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* {{Narm}}: In The Service of Mr. Sacks is one of the more frightening sidequests, with an evil Santa Claus invading your dreams and demanding 'offerings'. You can choose to offer him your wealth, which gives you a detailed description of him taking everything you own and leaving you penniless on the streets of London...but he only takes 50 Echoes, which undermines the horror of the choice somewhat.

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* {{Narm}}: In The Service of Mr. Sacks is one of the more frightening sidequests, with an evil Santa Claus invading your dreams and demanding 'offerings'. You can choose to offer him your wealth, which gives you a detailed description of him taking everything you own and leaving you penniless on the streets of London... but he only takes 50 Echoes, which undermines the horror of the choice somewhat.



* StoicWoobie: Poor Scarred Sister. [[spoiler: By the time she becomes a crewmate, she has become homeless, covered in nearly fatal burns, no longer can live with her sisters...and this is all ''after'' she was unhappily forced into living in the Neath to remain with them. Phoebe just isn't a lucky person.]]

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* StoicWoobie: Poor Scarred Sister. [[spoiler: By the time she becomes a crewmate, she has become homeless, covered in nearly fatal burns, no longer can live with her sisters... and this is all ''after'' she was unhappily forced into living in the Neath to remain with them. Phoebe just isn't a lucky person.]]

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* ScrappyMechanic: Your base stats can be increased by giving Secrets to your officers. A weird quirk of this is that each officer has a maximum level they can increase stats to (usually 100), but this value is checked against your ''cumulative'' stats, not your base stats. This means reaching your actual maximum (or close to it) requires unequipping all of your officers and any other items affecting your stats. On the plus side, if you're sailing the Dreadnaught, you can dump 25 extra points into Veils thanks to the penalty that comes with the ship.

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* ScrappyMechanic: Your base stats can be increased by giving Secrets to your officers. A weird quirk of this is that each officer has a maximum level they can increase stats to (usually 100), but this value is checked against your ''cumulative'' stats, not your base stats. This means reaching your actual maximum (or close to it) requires unequipping all of your officers and any other items affecting your stats, and you can't mitigate the effect your vessel has on your stats. On the plus side, if you're sailing the Dreadnaught, you can dump 25 extra points into Veils thanks to the penalty that comes with the ship. Just max out your Iron stat first.



* ThatOneSidequest: Maxing out the Anarchist Supremacy requires you to go all the way to Vienna to receive a MacGuffin, then returning it to Fallen London, over and over again. It's not difficult, but it's tedious and requires a huge investment, since trips to the Surface are not cheap.

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* ThatOneSidequest: ThatOneSidequest:
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Maxing out the Anarchist Supremacy requires you to go all the way to Vienna to receive a MacGuffin, then returning return it to Fallen London, over and over again. then repeat the same task another six times. It's not difficult, but it's tedious and requires a huge significant investment, since trips to the Surface are not cheap.
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** Getting the Touch of the South. You have to zail down Adam's Way, off the map, and pass a very difficult Veils check. Failure ''kills you''. Success gives you the Touch of the South and dumps you back outside Apis Meet, with your hull and crew reduced to one each. Now you get to limp back to London at half speed, with Terror accumulating at double the normal rate. There's ways to make this easier (the Cladery Heart can bypass the Veils check and the HPToOne effect, and the ''Lampad''-class cutter with WE ARE CLAY avoids the half speed and double Terror) but either way it's still a nail-biter.

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** Getting the Touch of the South. You have to zail down Adam's Way, off the map, and pass a very difficult Veils check. Failure ''kills you''. Success gives you the Touch of the South and dumps you back outside Apis Meet, with your hull and crew reduced to one each. Now you get to limp back to London at half speed, with Terror accumulating at double the normal rate. There's ways to make this easier (the Cladery Heart can bypass avoids the Veils check and the HPToOne effect, effect since it's a living ship, and the ''Lampad''-class cutter with WE ARE CLAY avoids the half speed and double Terror) but either way it's still a nail-biter.
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** Getting the Touch of the South. You have to zail down Adam's Way, off the map, and pass a very difficult Veils check. Failure ''kills you''. Success gives you a couple of rare items, the Touch of the South, and dumps you back outside Apis Meet, with your hull and crew reduced to one each. Now you get to limp back to London at half speed, with Terror accumulating at double the normal rate.

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** Getting the Touch of the South. You have to zail down Adam's Way, off the map, and pass a very difficult Veils check. Failure ''kills you''. Success gives you a couple of rare items, the Touch of the South, South and dumps you back outside Apis Meet, with your hull and crew reduced to one each. Now you get to limp back to London at half speed, with Terror accumulating at double the normal rate. There's ways to make this easier (the Cladery Heart can bypass the Veils check and the HPToOne effect, and the ''Lampad''-class cutter with WE ARE CLAY avoids the half speed and double Terror) but either way it's still a nail-biter.

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