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Established after Herbert O. Yardley deciphered a series of mysterious, coded telegrams in the depths of WWI, the Black Chamber is a top secret agency of the United States government which responds to and contains all traces of extranormal activity within US borders and outside of them when necessary. Though officially disbanded in 1929, the Chamber has continued to operate in secret until the present day. Unfortunately, the beginning of the 21st century and the advent of the war on terror led to the Chamber's scope of operation being drastically reduced as other threats diverted the nation's attention. That all changed when an unprecedented terrorist attack devastated Chamber Headquarters, eliminating all ranking members of the organization and leaving the United States without any means to defend itself against extranormal threats. In response, the Black Chamber is recreated from the ground up and you are placed in command. Your orders are to use all means necessary to defend the country from that which cannot be explained and to find out who eliminated your predecessors and why.

Inspired by such seminal works of the late 20th century including X-COM, Delta Green, the X-Files, as well as Fringe and Supernatural.

Latest Blog

Behind the Scenes: The Hub/HQ Screen

Since the screen shot doesn't really capture it and it's not ready for video yet, here's a quick rundown of what goes on behind the scenes at the HQ screen.

Every time step (days or hours, not sure yet) your satellites (the green boxes) detect any paranormal phenomena within their radius. Depending on how you've arrayed your intelligence forces, you may also catch wind of a cultist plot being undertaken. Satellites and intelligence services can overlap, increasing detection probability. Phenomena are constant, and may happen at any time, whereas cultist plots happen in two distinct varieties: major and minor. Major plots are concocted by the big baddys, only one of whom is active at any time. Fail to stop enough of these, and the world is toast. Minor plots are the undertakings of smaller fringe cults, and, while dangerous, cannot be apocalyptic in and of themselves. Smaller fringe cults have no limit on how many may be active at once, but they can be tracked down and permanently eliminated from the game.

There are two possible ways in which the player interacts with plots and phenomena. In the first, satellites and intelligence services uncover them before they are unleashed. This leads to a simple response mission or, in some cases when dealing with cults, an Operation. The second case occurs when the player fails to stop the plot before it becomes harmful. This is when things go FUBAR and bad stuff happens: cities are overrun by zombies, giant tentacle monsters rise from the sea, and the use of nuclear weaponry is authorized to stop a shambling mound of pseudoplasm from devouring the Washington Monument. Try not to let that happen.
  • Production
  • jesk77
  • Construct 2
  • Tactics Strategy RPG
  • 03/03/2012 04:34 PM
  • 03/11/2013 08:23 PM
  • 01/01/2014
  • 8399
  • 6
  • 0

Posts

Pages: 1
Oh my god delta green yes.

You have all of my subscriptions. All of them.

edit: I'm pretty much at capacity for things I can work on at the moment, but if you ever need a tester, drop me a line. That I can do no problem.
Oh, I'm definitely going to have to try this out when it's done. It looks awesome so far. Good luck!
No relation to the White Chamber right?
Not related, no, but the Black Chamber will definitely feature horror elements.
Pages: 1