User:BraydonM
Early MYN Content and Onwards |
Menaces are generally troublesome qualities increased by certain actions. When their levels get too high, something unpleasant may happen.
Introduction[edit]
Sometimes, when failing challenges (or even when succeeding), you get qualities called Menaces. The higher a menace gets, the more unpleasant things start happening. The main menaces increase the same way as other qualities: it takes 1 CP to raise a menace to level 1, another 2 CP to raise it to level 2, etc.
Each menace tends to be associated with a certain Attribute — for example, you're more likely to get Nightmares while doing Watchful things. If a menace reaches level 8, the consequences send you to a penalty location, where you'll have to reduce that menace in order to escape.
Watchful gains Nightmares which lead to A state of some confusion or The Mirror-Marches.
→ → or
Shadowy gains Suspicion which leads to New Newgate Prison - again!
→ →
Dangerous gains Wounds which lead to a slow boat passing a dark beach on a silent river.
→ →
Persuasive gains Scandal which leads to Disgraced exile in the Tomb-Colonies.
→ →
If you move to a menace location, see Menace Locations (Guide) for how to best escape.
In general, you want to keep your menaces as low as possible. But there may also be times when you'll need to raise a menace on purpose. Don't worry — the effects (probably) won't be permanent. (A major exception is being sent to New Newgate Prison, which raises your criminal record.) Since most cards and storylets in the penalty locations provide opportunities to reduce the relevant menace, it can be significantly easier to reduce the menace there than in London.
Note that there are certain locations that are exempt from Menace-related movement:
- The menace locations themselves: A state of some confusion, The Mirror-Marches, a slow boat passing a dark beach on a silent river, New Newgate Prison - again!, Disgraced exile in the Tomb-Colonies
- The Cave of the Nadir. Leaving this location also significantly reduces Nightmares.
- Zailing the Unterzee only causes movement related to Wounds, Nightmares, or Troubled Waters.
- Your University Laboratory. Cards here also provide opportunities to trade Laboratory Research for Menace reduction.
- Parabolan Base-Camp and Lost in Strange Lands. These do have autofire storylets, triggered by Menaces, that decrease advanced skills.
More Than One Menace[edit]
Time, the Healer will reduce all four main Menaces, as well as eliminating Irrigo.
During Christmas, anyone receiving a card reduces one of the main four Menaces.
While in your University Laboratory, the cards See a Doctor, Nightmares of Your Experiment, and Tomb Sciences can respectively reduce Wounds, Nightmares, and Scandal, at the cost of some of your Laboratory Research. You can also Take a day off, reducing a random Menace.
If you have access to Station VIII, you can prepare meals which you may consume (either immediately or through an opportunity in the Upper River) to reduce Wounds or Nightmares. See A Kitchen for Artists (Guide) for more details.
In the Iron Republic Streets, days 8, 12, 17, 19, 40, 51, 78, 81, and 88 all have an option that sets a Menace to 2 or 3. See the Iron Republic Street Map for details.
At Zee, suffering a Reckless end will set all four main Menaces to 7, and will send you to the slow boat. Likewise, certain options when Seeking Mr Eaten's Name can raise more than one Menace above 8.
Nightmares[edit]
Nightmares are becoming a problem. Some nights you hardly dare sleep. If this reaches 5, bad things may begin to happen. Don't let it reach 8.
Nightmares tend to come from Watchful actions, though another notable (if unreliable) source is the variety of opportunity cards about recurring dreams.
Reaching Nightmares 5 causes the appearance of a non-discardable opportunity card, A merry gentleman, which will disappear only once Nightmares drops to 4 or less, or if you play the card, which either gives you an item that will prevent or increase nightmares gain. If you hit Nightmares 8, you will be sent to either The Mirror-Marches (if you have at least 1 x Memory of Light or 10 Having Recurring Dreams: Is Someone There?, or are at Zee) or A state of some confusion (if you don't). Once you do, you can see either the The Mirror-Marches guide or the A state of some confusion guide.
Reducing Nightmares[edit]
- -4 or -6 CP: Get someone to Assist your friend with their Nightmares (Nightmares ≥ 3)
- -2 CP: Drinking The Sunlit Special in Beatrice's Tea Shop
- Quarters nightmares, once weekly: Leave the Cave of the Nadir (with 6+ Irrigo)
- -8 CP: Produce a Conflagration at your Parabolan Base-Camp (Nightmares 8; raises Sighted the Storm-bird and lowers some stats)
- -5 CP: Bolt the door and hide under the bed (during Hallowmas)
- -2 CP: Take tea with Lettice in your University Laboratory
- -2 CP: Take a rest in your University Laboratory (Nightmares ≥ 5)
- -1 to -4 CP: Time in bed in Your Lodgings (Wounds ≥ 2; options depend on The Airs of London; all require 3 actions each, reducing efficiency)
- -1 to -2 CP: Doze in Ealing Gardens
- -1 to -3 CP: The Somnolent Hyaena in The Labyrinth of Tigers ( Watchful 80; gives +2 CP Wounds)
- -1 to -4 CP: Drink tea to alleviate your Nightmares reached via The Hurlers (depends on current nightmares, costs Jasmine Leaves)
- -1 CP: Leave the Cave of the Nadir (Irrigo ≤ 5; at Irrigo ≥ 6, Nightmares is reduced by 75%)
- -1 CP: Publish a newspaper with The finest kind of madness (requires 104 x Outlandish Copy; not very efficient indeed, but can be combined with money grinding)
- -1 CP: Enjoying the pace of academic life at The University ( Watchful 85)
- -1 CP: Take some art lessons in The Shuttered Palace ( Persuasive 73)
- -1 CP (average): Try some hot wine at Mrs Plenty's Carnival
- -0 to -4 CP: Hide in your Base-Camp at your Parabolan Base-Camp (scales with Parabolan Defences; failure is less effective and causes Wounds)
- Various options from The Interpreter of Dreams
- -10 or -12 CP: Ask for help with the nightmares (also -10 Dreams: A Game of Chess)
- -10 or -12 CP: Ask for help with nightmares (also -10 Dreams: Death by Water)
- -0 to -10 CP: Allow Dr Schlomo to Publish your Dreams (average varies by dream type)
- -3 to -4 CP: Various options from A Moment's Peace
- -2 CP: Work diligently on A Day with God's Editors (also -2 CP Scandal)
- -1.4 CP (average): Invite the Shivering Relicker in for a chat (with a Scholar of the Correspondence), can be improved up towards -1.6 CP with nightmares-reducing gear.
Items:
- -46 to -56 CP: Magnificent Feast (gifted at Christmas)
- -10 CP: Appalling Secret (sacrificed from your inventory; 30% Luck)
- -4 CP: Bottle of Greyfields 1868 First Sporing
- -2 to -3 CP: Dispose of an Unusual Pail of So-Called Snow (Christmas)
- -1 to -4 CP: F.F. Gebrandt's Superior Laudanum (if you are a PoSI, this raises your Laudanum Habit)
- -1 CP: Key to a Dripstone-Snared Temple (on moving in, if Nightmares ≤ 4; purchased at Christmas)
- -1 CP Page from the Liber Visionis (if burnt; obtained through Uncovering the Secrets of the Face-Tailor)
- Lose half your Nightmares for 2 x Professional Perks
Equipped items (chance to reduce Nightmares gain while equipped):
- Aurochs-Fur Coat (from Whitsun)
- Bejewelled Cane (from the Keen-Eyed Lapidary)
- Cheerful Goldfish ( 0.40 at the Bazaar)
- A Firm Conviction of the Absence of the Supernatural (from Mr Chimes' Lost & Found)
- Spiked Rosary (from Ambition: Bag a Legend! 31)
- Storm-bird (from Parabola)
- Weasel of Social Discomfiture (from The Dome of Scales)
- Cryptographic Chiropteran (from Hallowmas 1898)
- The Walls are Right (from Greet the Merry Gentleman)
Increasing Nightmares[edit]
- +6 CP: Accept a message and Allow an Acquaintance to Alleviate your Fears (dupe) (indistinguishable from the sincere variant, but unlikely to be received unless requested; duping provides no benefit to the betrayer)
- Instant Nightmares 8: Gaze into Dream's Mirror (sends you to A state of some confusion) or A mahogany-framed mirror (sends you to The Mirror-Marches, as do the rest of these) at Mrs Plenty's Carnival, Cross the Threshold (Low Glasswork), Enter in the company of a Fingerking (Restored), Mirror-Mazed
- +Variable CP: Failing on The answer to Nightmares? (gives CP Nightmares equal to double your Nightmares level, also reduces Watchful)
- +10 CP: Introduce your Grubby Kitten to the Starveling Cat (also +10 to Wounds)
- +6 CP: Failing to Locate an Impossible Theorem (but will also probably kill you, which would be inconvenient)
- +5 CP: Explore the woods in Balmoral with Opening Balmoral <5
- +5 CP: Failure on Listen to the silence in Underclay
- +4 CP: Attend and speak of...terrible things. in The Shuttered Palace with Unaccountably Peckish 2 (also +1 CP Scandal)
- +3 CP: A dream about a calm sea (red-bordered card)
- +3 CP: A dream about a corridor lined with brass mirrors 2 (red-bordered card)
- +3 CP: A dream about a market-place crowded with dead men 2 (red-bordered card)
- +3 CP: A dream about a burning river 3 (red-bordered card)
- +2 CP: Push onward when hunting in Parabola
- +2 CP: Use your nightmares as inspiration in your University Laboratory (Nightmares ≥ 5)
- +1 to +5 CP: Attract a Visitor at Hallowmas
- +1 to +4 CP: Failing to Use Correspondence Plaques to expand your knowledge of the Correspondence at The University
- +1 CP: Make friends with the Empress' dog in The Empress' Court
- +1 CP: Pet the Starveling Cat
- The Pavilion of Butterflies in Veilgarden during Hallowmas (various)
- Forgotten Quarter actions such as Understanding the Correspondence and Seeking Curios and Secrets in the Forgotten Quarter gain Nightmares depending on Airs of the Forgotten Quarter and on luck
- +2 CP: F.F. Gebrandt's Tincture of Vigour (if you drink it all)
Equipped items (chance to increase Nightmares gain while equipped):
- A Parabolan-sized Headache (from Mr Chimes' Lost & Found)
- Focused Albatross (from Parabola)
- Masked Former Priest (from The Brass Grail)
- Song Stuck in Your Head (from Por Una Cabeza)
- Sporing Bonnet ( 6.00 from Maywell's Hattery)
- Vake Claw (from Ambition: Bag a Legend!)
- The Walls are Wrong (from Greet the Merry Gentleman)
Scandal[edit]
Scandal is getting out of hand. If this reaches 8, something bad may happen.
Scandal tends to come from Persuasive actions. If it hits 8, you will be sent to Disgraced exile in the Tomb-Colonies. Once there you can see the menace location guide for how to best escape.
Reducing Scandal[edit]
- -6 CP: Send a name, written in Gant
- -5 to -6 CP: Use someone as your dupe
- -4 to -5 CP: Ask someone for help in laying rumours to rest
- -3 CP: Benefit from flattery at Dante's Grill (recipient; -10 CP flatterer)
- -2 CP: Drinking The Achlian Midnight in Beatrice's Tea Shop
- -5 CP: Into the river with it in Area-Diving in Spite ( Shadowy 24 or Persuasive 35)
- -3 CP: Edit a book of meditations on the Anchoress (3 actions)
- -2 to -3 CP: Lead Evensong in Ealing Gardens
- -2 CP: Take a break (from Lab Work) in your University Laboratory (Scandal ≥ 5)
- -1 to -2 CP: Attend Evensong in Ealing Gardens
- -1 to -2 CP: Catch the eye of a butler in The Empress' Court ( Persuasive 89)
- -1.1 CP (average): Attend a Church Service when Scandal ≥3
- -1 CP: Finish a libretto in The Singing Mandrake ( Persuasive 50) (3 actions)
- -2 to -3 CP: Various options on An Afternoon of Good Deeds? (with Scandal ≥ 2)
- -2 CP: Work diligently on A Day with God's Editors (also -2 CP Nightmares)
- -3 CP: Gold frame, black painting with Uncovering Secrets Framed in Gold 1 (2 actions)
- -1.4 CP (average): Tell the Coquettish Relicker your woes (with Scandal ≥ 3)
- -1 CP: Nikolas & Sons Instant Ablution Absolution ( 1.50 from Nikolas Pawnbrokers)
- -2 CP: Using a Key to a Zee-Znail Retreat (if Scandal ≤ 4; purchased at Christmas)
- Lose half your Scandal for 2 x Professional Perks
- An Enviable Social Calendar (Purchesable from Mr Chimes' Lost & Found)
- A Hard-Earned Knack for Repair ( from The London Horticultural Show)
Increasing Scandal[edit]
- +1 CP: Try some hot wine at Mrs Plenty's Carnival (50% Luck)
- +2 CP: You adhere to no one philosophy – and you'll make that clear to all ( Watchful 50; costs 3 actions)
- +2 CP: Failing to Attend a Shrouded Soirée from the Wrong Side of the Mirror
- Saint Dunstan's Sacristy in Spite at Hallowmas (various)
- Failures in some storylets in Ladybones Road and in The Shuttered Palace, such as The Antiquarian Footman, will raise Scandal
- Instant move to the Tomb-Colonies: A work of barely clad decadence, Kiss its cold blue lips, Throw the villain out of the window, or Topple the dowager into a shrub.
- +1 CP: Failing to Request help from a University colleague in The Osteology Lab.
- +5 CP: Drinking a Bottle of Black Wings Absinthe
- Barrel with Leather Shoulder-Straps (Bohemians Renown item)
- Modish Bonnet ( 4.00 from Maywell's Hattery)
- Pair of Scarlet Stockings of Dubious Origin ( 4.00 from MERCURY)
- The Censored Census of 1862 (From Advent Calendar 2020 or the Bazaar Side-streets)
Suspicion[edit]
Suspicious activities are beginning to draw the attention of the law. If this reaches 8, something bad may happen.
Suspicion tends to come from Shadowy actions. If it hits 8, you will be sent to New Newgate Prison - again! Returning to prison gives you A Criminal Record:, and if that quality reaches 4, Nikolas & Sons Instant Ablution Absolution will no longer reduce your Suspicion. Once there you can see [menace location guide] for how to best escape.
Reducing Suspicion[edit]
- -6 CP: Send a name, written in Gant
- -5 or -6 CP: Dupe a friend into covering for you
- -4 CP: Ask a friend to cover for you
- -3 CP: Benefit from flattery at Dante's Grill (recipient; -10 CP flatterer)
- -2 CP: Drinking The Khaganian White in Beatrice's Tea Shop
- -33 CP: Eliminate a good deal of suspicion in Balmoral (with Suspicion ≥ 5, requires Disappearing... 10)
- -3 or -4 CP: Confound the Constables in Spite with Airs 0-25 ( Shadowy 45 or Shadowy 48)
- -3 CP: Publish a monograph on obscure scientific minutiae in Ladybones Road (3 actions)
- -2 to -3 CP: Forge convincingly in Ealing Gardens
- -2 CP: Look as innocent as it is possible to look in The Bone Market (+2 CP Scandal on failure)
- -1 to -2 CP: Lurk plausibly in Ealing Gardens
- -1 CP: Dealing with suspicion in The Flit
- -2 to -9 CP: Various options on The Law's Long Arm
- -2 CP: Find a patsy (with Suspicion ≥ 5)
- -1.4 CP (average): Ask the Curt Relicker to help with matters of law and suspicion (improved slightly with suspicion reduction gear)
- -3 CP: Inform the Constables (With Plotting against the Masters 0)
- -1 to -5 or -10 CP : Nikolas & Sons Instant Ablution Absolution ( 1.50 at Nikolas Pawnbrokers; only if Criminal Record < 4, efficiency is lower if you're PoSI)
- -1 CP: Using a Key to the Old Newgate Cellars (purchased at Christmas)
- Lose half your Suspicion for 2 x Professional Perks
- Set of Workman's Clothes ( 0.20 from Gottery the Outfitter)
- Sober Dress ( 0.20 from Gottery the Outfitter)
- A Preserver of London (retired affiliation)
- The Undying Respect of the Order of the Blackened Hoof (affiliation) FATE CHRISTMAS
Increasing Suspicion[edit]
- Doubling Suspicion: Side with the cat
- +3 CP: Failing to Credential your cover identity
- +3 CP: Taunt the detective
- The Wreck of the St Elmo in Watchmaker's Hill at Hallowmas (various)
- Failing various actions at higher levels of Pygmalion in Mahagony Hall (successes here can also counteract Unaccountably Peckish gain from Attend and speak of...terrible things.)
- +20 CP & Instant move to New Newgate Prison: Failing to Rob the Brass Embassy (doesn't raise your Criminal Record)
- Pirate Hat ( 4.00 from Maywell's Hattery)
- Vake Claw (from Ambition: Bag a Legend!)
Wounds[edit]
Wounds are becoming troublesome. At 8, they may become fatal. Which would be inconvenient.
Wounds tend to come from Dangerous actions, and once they reach 8, you are sent on a slow boat passing a dark beach on a silent river. Once there you can see [menace location guide] for how to best escape.
Reducing Wounds[edit]
- -3 CP: Benefit from flattery at Dante's Grill (recipient; -10 CP flatterer)
- -4 or -6 CP: Nurse a friend back to health
- -2 CP: Drinking Murgatroyd's Gold Blend in Beatrice's Tea Shop
- -3 or -6 CP: Attend to Your Health at your Parabolan Base-Camp (also trains Glasswork or Kataleptic Toxicology)
- -3.1 CP (average): Sneak a sip of the brandy in Spite (30% Luck)
- -3 CP (-2 on failure): Take a moment to tend your wounds in The Blind Helmsman with A Name Scrawled in Blood 7 ( Dangerous 125 or 150)
- -2 to -3 CP: Disporting with the servantry in The Empress' Court ( Persuasive 91, costs 15 CP Fascinating...)
- -2 CP: Take a break (Laboratory) in your University Laboratory (Wounds ≥ 5)
- -2 CP: Take tea with Lettice in your University Laboratory
- -1 to -2 CP: Have your wounds seen in Ealing Gardens
- -1 CP (-2 on rare success): Feasting at Summerset at The University ( Watchful 85)
- -1 CP: Deal with your Wounds in Wolfstack Docks (costs 50 Piece of Rostygold)
- -1 CP: Try some spore-toffee at Mrs Plenty's Carnival (may raise Suspicion)
- -1 CP: Dream of a Tempest in Veilgarden with Airs 85–100
- -1 CP: Take some refreshment in The Labyrinth of Tigers ( Dangerous 104)
- -1 to -7 CP: Time in bed in Your Lodgings (Wounds ≥ 2; options depend on The Airs of London)
- -5 to -10 CP: Some options on The Interpreter of Dreams (requiring expenditure of 10 CP chess dreams or dreams of a watery death)
- -2 to -4 CP: Various options on A Restorative
- Firkin of Hesperidean Cider ( 160,000 from Nikolas Pawnbrokers; heals all wounds; grants opportunity cards for significant healing)
- -46 to -56 CP: Magnificent Feast (gifted at Christmas)
- F.F. Gebrandt's Tincture of Vigour ( 1.00 from Nikolas Pawnbrokers, or from a variety of grindable sources)
- -4 CP: Be damned to the instructions! Drain the bottle dry! (only if you're not a PoSI)
- -3 CP: Follow the instructions carefully. (only if you're not a PoSI)
- -2 CP: Drain the bottle, for what it's worth (-2 CP, if you're a PoSI)
- F.F. Gebrandt's Tincture of Vigour: Half-Full (from robbing a drunk officer or drinking full bottles)
- -3 CP: Finish a half-bottle (only if you're not a PoSI)
- -1 CP: Finish it, for what it's worth (if you're a PoSI)
- -2 CP: Dark-Dewed Cherry (from the Capering Relicker and, rarely, others)
- Horsehead Amulet (saves you from death, once; from a thieves' cache in the Forgotten Quarter)
- Lose half your Wounds for 2 x Professional Perks
- Tracklayer's Helmet ( 250 from Brass Thistle)
- Ichorous Alarm (from Hearts' Game)
Increasing Wounds[edit]
- +1-9 CP for (Carefully) read a flame-proof missive increases A Scholar of the Correspondence Watchful and Dangerous
- +0-5 for Perhaps you can remember something useful increases A Scholar of the Correspondence
- Instant Wounds 8: Gaze into Heart's Mirror at Mrs Plenty's Carnival, Attempt to rob the Calculating Lapidary's vault
- Instant move to the slow boat: Losing a duel with Feducci, Walk away or fail Get to it at the climax of the Cheesemonger story, any option In the Court of the Fathomking
- +10 CP: Introduce your Grubby Kitten to the Starveling Cat (also +10 CP Nightmares)
- +1 to +3 CP: Failing at actions to raise Brawling with Dockers
- +1-+6 CP (average 2.4) for Have a taste of the Toxicology Exhibit
- Failing at actions to raise The Hunt is On! (see guide)
- Failing at actions to raise Running Battle...
- Failing to capturing or ambush your prey when hunting in Parabola
- Instant Wounds 8: After slighting someone, allow yourself to be stabbed, shot, poisoned, or shot with poison
- +5-6 CP: With Wounds of 3+, convince a friend to bring you "medicine"
Less common menaces[edit]
Some menaces are associated exclusively with certain locations or stories. These tend to increase or decrease a level at a time, rather than by CP.
A Turncoat[edit]
A Turncoat is primarily increased by switching sides during A Boxful of Intrigue, based on whether your A Power in Waiting - quality is set to A Guardian of the Realm or The Conscience of Empire. (This is initially set in the storylet The Troubles So Far: choosing Those who govern sets it to The Conscience of Empire, while choosing Those who are governed sets it to A Guardian of the Realm.)
The only way to reduce A Turncoat is the storylet The Traitor's Feast, which only unlocks at A Turncoat 4 (and also requires Shadowy 120 and A Survivor of the Affair of the Box 12).
To avoid gaining A Turncoat during A Boxful of Intrigue, choose the option listed below your side on these storylets, which will also gain CP in Empire's Kingmaker:
A Turncoat can also increase during the Family and Law story if you switch sides between the Cheery Man and the Last Constable.
- Working with the Last Constable: Abandon her or Off to the Cheery Man
- Working with the Cheery Man: Go to the Constable
Finally, it can increase in these other storylets:
- The talkative gaoler: A grass in New Newgate Prison
- Pugilism and politics: Beat up the Underworld Kingpin
A Place of Greater Safety[edit]
A Place of Greater Safety is specific to the A Carriage, A Conversation, A Light Caper, part of the Family and Law story. While you have this quality, you cannot ask questions of your carriage-mate or raise Destination Approaching. It is set to 1 in Accept the Last Constable's offer if you favoured the Last Constable, or Accept if you favoured the Cheery Man, and has a chance to be set to 3 whenever you ask a question on the A Carriage, A Conversation, A Light Caper cards.
Reducing Plagued: A Place of Greater Safety is reduced with three options from the A Carriage, A Conversation, A Light Caper cards. Both factions:
- Open fire on your pursuers Dangerous 100, -2 CP on success, -1 on failure
Faction-specific cards (The mechanical effects are the same, the only difference is description.)
- The Cheery Man:
- Perform evasive maneuvers (Cheery Man) Shadowy 100, -2 CP on success, -1 on failure
- Full speed ahead! (Cheery Man) Watchful 100, -2 CP on success, -1 on failure
- The Last Constable:
- Perform evasive maneuvers (Last Constable) Shadowy 100, -2 CP on success, -1 on failure
- Full speed ahead! (Last Constable) Watchful 100, -2 CP on success, -1 on failure
Acclimating to Pressure[edit]
Acclimating to Pressure is specific to Diving in the Magistracy of Evenlode.
It is raised by changing Diving Depth, and goes down by 1 CP for each action you spend on a particular depth level. If you Emerge from the water while still having this menace, all of its CP will be converted 1:1 to CP of Wounds.
Additionally, it is reset by the following actions:
- Gaining Nightmares 7 forces you to ASCEND! and to take 5-6 CP of Wounds, which may be preferable if you have accumulated a lot of Acclimating.
- Both Breathe an ancient air and Study the evidence in The Place of the Judge will end your dive, wiping the menace and your diving depth.
See Diving in the Magistracy (Guide) for full details.
Attracting Attention in the Orphanage[edit]
Attracting Attention in the Orphanage is specific to Ambition: Light Fingers! and is gained through failure at various actions while exploring the orphanage. Once gained, this menace is only lost upon Escape or by reaching the failure state. If this menace reaches 6, it triggers the autofire storylet Discovered! which sets Wounds to 6 (even if it was higher) and your location to A small, velvet lined box.
Inciting a Simian Revenge?[edit]
Inciting a Simian Revenge? is specific to the Topsy King branch of Ambition: Heart's Desire!
Disgruntlement among the Expedition[edit]
Disgruntlement among the Expedition is a menace exclusive to Moulin Expeditions and is gained by failing checks while performing an expedition. This is cleared by returning back to Moulin. If this ever reaches 8, then Mutiny! will trigger, increasing your Wounds +4 CP, and sending you immediately back to Moulin with no wages. For full details see Moulin Expeditions (Guide).
Disgruntlement among the Students[edit]
Disgruntlement among the Students is a menace exclusive to the University Laboratory. This is raised by making use of your students while they are at max level (level 5). Occasionally you will get an alternative success where the disgruntlement is raised by 1 CP. This can be reset by graduating a student.
When it reaches 4, you will start to draw the menace card Student Complaints, whose options can lower disgruntlement. If this ever reaches 6, you will draw the menace card Student Fury, which will cost you -200 x Laboratory Research, gain you Scandal +1 CP, and lower disgruntlement by -7 CP.
Hearts' Game Menaces[edit]
Poison Tolerance of Your Target
Poison Tolerance of Your Target is a menace specific to Hearts' Game and increases during a round. The higher this is, the less effective your actions will be in increasing Poisoner's Progress. This is gained just as time goes on during the game; starting at about turn 5, it increases at every action. A small number of Accomplices can help lower it. For full details see Hearts' Game (Guide).
Elusiveness of your Target
Elusiveness of your Target is a menace specific to Hearts' Game and tracks how close you are to losing the round. When it reaches 8, the round ends on a loss, unless you reach Poisoner's Progress 8 at the same time, in which case it results in a win. This is gained just as time goes on during the game; starting at about turn 5, it increases at every action. A small number of Accomplices have actions that are guaranteed to raise it. For full details see Hearts' Game (Guide).
Irrigo[edit]
Irrigo is a menace gained while exploring the Cave of the Nadir, and the amount you accrue determines what Attribute penalties are inflicted as you leave. If this menace reaches 10, you are forced out of the Cave via the storylet Drowning in violet.
For more information on the Cave expedition, see Cave of the Nadir (Guide).
Moonlit[edit]
You may become Moonlit while exploring the Moonlit Woods in Balmoral. Once this quality reaches 5, you can enter Balmoral As Before from the paths, enabling you to observe that your quarry is a Fox (see the Moonlit Woods Guide); this is also where you must meet with September after the first time you speak at the Kirk, in order to advance his story.
You lose 5x Moonlit when you identify your quarry, but it otherwise carries over when you leave the woods. Moonlit can be spent outside of the woods when you Paint with Moonlight in Crathie, Freeze the Solacefruit Champagne Royale into a sorbet at the Passenger Dining Room at Station VIII, or Present the Mandolinist with Moonlight at Marigold Station.
Orthos is Coming![edit]
Orthos is Coming! increases while doing actions at Bullbone Island, Corpsecage Island, or Grunting Fen, behaving as a timer that determines the length of your stay and which options are available at any given time on each island. When it reaches 10, Orthos catches up to you, and you have to leave the location. For more details see Embarking on a Voyage of Scientific Discovery (Guide).
Plagued by a Popular Song[edit]
Plagued by a Popular Song is specific to Mahogany Hall. If it reaches 5, a storylet auto-fires in that location that causes one of your weasels (an Araby Fighting-Weasel, or a Lucky Weasel if you don't have a fighting weasel), or an unlucky nearby weasel, to explode. For more details see Tales of Mahogany Hall (Guide).
Reducing Plagued:
- Ask for help (50% Luck chance) either eliminates Plagued or +2 CP
- Sing your own version of 'Pop Goes The Weasel' ( Persuasive 102): -2 CP
- Time, the Healer: -1 CP each week
Taimen's Attention[edit]
Taimen's Attention is specific to Khan's Heart and is gained when completing most intrigues and failing checks in the Khanate. The higher Taimen's Attention, the more damaging to your Khaganian Front failures are. Higher Taimen's Attention also makes certain checks more difficult.
For more information on intrigues in the Khanate, see Khaganian Intrigue (Guide).
Troubled Waters[edit]
Troubled Waters is a menace gained at zee. Most options on zailing cards increase it at least slightly. As it increases, you'll start to encounter greater hazards like the Circumcelion Brotherhood or the Killing Wind. If it reaches 8, your voyage will end abruptly, as you are either killed (visiting the Fathomking on your way to |the Boatman) or sent to The Mirror-Marches.
A number of other qualities track details such as your crew's morale (Creeping Fear, Mutinous Whispers, Rumbling Stomachs), your vessel's physical condition (Groaning Hull), and who or what is pursuing you (Silent Stalker, Unwelcome on the Waters). These are discrete Circumstance qualities with a maximum level of 1, and they mostly determine the type of demise you face at Troubled Waters 8
For more information on how Troubled Waters affects zailing, refer to Zailing (Guide).
Unaccountably Peckish[edit]
Unaccountably Peckish is associated with Seeking Mr. Eaten's Name. If you are not pursuing this story, you will want to eliminate this menace in order to stop drawing associated cards.
Reducing Unaccountably Peckish
- Roast chestnuts. That should do it. on the ACE OF HUNGERS card, which you are certain to draw if you have 1 level of UP (-1 UP)
- Take some refreshment in The Labyrinth of Tigers ( Dangerous 104; -2 UP)
- Scraps from the table from A Restorative (opportunity card with Wounds 2; -2 UP)
- Send Lyme to the market/Take supper with him as part of the Pygmalion carousel in Mahagony Hall (-3 UP)
Increasing Unaccountably Peckish
- Give away a Starveling Cat
- See what your Starveling Cat knows in The Flit with a Starveling Cat
- Many options related to SMEN
- Delicious, delicious lumps (at Zee)
- Attend and speak of...terrible things. with UP 2+
- A comfy chair by the fire on a failed luck check
Unravelling[edit]
Unravelling is a menace exclusive to Irem and is gained by failing various checks or taking some actions within the various futures of Irem. This menace is cleared by leaving the futures and returning back to Irem. If this ever reaches 8, Unraveled! will autofire and kick you back into Irem and in the process you will lose 1 of every Iremi item acquired in the futures.
For more information on Irem, see Irem (Guide).