Not at all! It’s a pleasure.
The Implants
The implants were similar to the Crimson Death gifts. They were meant to be power-ups but with a body horror edge to them, meant to make the player squirm a little at the same time as they were enjoying it, to ask themselves exactly what they were letting Holofernes do to their body in the name of power.
The Lens
A photographic memory seemed like a cool power to have for detective-type PCs and I liked the idea that, in this era, “photographic” meant the kind of sepia-toned daguerreotypes of the High Victorian era. Plus the body horror aspect of having to have your normal eye ripped out of your head and this thing installed.
The Magnet
There’s an implant in Iain M. Banks’ science fiction novel Consider Phlebas that lets its owner go without sleep permanently by switching off first one half of their brain then the other. I probably made it a magnet in Baroque because people had a lot of strange ideas about magnets in the nineteenth century; a lot of quack doctors and pseudoscientists made all kinds of wild claims about what magnets could do.
In the game itself, never needing to sleep doesn’t really come up very much but I’m kind of fascinated by the idea. Working on a potential sequel to Baroque I came up with the idea of a Byronic, brooding pirate king figure with the same condition, who’s worried about going insane without being able to dream. So he kidnaps a theatre troupe and has them perfom enigmatic plays for him every night, in an attempt to artificially recreate the dreams that he should be having. I also considered having the PC having the condition and be the one slowly going mad.
The Drug Pump
Wasn’t originally an option but one of the play testers wanted an augmentation option for a more social/performance-oriented character. At first, I couldn’t see what kind of steampunk modification could possibly make a character better at creating art, and then I thought: drugs!
The dream that the PC has when they get the pump installed is a reference to noted opium fiend Samuel Taylor Coleridge’s Kubla Khan. The story goes that Coleridge came up with the first three verses in an opium haze but then was interrupted and was never able to recreate the rest. But that won’t be a problem when you’re permanently mainlining opium.
Surnames
De Winter
“De Winter” comes from Milady de Winter, the antagonist of The Three Musketeers. It’s not a reference to the character herself (although she is quite a Gothic figure); I just liked the way it sounded. It’s simultaneously aristocratic, kind of ominous, and yet doesn’t sound completely made-up.
It was after settling on de Winter that I came up with the idea of the four masked rulers of Babel, each representing a different season, and the PC being a descendant of Winter. It seemed logical that Winter’s greatest enemy would be Spring; “Thallo” is the Greek goddess of spring, so that’s how Lord Thallo got his/her name.
I never wrote anything about what happened to the descendants of the other two rulers, Summer and Autumn. I think it’s healthy for a setting to have at least a few permanently unsolved mysteries; otherwise it begins to feel a bit small. Somebody did once ask (and get) my permission to run an online PbP set in Baroque that would have featured the Summer and Autumn bloodlines. I don’t think it ever happened, though.
Challenger
Pulp heroes usually have emphatic, action-oriented names like Doc Savage. I got the name “Challenger” from Arthur Conan Doyle’s pulp-adjacent Professor Challenger stories.
At one point I imply that the Challenger Deep was named after the protagonist of Cliffhanger.
