Cover Identities (Guide)

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Cover Identities Summary
Variable-Length Activity
Setup Progress End
1 A 0+ A 1 A
Progress

Details

Build out your cover identity.

Max 10:, Max 6:, Unlimited:

Items Inputs/Outputs
Start-up
  • Free (No Ties)
Inputs
Outputs
Raw EPA 3.60 Raw SPA 5.68

Mechanics[edit]

Cabinet Noir[edit]

In order to construct a Cover Identity, you need at least . Higher values of enable more advanced Identities with more available Cover Identity Qualities. The can be built and upgraded in for the usual scaling cost of in addition to the other listed requirements.

Level Requirements Qualities Enabled
2 3


3 2
4 3
1

Constructing an Identity[edit]

Starting a New Identity[edit]

A new Cover Identity always starts with 1. With 4 and either Favours to spend, Ambition items to show, or Whitsun beasties to enclue, it is possible to also set when creating a new Cover Identity. It is not possible to later add or change until you lose your current Cover Identity and start a new one.

Ties Action Requirement
-

Building Up an Identity[edit]

cannot be changed after the Cover Identity is started.

Quality Limit Challenge Gain
10 (3)
(150 + 10 x )
6 (3 + )
(5 + )
6 (3 + )
(5 + )
6 (3 + )
(5 + )
Quality Cost Gain
(2 actions)

Selling an Identity[edit]

Repeatable Sales
Action Storylet/Card (Location) Cover Identity Qualities Reward
Clay Highwayman's gang (Non-Marauder)
()





Clay Highwayman's gang (Marauder)
()





A Veteran Revolutionary

An Urchin
()

A constable
()


A Devil
()

Devils
()





(leads to )
Spies
()






(leads to )
A Legal Scholar
()


Academic
()



The person you were
()





()






(N = + + + )
(No )
()
()
()

Clay Highwayman Grand Larcenies[edit]

When you are part of the Clay Highwayman's gang, you have the opportunity to perform larcenies across the Hinterlands. The highest level larcenies require Casing 10 and moderately advanced Cover Identities and reward you with 312.50 Echo items.

Grand Larcenies
Action Card Cover Identity Qualities Reward
Eccentric Philosopher


Seasoned Smuggler


Inconvenient Royal



Palaeontological Yank


Precious manuscript



One-Time Uses[edit]

There are also a few one-off opportunities to use Cover Identities, such as erecting statues or advancing storylines.

One-Time Uses
Action Storylet/Card (Location) Cover Identity Qualities Reward
Put up a statue (Balmoral)
()





Put up a statue (Moulin)
()

Identify yourself...
()

Hillchanger Tower, Changed
Join the gang
()



Strategy[edit]

Assuming all checks are 100%, the baseline cost of a constructing a Cover Identity is ( + + + ) actions. You may also have a cost of 1 Favour for adding . The cost in both items and actions of depends on the options used to raise it, but can also be fairly approximated as 1 action per Backstory with some exceptions.

From this, we can determine that Provide an Urchin with evidence that she's a long lost heir, Sell an undercover identity to a constable, Sell a socially plausible cover identity to a Devil each cost 5 actions (not including travel) + 1 Favour to receive 2 Favours. We can also approximate that Put up a statue in honour of your Cover Identity (which is to say, yourself) costs 14 actions + 1 Favour.

Involve the Clay Highwayman's gang in industrial steel robbery (Non-Marauder) costs 32 actions + 1 Favour to receive 10-11 . In order to get 10 railway steel from other sources, it takes 2 actions, 230 BSI and 2 Justificande coins. Assuming 2 actions for the coins, and 1 action for the favour, one would have to get more than roughly 7.9 or 8.7 BSI/action to make it more efficiently through other sources. This is in line with the best sources of Steel.

Selling a very advanced identity to Devils or to to Spies costs around 530 actions to receive an that results in a or , respectively.

We can also approximate that Fence this identity is upper-bounded at 2.50 EPA. Each point of , , , or adds one 2.50 E item to the reward and each 5 points of adds one 12.50 E item. Spending a Favour to add when starting the identity does not increase the reward at all, but merely changes which 2.50 E items you receive. That said, while it does not compare favourably to other options as an Echo grind, this is a good source for some of the possible rewards. If you do grand larcenies, you can push this up to a 3.60 echo grind, if you get ivory organzas and use the rat market.

Elaboration[edit]

The scaling difficulty check for increasing means even top-level characters will not be able to guarantee success when building an Identity that require high level of Elaboration. The challenge to add a 10th point of Elaboration has a difficulty of 240, which would take 400 to guarantee success. A realistic value of 300 gives only a 75% chance of success. On average it will take attempts to achieve success.

The table below summarizes the scaling challenge, success chance, and cumulative action cost for a character with 300. The scaling is not exactly proportional, but is somewhat close. A character with 280 Shadowy would take 11.78 actions on average to reach Elaboration 10, while a character with 320 Shadowy would need 10.74 actions on average.

Challenge Success % Attempts Needed Cumulative Actions
1 150 100% 1 1
2 160 100% 1 2
3 170 100% 1 3
4 180 100% 1 4
5 190 95% 1.05 5.05
6 200 90% 1.11 6.16
7 210 86% 1.16 7.32
8 220 82% 1.22 8.54
9 230 78% 1.28 9.82
10 250 75% 1.33 11.16

Backstory[edit]

There are several items which can be spent to gain backstory.

: It's hard to get these reliably. For 10 backstory, it is always more efficient to Make your Pawns follow your cover identity unless you can get 45 pawns/action. Relative efficiency for larger quantities of backstory varies.

: Overall, this ends up at per action.