Thanks to a chat with the clever (& stylish!) Mr. Matt Wilson, I have a better handle on things now.
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Each quality has a basic move associated with it. Here is the basic move for Persuasive.
When you're persuasive, roll+Persuasive. On a hit, you have the desired effect on them. On a 10+, choose 3. On a 7-9, choose 2.:
- The effect is especially long-lasting
- The effect is far-reaching
- They are unaware of your manipulations
- Choose an item from one of your Minor Qualities, as appropriate
As you can see, your Minor Qualities factor in to these basic moves. Each Minor Quality that you earn will unlock various tools with which you can modify your basic move results. Most MQs will give you an extra item to choose when you get a hit. Some will also give you +1 forward under certain circumstances. A few are also moves in their own right, with their own rolls and outcomes (often generating hold of various sorts).
This spider's web of Qualities, Minor Qualities, outcome choices, +1s foward, and hold forms the basis for the Knife & Candle experience, which is sure to be an exciting challenge for even the most devious of players.
As an aid to memory, here is a list of Minor Qualities to be employed during play...
Daring
Heartless
Hedonist
Magnanimous
Ruthless
Subtle
Direct
Melancholy
Steadfast
Connected (various)
Voice of the Masses
Free of Surface Ties
The Darling of the Ambassador's Ball
A Survivor of the Affair of the Box
An Admirer of Art
An Admirer of Beauty
A Veteran of the Battle of Wolfstack Docks
A Scholar of the Correspondence
Master Thief
A Fearsome Duellist
A Bringer of Death
Inspired
Fascinating
Running Battle
Seeker
Investigator
Lurker
Fog-Shadow
Officer of the Troublesome Rose
Officer of the Extinguished Candle
Officer of the Midnight
... the discovery of which shall be no small challenge in itself.