Glossary

Glossary of Terms


Table of Contents

Note: All terms with ^ are historical terms that have been adapted to Baroque Bloodlines. The terms may or may not have been adopted in game at the same time or by the same person as they were in history.

The Council of the Marked is the ruling party of the European Quarter. Consisting of marked representatives from each of the nation-states, the council forms a super-structure for settling disputes between nations and determining the actions of the Quarter as a whole.


The Great Uprising was a revolt staged a century ago in the European Quarter, in which militant Marks overthrew the existing governments and established new ones across the continent, leading to the establishment of the Council of Marks and the quarter proper.


The Kyoshu Protocol was a treaty between Japan and the European Quarter. The treaty stated that in exchange for continued independence from Europe and control of several key territories, Japan would allow the European Quarter to colonize the rest of the continent unopposed.


The Monroe Doctrine is a foreign policy developed by president James Monroe stating that if Europe intervened in the Americas, America would intervene in Europe.

In Baroque Bloodlines, the Monroe Doctrine is used by the American Quarter as part of the reasoning for forcing Europeans out of the American Quarter.


The Roosevelt Corollary was an amendment to the Monroe Doctrine made by president Theodore Roosevelt. The policy stated that since Europe could no longer act in the Americas, the United States would take over to “police” the Americas.

In Baroque Bloodlines, the Roosevelt Corollary was enacted in order to justify United States involvement in the affairs of other nations in the Americas, allowing the United States to take control of them and become the sole power in the quarter.


The Theme Coherency Rule is a guideline for building characters. The rule goes as follows:

  • A character may have any mundane traits he wishes
  • If a character has any supernatural or exotic traits or any other non-realistic abilities (such as magic), he must also have a character theme. (A character without any such traits may still have a character theme if they wish.)
  • Any non-realistic traits a character has must somehow correlate to their theme.

For example: Walter wants to create a character with an impaling attack and injury tolerance. Because his traits are exotic, he chooses the theme of a shapeshifter to explain his traits. The GM rules that shapeshifting explains why Walter’s character’s has an impaling attack, but not his injury tolerance. Walter explains that his character’s shapeshifting works by manipulating his body tissue, thus allowing his to “harden” his body to resist damage. The GM rules that this is acceptable provided Walter’s character takes injury tolerance (homogeneous) with the Switchable and Costs FP modifiers.

Glossary

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