Toumb Colonists, renoun 15 or higher, + steadfast - forceful

Subtle:

1. Engraved Pewter Tankard. Turning in FavoursBig Grinocs. 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

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metasynthie
metasynthie
Posts: 645

4/18/2016
Rare success on "Gamble for silver..." in Heart's Ambition caps at 10 for Hedonist and Daring.

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metasynthie
metasynthie
Posts: 645

11/4/2015
All the Fire Sermon options only go up to 10, as far as I can tell.

You can gain Heartless past 10 by borrowing Moon-Pearls whe you pay A Visit to the Sardonic Music-Hall Singer. It's repeatable, although it'll take you 17 card-draws for each repetition.

There are fate-locked methods to raise a number of these above 10: Shepherds of Souls get a card that can do Magnanimous, Spirifers have an option in Ladybones Road that raises Heartless (IIRC). If you haven't completed the Velocipede Squad, there's a very cheap repeatable grind that takes 2 actions and nets you +3 CP of Steadfast up to 15.

Becoming Closest To... via Connected cards appears to raise quirks only up to 10. This is true of the Great Game and Subtle as well, so it may have changed since Optimatum did it.

However, if you become Closest To... by selling the location of the Cave of the Nadir to various factions, the limit is higher; selling it to the Urchins can raise Daring higher than 10, selling it to the Great Game can raise Subtle higher than 10. But you can only do that once. In fact, I've yet to find a repeatable Subtle, Daring, or Forceful option that goes about 10; they're all one-time storylets (many of them in the Making Your Name... trackers)

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Optimatum
Optimatum
Posts: 3666

11/3/2015
Iirc becoming closest to the Great Game raised my subtle above 12. This was after I accidentally betrayed the Great Game with subtle under 12, so joining and betraying a faction repeatedly may provide a net gain.
edited by Optimatum on 11/3/2015

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metasynthie
metasynthie
Posts: 645

12/4/2015
Well, I think I've pretty much confirmed that Forceful is the hardest Quirk to raise between 10 and 12. There appear to be only a few ways to raise it above 10 and below 12, in the entire game:

- telling the Revolutionary Firebrand and the Secular Missionary to get lost after first finding the Nadir (can only be done once, means you can't get either as a companion)
http://fallenlondon.wikia.com/wiki/Rail_at_them

- being mean to the Bleary Entertainer after you solve the case of the Absconding Devil (can only be done once, early in the Watchful tracker) http://fallenlondon.wikia.com/wiki/You_were_there._That_gave_you_the_right.

- share your findings on the Correspondence with the Revolutionaries (can only be done once, near the end of the Watchful tracker)
http://fallenlondon.wikia.com/wiki/By_sharing_your_findings_with_the_Revolutionaries

- tell the Illustrated Composer that you like the Bazaarines (can only be done once, near the beginning of the Persuasive tracker)
http://fallenlondon.wikia.com/wiki/Expose_him_to_the_enigmatic_beauties_celebrated_by_the_Bazaarines

- beat up a composer after you conclude a romance in the Empress' Court (can only be done once, near the end of the Persuasive tracker)
http://fallenlondon.wikia.com/wiki/Enforce_a_respect_for_matters_of_love

- by setting your own school as the martial tradition you're identified with, at the beginning of the Dangerous tracker or via a "patch" card (can only be done once)
http://fallenlondon.wikia.com/wiki/An_amalgam_of_your_own_invention

- and, I'm pretty sure, "End it all" where you blow up the Cheesemonger and her daughter (can only be done once, at the end of that story)
http://fallenlondon.wikia.com/wiki/End_it_all


These are the only things I've found anyone reporting raise Forceful over 10; I've done a few of them myself recently, but now I'm kicking myself because I didn't realize there weren't any other options. I got my Forceful over 12 and then stupidly lowered it back to 11 during Flint! Now I'm 6 points short of 12, and there's no way to get higher.

Crossing my fingers that additional Connections get quirk-raising high-level Renown-for-Favours stories soon. Maybe... the Docks will raise Forceful... or the Tomb-Colonists? :'(

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Ben
Ben
Posts: 657

1/9/2016
Okay, got confirmation on connected change, CAP AT 10.

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Koenig
Koenig
Posts: 466

1/27/2016
Out of curiosity, is there any particular reason that the quirks were capped? It seems odd to me to put such an arbitrary restriction on something I consider to be one of my favorite aspects about the game.

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metasynthie
metasynthie
Posts: 645

1/27/2016
The only repeatable one I know of also involves letting a Noman die, but ignoring its death and going elsewhere. Besides that, just one-time trackers and such. Selling the location of the Nadir to the Great Game. Etc.

And now you know why I've been killing lots of Nomen this year!

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Jeremy Avalon
Jeremy Avalon
Posts: 345

1/27/2016
I'll keep it in mind for next year, then. I have other... qwork... to do.

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Gonen
Gonen
Posts: 817

3/15/2016
Raises Subtle, lowers Forceful (as Sara Hysaro contributed)
Which is the first non-Fate, non-one-timer that we know of which raises subtle above 10.
edited by Gonen on 3/15/2016

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The long journey to eccentricity:
On March 10th, 2018, reached 15 on all quirks, simultaneously. The Quirky Anesthesiologist
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lady ciel
lady ciel
Posts: 2548

4/14/2016
Ewan C. wrote:
I don't even have the Glim assayer's office story let visible, as far as I can tell (perhaps I have outgrown it?). Don't care about - indeed, would welcome - loss of any Melancholy for this char smile.



The Glim Assayer is airs dependent and one of the options that turn up in Opportunism in Spite.

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xKiv
xKiv
Posts: 846

11/3/2015
Hunter's keep goes only to 10 (for any of the three).

Steadfast past 10: gain renown:criminals from old bone key (reduces heartless).

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Sara Hysaro
Sara Hysaro
Moderator
Posts: 4514

11/3/2015
There's a branch on the Old Bone Key that doesn't require Steadfast, but will increase it beyond 12.

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xKiv
xKiv
Posts: 846

11/3/2015
Sara Hysaro wrote:
There's a branch on the Old Bone Key that doesn't require Steadfast, but will increase it beyond 12.


Yeah. Increasing renown:criminals.
I should add that only the highest branch of that (once your renown is at least 15) increases steadfast. It's also not cheap, and relies on opportunity cards to provide favours:criminals. But it seems like it might go all the way to steadfast 15.

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Frenjamin Banklin
Frenjamin Banklin
Posts: 49

11/4/2015
Rubbery men heartless option only goes to 10
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metasynthie
metasynthie
Posts: 645

11/4/2015
Oh, and I believe some of the final Hallowmas options can push quirks over 10, once a year...

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metasynthie
metasynthie
Posts: 645

11/5/2015
Selling Grubby Urchins to pirates only goes up to 10. Giving a gift of rats only goes up to 10 as well.

There are some once-a-year events that might be worth mentioning:
"Publicly swear vengeance on all those who betrayed you" or "Publicly forgive those who wronged you" or "Publish a sincere account of an enduring confidence" give +5 CP Ruthless/Magnanimous/Steadfast up to 15, but you must potentially forego higher Hallowmas rewards.

Similarly, searching the shore of the Sundered Sea at Xmas can raise Melancholy up to 15... but considering that costs a Taste of Lacre, probably too pricey compared to Tears of the Bazaar?

And in the early spring, the way you treat your Noman at its end will raise Ruthless, Magnanimous, Heartless or Subtle as high as 15. Subtle is the rarest of those quirks, and that option comes with the skimpiest reward.

Selling your soul via the "City Vices: What Profit?" card gets you Hedonist up to 15, as does selling your soul during Hallowmas... but I think those are both fate-locked even though repeatable, right?

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Parelle
Parelle
Posts: 1084

4/28/2016
Steadfast increase from the success for Courier for the Dead capped at 4 (the failure is also capped) so this is not a 10+ source.

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xKiv
xKiv
Posts: 846

11/18/2016
Optimatum wrote:
If you're getting a notice right now that a quirk hasn't changed because it's higher than 14, that doesn't necessarily mean the option will raise that quirk through 14. Right now the "X quality hasn't changed because it's higher than Y" messages are a little buggy and display (X-1) for Y. For example, with the glim-assayer option above capped at Daring 5, a player with Daring 10 would see "Daring hasn't increased because it's higher than 9".


I think they actually fixed that sometime during this week.

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