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THEY CAME FROM THE CYCLOPS'S CAVE and [CLASSIFIED]

Created by Onyx Path - Double Feature...

Help fund the development and production of TWO new rulebooks for the THEY CAME FROM... tabletop roleplaying game line.

Latest Updates from Our Project:

A Quest Completed! A Treasure Revealed!
about 2 years ago – Tue, Mar 22, 2022 at 07:55:13 AM

Hello Cyclopes & Superspies,  

Or should I say, Hello Action Superstars! Because working together, we've unlocked a pretty big Stretch Goal reward!  

ACHIEVED! -At $35,000 in Funding – NEW ARCHETYPES SUPPLEMENT – Expand your options with new Archetypes! Onyx Path will create a new supplement with Archetypes, Origins, and Covers designed to work with both They Came from the Cyclops’s Cave! and They Came from [CLASSIFIED]! Inspiration will come from an iconic action superstar who managed to play in both genres with Conan the Barbarian and True Lies, plus so much more… This reward will be added to the rewards list for any backer receiving the PDF rulebook of either game.  

But this cannot be the end of our quest or the final objective of our mission! No! We must press on, for there are more secrets to uncover in the dark corridors ahead...  

As before, we'll snap back and forth between our two games for these goals, and then in the distance... maybe an ultimate goal that serves as a reward for all? Something that builds upon our previous goals and further develops the genre explorations that are at the heart of the They Came From... line?  

At $37,000 in Funding – CYCLOPS’S CAVE DIRECTOR’S SCREEN ADD ON – A three-panel Director’s Reference Screen with charts and information for running a game of They Came from the Cyclops’s Cave! will be created and offered as an Add On to any hardcover reward tiers for +$25.  

At $39,000 in Funding– [CLASSIFIED] DIRECTOR’S SCREEN ADD ON – A three-panel Director’s Reference Screen with charts and information for running a game of They Came from [CLASSIFIED]! will be created and offered as an Add On to any hardcover reward tiers for +$25.  

At $41,000 in Funding – CYCLOPS’S CAVE DIGITAL WALLPAPER– Dress up your computer monitor with some fantastic fantasy artwork from They Came from the Cyclops’s Cave! This reward will be added to the rewards list of all backers.  

At $43,000 in Funding – [CLASSIFIED] DIGITAL WALLPAPER– Secure your computer monitor with some exciting espionage-inspired artwork taken from They Came from [CLASSIFIED]! This reward will be added to the rewards list of all backers.  

At $45,000 in Funding – CINEMATIC POWERS SUPPLEMENT EXPANSION – He said, “I’ll be back!” and meant it. Onyx Path will expand their plans for the Action Superstar-inspired supplement by adding new Cinematic Powers designed to shine the spotlight on the new archetypes. All backers receiving a PDF version of either game will automatically have the expanded Action Superstar PDF supplement added to their rewards list.  

And there we go! Our missions laid out ahead of us, with our ultimate target as the grand finale! Or perhaps, the ultimate reward for a victorious quest! Let's continue to work together to dispatch adversaries, outwit opponents, and... unlock Stretch Goals!  

#EyeSpy

#TheyCameFrom

#DoubleFeature

Trailer Tuesday... Bond, James Bond.
about 2 years ago – Tue, Mar 22, 2022 at 07:11:02 AM

Hello Oracles and Operatives,

I could talk about James Bond all day. Despite a lot of the stuff that's cringe-worthy in the, oh... first 20 films or so, I still love a lot of the bits from this series. The love of travel in the Connery films, with 15 minutes of Bond checking his hotel room for listening devices,  to the necessary appearance of a helicopter in almost every Bond film. I could write a whole essay about it (I actually did, but Kickstarter's update system just ate it. I am writing this with clenched fists and gritted teeth).

So let's get to the elephant-sized agent in the room and look at some Bond trailers. I think these movies are able to provide great inspiration for your game, and at least demonstrate how much fun you can have with these tropes and action-packed formula. I also think the best way to handle a lot of the rougher part of Bond - the sexism, racism, classism and more - is to do exactly as Matthew said in the Onyx Pathcast: it's best to leave it out of your game entirely or to subvert it where you can.

Now, let's get to some Bond...

James Bond: Connery Era (1962-1967 and 1971):Rather than cover each Bond movie in turn, it’s perhaps better to explore what each era of Bond brought to the table of espionage movies. With Connery’s early Bond, we had a seriously dry spy, whose jokes tended to revolve around murder, who even appeared forceful and domineering around his partners. In latter era Connery, he was leaning more heavily on gadgets, tried and tested formulas, and the fight scenes of earlier movies all felt a little more comical. This isn’t a criticism, however. Among all the Bonds, Connery shows the greatest range of play, with the Dr. No Bond a far cry from the Bond in Diamonds Are Forever. Of note, these Bond movies introduced us to SMERSH / SPECTRE and Blofeld, both of which largely died away in later movies, at least until Daniel Craig. Connery Bond movies are always worth a watch, with Goldfinger arguably the most fun and with the best pacing, and Thunderball or From Russia with Love competing for best effects, drama, and story. Never miss a chance to watch Bond fighting “Red” Grant, if you can help it.

James Bond: Lazenby Era (1969):Not so much an era as a single movie, George Lazenby’s Bond has received critical reappraisal in recent years. He’s far from the most charming, or even well-acted Bond, but the story in On Her Majesty’s Secret Service is one of the strongest in the way it provides insight into Bond’s character. This one’s a firm inspiration if you want your TCfC! games to involve agents’ families and personal motivations.

James Bond: Moore Era (1973-1985):To some, the Moore era of Bond is the death knell that made them switch off and watch more serious, gritty spy flicks. For us, you can’t do much better than take the over-the-top plot of A View to a Kill and combine it with the eccentric characters in Live and Let Die and The Man with the Golden Gun to make a lengthy They Came from [CLASSIFIED]! plot. While few people would look at Moore’s milieu and say, “That’s the best Bond movie” (though The Spy Who Loved Meis damn good and peak Moore), you won’t have much more fun watching Bond outside this era. Plus, Moore has a gentler way about him than his predecessors, very much feeling like his character from The Saint, Simon Templar.

James Bond: Dalton Era (1987-1989): Sadly short-lived, the Timothy Dalton era gave us a preview into what Daniel Craig had in store a couple of decades later. That said, a lot of focus is given to Dalton’s firmness and serious nature, but that mainly shows up in License to Kill, while The Living Daylights is still a silly romp in the snow. Dalton’s Bond could be an inspiration to anyone playing an Operative, while the plots in these movies lend themselves to gritty TCfC! stories with more realistic characters, such as drug dealers and traffickers, than the zany sci-fi of Moore and later era Connery.

James Bond: Brosnan Era (1995-2002): An era buoyed by a successful video game, one could certainly argue (and I do) that the Brosnan era produced one good film, and that was Tomorrow Never Dies, which simultaneously makes Brosnan a romantic and a killer, while also introducing one of the franchise’s best, most innovative villains in Elliot Carver. What Brosnan’s Bond does well is situating it in the teen, young family audience frame, as there’s a little sexiness, a lot of action, and completely shallow plots. Brosnan’s Bond is forgettable, but the explosive sequences and chases pave the way for the next era.

James Bond: Craig Era (2006-2021): In many ways, Daniel Craig’s Bond resembles the literary Bond more closely than any of his predecessors. You can catch glimpses into his humanity, but also recognize the point when he loses his moral façade and decides to embark on a killing spree. You get the impression Craig’s Bond is remorseless, but at the same time he loves his country, his employers, and considers his job the most important thing in his world. While his era of movies is distant from TCfC!’s time, you can take so much from his movies (not Quantum of Solace) and insert them into your plots, from the suspenseful gambling scenes and brilliant seduction scenes in Casino Royale to the fantastic action and character work in Skyfall.

Well, I had written up a whole thing about how the times influenced the films, though probably not as much as lawsuit threats and studio financing and where the Bond team felt like going on vacation. There was stuff in there about the secret work of Nikki van der Zyl and the actors who dubbed Goldfinger and George Lazenby. All gone. As I tell my kids, save your drafts!

But, in the end, watching the trailers and hearing the theme music says as much about Bond as anyone ever could. I've watched all of the films several times. And, while the series has both high- and low-points, i can usually find a little bit that sticks with me in each one  

We'll get some more inspiration with another piece of fiction from the game coming tomorrow. In the meantime, please continue to recruit agents, and let's see if we can't get another Stretch Goal unlocked.

Until then... favorite Bond film? Favorite Bond actor? Favorite Bond gadget? Favorite Bond villain? Sound off in the comments!

#EyeSpy

#DoubleFeature 

Backers Only - [CLASSIFIED] Manuscript Preview 002 - Systems
about 2 years ago – Mon, Mar 21, 2022 at 03:50:39 AM

This post is for backers only. Please visit Kickstarter.com and log in to read.

Coming Attractions: Antagonists & Opponents
about 2 years ago – Sun, Mar 20, 2022 at 08:43:16 AM

Hello Adventurers and Agents,

Today we're going to take a sneak peek at material from some of the future sections of the manuscripts for both of our books, They Came from [CLASSIFIED]! and They Came from the Cyclops's Cave! These are just brief hints and small tastes, and backers will be able to read the entire chapter for each book before the campaign ends and any pledges are processed or payments collected.

The best heroes have the best villains, they say, and I have to acknowledge some of the truth of that as the latest Batman movie is in theatres and the latest Spider-Man movie is now available for digital streaming. Certainly many of the best Bond movies have memorable villains, and would Conan the Barbarian be the awesome figure he was without Thulsa Doom? 

Let's dig in to the antagonist section for each book, starting with Masterminds & Henchmen, since we're currently in our [CLASSIFIED] phase. In the full chapter, you'll get information about organizations and enemy agents, along with suggested scenarios and imagined interactions. As always in they They Came From... games, storyhooks and adventure ideas abound within the text. 

PHANTOM

PHANTOM (the International League of Psychopaths, Henchmen, Assassins, Nationalists, Terrorists, Operatives, and Masterminds) is a present thorn in the world’s side, and one of those rare exceptions that makes the democratic and communist world join arms and fight side by side, just as we did during the war. They’re a society of dangerous militants and masterminds, obsessed with exploring the bleeding edge of technology no matter the ethical cost. Were you to fight a robotic menace in the field, it’s likely a PHANTOM agent’s working its controls.

PHANTOM is led by the mysterious Mr. E. Phantom (you’ll read about him later) from his base on the moon, though I’m reliably informed he has a rocket shuttle enabling him to travel to and from the planet’s surface whenever he sees fit (we believe he also has bases in volcanoes, glaciers, and other such extreme locations). I’ve no idea the effect such travel would have on a man’s physiology, but it’s quite likely he’s augmented his being with robotics, given PHANTOM’s love of cutting-edge tech.

If ever you find yourself handling a terrorist assault where the attackers use laser weapons, and wear visors and striking gold and black uniforms, you’re dealing with PHANTOM. Yes, they’re eccentric, and yes, they look like something out of Flash Gordon, but they’re extremely human and very much a mix of homicidal misanthropes and megalomaniacal sociopaths. The one advantage we have over them is their methods of execution (when they seize our agents) are often so convoluted, we find opportunities to escape.

“The Armorer” Tex Apocalypse

I’ll answer the obvious question first: no “Apocalypse” isn’t his real name, but it’s pretty close. Tex O’Pochlipsz is the son of a delightful Irish-Polish couple who migrated to America in the 1920s, and shall we say, Tex embraced the culture of America — hot girls, hot lads, hot guns, hot guts — over that of either of his sweet parents. Yes, I know them personally, and Ma O’Pochlipsz makes a fine coffee cake.

Apocalypse joined up as an artilleryman in 1943, only to go AWOL shortly after landing on Omaha Beach. I can’t blame the young man. That attack was a success, as you know, but can only be described as an awful experience, and he was a kid of 18. According to Tex, he joined the French Resistance (an unlikely possibility) during the year he vanished, but by the time the military police grabbed him and sent him home with a dishonorable discharge, he’d developed an attitude and a great capacity for charm.

Tex stayed in touch with some of his buddies from the forces, though naturally many didn’t look kindly on his perceived cowardice. Enough did retain contact, though, for Tex to realize they were all short of cash and tired of military service, and with criminal connections he made while he was at home in the States and they were out fighting, he made an offer: Get weapons and materiel back to me, I’ll sell it, and you can take a cut.

All of a sudden, Tex Apocalypse was in business.

Since 1945, Tex has run guns, grenades, and all manner of militaria through his contacts and lovers in the United States Army and Air Force (sailors won’t touch him; they’re far too honorable for such back-alley dealings, if you ask me). By the 1950s he’d expanded his reach beyond the local criminal underground all the way to international buyers, including those on the wrong side of the Iron Curtain. And this is why Tex Apocalypse is our problem.

Rumor has it, Tex Apocalypse has been appointed as PHANTOM’s primary arms dealer in the States, and with his myriad connections, he’s well-suited to the task. He hosts international terrorists at his ranch in Kansas, his penthouse in New York, or on his island habitat in the Bahamas, and the demand only increases. This man, with his Stetson (of course), jovial attitude, and love of beef, needs shutting down rapidly.

Goals

Tex Apocalypse is a simple man with extravagant tastes. He wants cold hard cash, but spends it on rare items he doesn’t appreciate, such as artwork and antique firearms. He loves pushing servants around and hiring exclusive chefs to work in his kitchens, but then complains about the nuanced caviar, biscuit, and ice cream dish, and demands another rib eye served well done. He claims to love his country, but loves the worst parts of it. Any time he can poke fun at the establishment, the people, or blue-collar workers (he’s fond of saying “ignorance comes dressed in a boiler suit”) he will, and follow up with a hearty guffaw. His biggest weakness is his sexual appetite, which is quite insatiable and frankly, indiscriminate.

Operation: Hot Plate

Apocalypse is hosting a gala for some of his more extreme buyers in the coming month, and we’re fortunate enough to know where and when it is. The problem? He’s bringing in legitimate American and British military heads, too, and we think it’s part of a way of preventing our bombing his operation flat. We can’t tell these generals and field marshals to turn down the invitation, because Apocalypse will know we’re onto him. Therefore, you need to smuggle yourselves in as caterers and ruin his inevitable arms deal while finding out what you can about the terrorist and enemy political groups represented at this opulent banquet.

Operation: Hardhead

We’re told Tex Apocalypse is about to finally get his hands on the weapon he’s long sought: a nuclear warhead. Even more worryingly, we believe he bought it from an American weapons base. Apocalypse knows nothing of the safe handling of nuclear weapons, nor does he possess the self-control to not sell it to an organization set on the destruction of democratic, peaceable people. This weapons deal must be intercepted, and perhaps more importantly, we must identify the seller. This crack in American intelligence needs sealing, and fast.

System

  • Skills:  Aim 1, Close Combat 1, Command 3, Culture 2, Enigmas 2, Humanities 2, Larceny 4, Persuasion 4, Pilot 3, Science 1, Technology 2
  • Attributes: Intellect 3, Cunning 3, Resolve 2; Might 2, Dexterity 2, Stamina 5; Presence 4, Manipulation 3, Composure 3
  • Health: 9

Special Rules

  • Any gun under the sun: Tex Apocalypse possesses any weapon available on the black market, which accounts for most such articles. If he leaves a room during a scene, he can re-emerge with any weapon with any tag, whether it be an antique revolver or a bazooka.
  • Make me a deal: Apocalypse is driven by money. The key way to neutralize him as a threat is to pay him off. Anyone offering Apocalypse substantial cash or a rare item does so with a +3 Enhancement to their use of Command, Culture, or Persuasion (representing Apocalypse’s weakness to such offers, his love of a negotiation, and his desire to appear more cultured than he is).

“The Hitman” Platinum Caliber

We’d like to write off assassins as utterly without morals or standards. It would be easy to paint them with broad strokes, would it not? It would certainly make their removal from the grand chess board a lot easier. But as these dossiers show, hired killers — whether they’re hurling shot puts, making their bodies increasingly robotic, or firing a gun from a mile away — each have separate motivations and the capacity for reason.

And then there’s Platinum Caliber. An assassin without honor or mercy, who takes on any job and targets any victim, and kills them in whatever way he’s instructed to do so, providing it involves a bullet and a gun.

Platinum Caliber’s a codename for a former CIA spook who the Yanks still won’t identify, which we’re guessing means he was highly placed in a presidential retinue, once upon a time. He went rogue, as remorseless killers so often do, and works for anyone. And I mean anyone. Platinum Caliber’s killed on behalf of governments, terrorist groups, and freakish loners. Whoever can afford the price, which varies depending on his target, can use his skills.

Caliber prefers the rifle as a method of dealing death. We believe he was a sniper in Korea, before (or during) his stint with the CIA. Therefore, most of his victims are unaware they’re being hunted until the brief moment before they expire. The rifle, though favored, is far from Caliber’s only murder method. He collects pistols, too, and even took out a plane with a gatling gun once (we assume it was to send a message, but damned if we know what the message was).

We started by discussing shades of gray. Caliber has none. He doesn’t even affect an air of civility, he doesn’t live the high life, nor does he have a moral code. From what we can tell, he lives his life in train carriages and ship cabins, moving from target to target without pause, collecting enough cash to see him on his way before the next time he has to fire his terrible weapon. If reports are to be believed, he’s never missed a target.

Goals

Platinum Caliber is a hunter, but his prey is his fellow human being. He enjoys the stalk, derives satisfaction from the kill, and even captures trophies, in the form of buttons and jewelry from his victims’ clothing. The latter is clearly a motivation for him, and probably where he’s at his most vulnerable. You see, he prefers to kill from a distance, but then he disguises himself as a doctor, mortician, or undertaker, just to snatch an article from his fallen target.

Operation: Blindside

Be alert, agent! We’ve received fresh intelligence that Platinum Caliber is intent on targeting the Soviet premier in Red Square tomorrow! If he dies, and Platinum Caliber’s ties to the CIA are revealed, this could make a Cold War turn white hot. While it’s not our responsibility to protect the Russians, they don’t believe the information we’re feeding them regarding this assassination attempt. Therefore, you have two objectives: Locate and neutralize Platinum Caliber, and find out who put up the high price to see this assassination take place!

Operation: Easy Target

Platinum Caliber offers affordable rates, as far as international assassins go, which is why we’ve hired him to take out a target: you. According to the world at large, you’re a nobody, which means our petty cash extended to hiring Caliber’s services. No, of course we don’t want you dead, but being able to reach out to the assassin and book this hit means we may finally flush him out and capture the killer. Just act inconspicuous. If he knows we’re onto him, he’ll bolt. Maybe wear something thick under your clothing so if he hits you, you’ll just come away with a few broken ribs.

System

  • Skills:  Aim 5, Athletics 3, Close Combat 1, Command 1, Culture 1, Enigmas 2, Humanities 2, Integrity 1, Larceny 2, Medicine 1, Pilot 3, Survival 3, Technology 1
  • Attributes: Intellect 2, Cunning 3, Resolve 3; Might 3, Dexterity 4, Stamina 4; Presence 2, Manipulation 2, Composure 3
  • Health: 9

Special Rules

  • Called Shot: Platinum Caliber’s known for his deadly accuracy. His attack (if it hits) always carries the Deadly tag.
  • One of those faces: Platinum Caliber is highly proficient in the art of disguise, making the default Difficulty 4 to see through one of his many outfits with an Empathy or Integrity-based roll.

“The Weatherman” Professor Rayne

Meteorology was only one possible path for Professor Juli Rayne. He could have been a jockey, you know, with reins. He could have been a leader, and reigned. Or, yes, he could have opted to become a weatherman, and dealt with the rain. And that is the story of Professor Rayne. Next!

No, I suppose you need to know more. Honestly, agent, some of our dossiers contain embarrassments to humanity, and Rayne is one of them. He was a successful meteorologist in charge of the Caliban project — devised to influence the weather and possibly nourish the harvest in parts of Africa and Asia where famines were common — but the project was sabotaged and abruptly shut down. Supposedly, it was more likely to cause hurricanes and floods than a light shower. Rayne disappeared, and life went on.

And then he showed up in PHANTOM’s employ, with his old technology in hand. He’d found a way to refine it, to make it work, and in theory he could have assisted in the battle against world hunger. But no, Professor Rayne mastered his cloud-busting apparatus, and uses it to cause unnatural destruction the world over at PHANTOM’s behest. A cyclone here, a blizzard there. He’s a menace, pure and simple, but presently his maneuvers are minor. We believe he’s still testing his weather machine’s limits.

Professor Rayne operates from a zeppelin he recommissioned and decked out as a floating base. It bears the PHANTOM colors of gold and black, and that striking “R” for Rayne in the center, so you always know he’s coming. Whenever jets and helicopters have been sent to intercept him, however, he’s quite literally played Zeus, and had lightning strike them from the sky!

This man must be stopped. For now, he’s a cackling fool. It won’t be long, however, before he gets it in his head to cause droughts and sweep away cities.

Goals

We believe Professor Rayne sabotaged his own technology when he realized the broad scientific community wouldn’t allow him to play God with the weather. He packed up his things, then sold himself to the malevolent PHANTOM, where he hopes to be heralded as a modern storm deity. There’s no point beating around the bush: He’s out of his tree, and his reign of terror must end before it begins.

Operation: Hot Hail

Tokyo’s been reporting bizarre weather patterns in recent months, with instances of hot hail and even sandstorms blasting the city. This can only be the work of Professor Rayne, but for once his blimp hasn’t been sighted in the sky above. Has he planted one of his devices atop one of Japan’s tall buildings, showing that his technology can work even from the ground? Has someone replicated his device? Or perhaps he abandoned a malfunctioning piece of kit in the Sea of Japan, and everything above is getting out of control. We need you to check it out.

Operation: Battle in the Sky

We’ve learned, to our cost, that flying directly at the Rayne zeppelin is a costly endeavor. However, coming up from beneath? That might be the ticket. You’re to commandeer a hot air balloon and take it up — and I mean directly up, as he might beset you with harsh weather if you’re spotted — to the zeppelin’s gondola, before using grappling hooks to make your way in and throw this maniacal weatherman out! What, you’re looking at me as if this mission’s utter nonsense! Here’s your cold weather gear. Now, hop to it!

System

  • Skills:  Aim 3, Command 2, Culture 1, Enigmas 3, Humanities 2, Integrity 2, Pilot 4, Science 5, Survival 1, Technology 5
  • Attributes: Intellect 4, Cunning 2, Resolve 2; Might 2, Dexterity 1, Stamina 2; Presence 3, Manipulation 2, Composure 2
  • Health: 7

Special Rules

  • Fury of Zeus and Poseidon: The Weatherman can, for one scene, create any weather condition of his choosing. It only takes one round for his technology (generally aboard his zeppelin) to stir the weather into the decided motion, but after that it cannot change gears (and weather) until the next scene. Where he uses hurricanes and lightning storms, the Director should use Fields to evoke the hostile environmental conditions, and lightning should strike with the Deadly tag (naturally).
  • Rise of the Zeppelin: The zeppelin may look like a slow-moving sky cow, but it’s actually pretty damn effective in terms of speed and maneuverability, not to mention durability. Blowing a hole in the side won’t knock it out of the sky! When Professor Rayne’s piloting his zeppelin, treat it as a Scale 3 antagonist for movement-related effects.

Nameless Henchpeople

It’s a sad reality that some people fall in with the wrong crowd, but there’s the wrong crowd, and the wrong crowd. If you want to rebel, join the bloody Labour Party, not STENCH, for heaven’s sake! Nevertheless, many flock to these groups with dreams of easy money in their eyes. Some join without even knowing who they’re serving (they’re just told to “hold this SMG and guard this entrance” without knowing there’s a cybernetically-enhanced tiger behind it). Others join for ideological reasons, and they’re the worst of the bunch. Those ones will fight until they fall, and for what? So that Mr. E. Phantom can rule the world?

What a sad state of affairs.

Consider each group to have generalized dice pools (as per each entry) and this Special Rule:

  • Squad: An individual henchman is no match for a skilled agent, but their numbers can overwhelm even the most experienced. When groups of henchmen work together, treat them as a single foe, adding a +1 Enhancement for each henchperson after the first. Damage is done first to these Enhancements, reflecting the extra henchpeople being dispatched. When the Enhancement drops to 0, the squad has been reduced to a single henchbeing, which may be taken out normally. To give agents a fighting chance, we recommend squads greater than six be divided into multiple squads to keep individual Enhancements from going above +5.

Hired Goons

  • Traits: Mental 3, Physical 6, Social 2
  • Health: 1

Special Rules

  • Make or Break: Goons lack deep-seated loyalty to their villainous commander, and when the going gets tough, they count the money they’ve earned, the death they’re likely to endure, and break for it. When a goon squad reduces to lower than half their number, have them make a Mental roll. If they succeed, they stick around. If not, they flee.

PHANTOM Thugs

  • Traits: Mental 6, Physical 5, Social 3
  • Health: 5

Special Rules

  • Technologists: PHANTOM follows a credo of superior technology and the sweeping away of archaic methods. Each of their thugs therefore wields cutting edge, experimental weapons, such as laser pistols, EMP grenades, and stealth suits. The Director is encouraged to give PHANTOM thugs’ attacks the benefit of damage tags such as Deadly, Overload, and Shockwave, even when the weapon appears totally mundane.

Again, this is just a hint of what the Masterminds and Henchmen chapter holds for agents playing They Came from [CLASSIFIED]! You'll see lots of twisted takes on slightly familiar foes from the films, television villains, and other dastardly enemies. Playing within the tropes of the genre and making this game come alive with a death trap or two! We'll get the full chapter on March 28 and be able to read all of these villains dossiers and mission briefings.

FIENDS MOST FOUL

Similarly, our questing adventurers from They Came from they Cyclops's Cave! must have obstacles, or what else would separate victorious heroes from simply lucky travelers? Later this week, backers will have access to this catalogue of creatures that may be encountered on your quest. Again, story hooks are packed in to help build your own legendary tales. Let's see if you can spot some familiar inspirations for these foes... and some potential allies...

The Cyclops

Well of course cyclopes get their own entry. I’ve even named this tale “the cyclops” despite there being more than one!

Hiding deep within the caves of the Mediterranean mountains live the enormous, bloodthirsty, one-eyed, and man-eating giant cyclopes. Oh, quake with fear at their feet, brave adventurers, because no giants have tempers so foul and feelings so entitled as these monocular children of storm gods.

The cyclopes slaughter whoever dare enter their large, mountain territories, so try not to shipwreck on their shores. Cyclopes don’t listen to rhyme or reason, nor do they care to converse with smaller folk on matters of logic and sense. They care about destruction and devouring, concealing a deeply malign intellect shared only among their fellow giantkin.

Cyclopes are Poseidon’s unwanted children, the result of his attempt at creating a stronger and more resistant kind of human. In his attempt, he mated man and stone (don’t ask me how), but was so focused on strength and robustness he forgot the importance of cautious wisdom — he even forgot the benefit of having two eyes! Don’t tell Poseidon I’m saying this, but he’s always been possessed of a short attention span.

Dissatisfied with his failed sons, the cyclopes were later cast from Olympus to live among mortals such as we. Since they’re terrible-looking creatures and spark fear in whoever looks at them, they sought refuge in the mountains they consider their kingdom. Although there’s no true governmental rule among the cyclopes, the largest and strongest is their leader and is granted the largest territory of land and the most mortals to eat.

Cyclopes are large beings with the height of a temple and are typically clad in furs and leathers. Most famously, the cyclopes only have one eye, as the result of their father’s neglect. Although their bodies look like that of an oversized human, their faces look like a hybrid between boar and man. Some even have tusks, and fur growing in unusual places.

Goals

Cyclopes aren’t happy about being cast down from Mount Olympus. Although intelligence isn’t their most notable characteristic, they still remember quite vividly how they were treated as failures from the moment they were created. They do not know how to gain their vengeance against the gods, and thus have turned their rage against those who worship them. Cyclopes go out of their way to destroy our towns, farms, and ships, preferring a wide territory clear of all life except for themselves and their precious herds and flocks of livestock. To their credit, they’re surprisingly good pastoral farmers!

Story Hooks

  • Large flocks of sheep are going missing due to a violent cyclops attack! The town is steadily running out of sheep to feed and dress its people, while the townspeople are growing increasingly worried as the attacks approach closer and closer. Is it possible to negotiate with the cyclops and set a boundary between her territory and that of the villagers, or is a monster hunt required?
  • It’s long been said that taking down the current leader of the cyclopes would grant access to a treasure trove of gold and riches hidden within its lair in the mountains. After all, when the cyclopes kill people, they have no use for the valuables on their persons. It’s said these treasures have been stashed away and are just waiting to be found.

System

Cyclopes do not fight with finesse; they fight with pure, untamed strength, preferring to use their bare hands or massive boulders. Cyclopes are capable of stomping small houses to nothing but bricks and can pick up a fully grown man in one hand with ease.

  • Skills: Athletics 2, Close Combat 5, Command 2, Enigmas 2, Mysticism 2, Survival 5
  • Attributes: Intellect 2, Cunning 2, Resolve 4; Might 5, Dexterity 3, Stamina 5; Presence 2, Manipulation 1, Composure 4
  • Health: 15

Special Rules

  • One-Eyed Giant: The cyclops is a god-born being, and thus benefits from impressive size and strength. For all Physical rolls, consider the cyclops a Scale 3 antagonist.
  • Deafening Roar: Not only are cyclopes dangerously strong, they can also project ear-piercing roars once per scene, requiring an Integrity + Resolve roll (Difficulty 3) to avoid incurring the Panicked Condition.
  • Godborn: Their godly parents may have rejected the cyclopes, but that doesn’t mean they’ll stand by when a cyclops is harmed. Blinding, reducing a cyclops to half its Health (rounded up), or killing a cyclops results in each participating adventurer gaining the Cursed Condition, manifesting as the god afflicting them with ill fortune.
  • Riddled: Cyclopes are hard-headed giants and difficult to manipulate, unless one uses wordplay in conversation with them. Where a hero drops a pun, a riddle, or an applauded Quip into conversation with a cyclops, the monster must succeed on an Enigmas + Intellect roll (Difficulty equal to the number of successes the hero rolled) or remain unmoving and confused for the remainder of the scene.
  • Shot Put: Cyclopes are amazingly accurate with hurled rocks, adding 4 dots to their Aim when they throw rocks, regardless of their size. Conversely, they have no sense of aim when using bows, slings, or similar launchers.

Fomalhaut, Fragmented Fallen Star

Allow me to read to you from the Fable of Fomalhaut, my friends. It is a captivating tale:

It happened one night. Pain. A scream, followed by an explosion that lit up the nocturnal sky. A fall that seemed to last forever. Then, the cold embrace of the earth, a sensation they had never felt before. Fomalhaut, one of the brightest stars in the sky, had fallen from their celestial throne, their perfect form shattered by the ordeal. Deprived of their powers and lost on a strange planet, the fallen star struggles to recover the shards of their broken heart.

Beautiful, no? But not just a legend, for Fomalhaut did fall and now wanders our world.

To the amazement of anyone seeing them, Fomalhaut doesn’t look like a giant ball of gas and plasma, but rather resembles a humanoid figure made of starlight, a creature of living fire featureless if not for the inhuman yet expressive visage showing within the blazing halo they have for a head. Fomalhaut keeps their heat in check, but their passage still leaves a mark on surfaces and ignites dry grass or other flammable materials.

The fallen star bears no ill will against humankind but, as a celestial being whose entire existence happened on a level mortals cannot possibly comprehend, Fomalhaut’s morality often appears detached and cold, if not exactly cruel. The star fears each second spent on Earth struggling against the weaknesses and evils of mortals, and the truth is, Fomalhaut grows more desperate and frustrated by the search for their heart pieces. The risk that they’ll snap and turn into a monster increases each day, but perhaps all Fomalhaut needs to reevaluate mortals and retrieve their light is a bit of selfless help and a good group of friends. We can but hope.

Goals

Fomalhaut wants only one thing: to retrieve all their fragments and rejoin their brothers and sisters. Though it frustrates them to admit it, the fallen star knows themselves to be an alien stranded on a world they don’t comprehend, so they resort to asking for assistance in their quest whenever someone seems a valid candidate.

Story Hooks

  • The legend of Fomalhaut has reached dozens of kingdoms by now, with people here and there having caught glimpses of the fallen star’s light as they search for the lost shards of their heart. Their last sighting dates back to several month ago, but during a recent new moon, another star landed on Earth; except this one lost none of their powers. Calling itself Algol, the evil star conquered the capital with ease, claiming they won’t leave until Fomalhaut shows itself, that they may bring their vendetta to a close.
  • Until a few years ago, he was a simple farmer boy. Then, a star fragment fell near his hut. Four fragments later, the overlord known as Zodiakos gathered an army and set forth to conquer the world, leading an empire fueled by his own ambition and the stolen power of a fallen star. As the dark emperor’s territories grow, it’s only a matter of time before Zodiakos retrieves the last fragments and captures Fomalhaut. But who can possibly stop him?

System

One of the four royal stars, Fomalhaut’s extraordinary even in their diminished state. Should they retrieve and absorb all their fragments, Fomalhaut’s power goes well beyond the scale of mechanics. In the meantime, they have the following characteristics:

  • Skills: Academics 5, Aim 3, Athletics 5, Close Combat 1, Command 4, Enigmas 5, Integrity 5, Mysticism 3, Persuasion 4, Ride 2, Survival 3, Technology 2,
  • Attributes: Intellect 4, Cunning 3, Resolve 5; Might 3, Dexterity 5, Stamina 3; Presence 5, Manipulation 1, Composure 2
  • Health: 10, plus 5 for each fragment of their heart Fomalhaut reabsorbed.

Special Rules

  • The Eye of the Lonely: With their heart shattered, Fomalhaut starts at Scale 1, but their Scale increases by 1 for each fragment they retrieve, up to their complete form at Scale 6.
  • Eternal Brightness: As long as one of their fragments still exists, Fomalhaut can’t die. If slain, they discorporate and reform after a lunar cycle. Any fragment they reabsorbed up to that point disperses again.
  • That’s Hot: Fomalhaut’s melee attacks have the Reach and Deadly tags.
  • Blazing Corona: Starting from Scale 2, Fomalhaut can unleash a destructive wave of incandescent star fire, though the indiscriminate nature of the attack makes it so the fallen star thinks twice before using it inadvertently. Fomalhaut uses Aim + Dexterity to aim the fire, which has the Deadly and Shockwave tags. The maximum Range of Blazing Corona starts as Close, but extends one range band farther for each point of Scale Fomalhaut gains. Those taking damage from Blazing Corona must succeed on an Integrity + Stamina roll (Difficulty 1) or gain the Blinded condition.
  • Starstruck: The Scale of whoever ingests a fragment of Fomalhaut’s heart increases by 1, and the creature gains the Blazing Corona special rule. Wild animals and other monsters seem compelled to consume the star’s fragments, no matter how dangerous it may seem.
  • Wish upon a Star: Whoever retrieves all of Fomalhaut’s fragments (the one beating in their chest included), can formulate a wish to the cosmos and have it granted. The six fragments dart into the sky and scatter across the world afterward.

Stained-Glass Demons

I don’t doubt the gods exist, but you won’t ever see me in a church. First, because I know gods far too well. Second, because stained-glass demons may be there.

Perverse mockeries of faith, stained-glass demons infest churches with the cruel intent to terrify and assassinate those looking for refuge inside the sacred locations. These creatures come to life in churches or temples built upon the site of a demonic entity’s defeat, most often by unholy chance or when artistic representations of the event absorb enough malevolent energy from the soil to earn their own mind.

Despite their name, not all stained-glass demons resemble classical devils. The fiends steal the shape of any image depicted in the glass windows and make it their own, manifesting as uncanny bidimensional horrors with prominent borders and razor-sharp edges. Saints, knights, dragons, and all sorts of animals are common shapes for the stained-glass demons, which take a wicked delight in twisting the icons of faith against their worshippers.

Now you see why I avoid churches? Besides, the wilderness out here has all the sanctity one could possibly ask for.

Goals

Stained-glass demons love to spook, inflict pain, and murder innocents, not necessarily in that order. They desecrate holy sites for their twisted entertainment, but there’s no infernal ideal of vengeance against the divine behind their actions. Stained-glass demons only care about themselves, their lairs, and their next victim.

Story Hooks

  • Will you come to town this Sunday? The whole community celebrates the centennial anniversary of the day Lady Camille defeated Artagax the Foul, a terrible demon who tormented these lands. Camille ventured inside the caves where Artagax made its lair and, after a terrible fight, plunged her sword into the demon’s heart, right into the stone. The cathedral stands right above the site of the battle. You didn’t know that? Oh, you should join me then, dear friend. Priests even let people see the sword during the celebrations!
  • After being exiled from the court, Sir Melwas returned to his lands. Some say he deserted his post, others insist he broke a holy oath, while others whisper he lusted for the queen herself. Perhaps it’s none of those reasons, perhaps it’s all of them. The fallen knight didn’t prepare for the king’s justice inevitable arrival, though. No, he closed himself inside the church instead, kicking the priests out. You can hear him pray during the moonless nights, promising to pay a price in exchange for the chance to obtain vengeance.

System

Stained-glass demons enjoy little more than feeling the warm blood of victims on their sharp edges, but their nature as living church decorations imbues them with a semblance of religious education. The average demon has the following characteristics:

  • Skills: Academics 2, Aim 1, Athletics 3, Close Combat 3, Command 1, Culture 2, Empathy 1, Integrity 3, Larceny 3, Mysticism 2, Technology 2,
  • Attributes: Intellect 2, Cunning 3, Resolve 2; Might 2, Dexterity 3, Stamina 2; Presence 3, Manipulation 2, Composure 2
  • Health: 7

Special Rules

  • Bigger Glass, Bigger Demon: The vast majority of stained-glass demons don’t go beyond Scale 1, but some rare specimens with Scale 2 or even 3 exist.
  • Careful with That: The attacks of stained-glass demons have the Deadly tag.
  • It was here a Moment Ago: As living decorations, stained glass demons need to make little effort to hide. Characters receive a level 2 Complication to spot them when the stained-glass demons’ presence would fit the environment.
  • Shards of Glass: Stained-glass demons can shoot sharp glass shards, using them either as a ranged attack or to cover the environment around them, causing a “Jagged Glass” Field imposing a Complication of 1 on all Physical rolls.

Zohaki, the Hell Wyrm

You see how fire consumes the embers we put there to feed its cruel embrace? What about the darkness encroaching on us, eager to take over the moment the fire dies? Keep both in mind as I recount my last tale for the night. Aye, a most calamitous sort of tale indeed.

In the beginning, the world was unformed. Then creation happened, and with it came chaos and fire. Discarded from the crucible that shaped existence, those primordial elements coalesced in a single terrible being. It was then, right after the dawn of time, that Zohaki first opened its eyes. The demonic entity regarded the universe above itself, and malevolent thoughts of conquest and destruction filled its mind. The Hell Wyrm declared war against the young gods and creation itself, eager to plunge the world into chaos once again and rule supreme over the rubble.

In the depths of the past, Zohaki tried to defeat the gods again and again, but coordinated divine effort always managed to prevent the Hell Wyrm’s victory. Bitter and hateful, Zohaki lashed out against mortals, obliterating countless civilizations until a group of heroes blessed by the gods managed to slay the primordial monster and bury its body below the earth, an act which led to the formation of the volcano now known as Infernal Caldera. Yet, though weakened and battered, the Hell Wyrm’s spirit endured inside its dead carcass, dreaming and scheming ever since. The titan’s mind reached out to its worshippers, allowing cults of the Hell Wyrm to persist over the ages. The cults’ rituals empower the demonic god, allowing Zohaki to slowly regain its strength until a true resurrection becomes possible.

Sunlight hasn’t shone on Zohaki’s whole body for eons, but glimpses of it can be spotted around and below the Infernal Caldera. Colossal onyx-black coils with a crimson underbelly give indication of the Hell Wyrm’s serpentine shape, while its immense cobra-like head, dotted by two pairs of blazing eyes, lies comatose in the depths of the magma chamber. If freed, Zohaki would erupt from the volcano in its boundless fury, spread open its six bat-like wings, and fly away, eager to claim its vengeance and reduce the world to cinders.

Goals

Everything Zohaki does happens with the goal of making its true resurrection possible. Trapped in a slumbering body without access to its full power, dead but dreaming, the Hell Wyrm strives to establish cults in order to have them enact the rituals and sacrifices needed to free the infernal god from its prison. An unquenchable thirst for chaos and destruction, combined with eons of bitterness and a fiendish ego, ensure that Zohaki considers all other beings its inferior.

Story Hooks

  • When the good King Lantis died, his subjects expected Princess Filia to inherit the crown, but Prince Rezo exploited his father’s death to stage a coup and take the throne for himself. With Filia on the run, her few allies diminishing each day, the renegade princess issues a call for heroes willing to assist her. Meanwhile, Rezo turns the kingdom into a cruel dictatorship focused around worship of “The Crimson Serpent,” a cruel god of fire and death who demands constant sacrifices. Prince Rezo seem to have lost his mind, but a few brave souls point at the mysterious royal advisor as the source of all this madness.
  • The end is nigh! It finally happened: The magic keeping Zohaki imprisoned withered away, and the Hell Wyrm broke free. As the winged horror flies around the world, incinerating and slaughtering entire populations in a wicked celebration of demonic supremacy, heroes must travel through the infernal horde-infested wastelands to find what might well be the world’s last hope: a legendary portal that allows one to travel eons back in time, before the Hell Wyrm was defeated when the world was young. With the opportunity to ensure Zohaki’s demise, heroes can attempt to set right what went wrong, but if even the mythical champions who trapped the demon couldn’t kill it for good, what can our adventurers do?

System

When freed from its prison, Zohaki’s an apocalyptic terror able to burn whole kingdoms down and usher an age of infernal darkness upon the world. As such, it operates on a scale beyond the realm of mere rules. Its avatars, on the other hand, have the following traits:

  • Skills: Aim 3, Athletics 4, Close Combat 3, Command 5, Integrity 5, Survival 5
  • Attributes: Intellect 4, Cunning 4, Resolve 5; Might 5, Dexterity 5, Stamina 5; Presence 5, Manipulation 5, Composure 2
  • Health: 10

Special Rules

  • You’re Gonna Need a Bigger Sword: An ophidian demon the size of a mountain, in its unbound form Zohaki counts as a Scale 6 monster.
  • Emissaries of the Wyrm: Zohaki projects humanoid avatars to guide its cults and further its machinations. The Hell Wyrm can spread its consciousness into up to three avatars at the same time but will create replacements if those are slain. Avatars count as Scale 3 creatures.
  • Take a Breath: In all its forms, Zohaki can unleash a torrent of hellfire upon its opponents. Its avatars use Aim + Dexterity to direct the burning breath, with the attack spreading across short range. Damage from the breath attack has the Shockwave, Deadly, and Continuous tags with a damage rating of 1 (round), but protagonists may use an action to douse the flames on themselves or their companions.
  • Hell Yes: Living beings killed by Zohaki’s fire breath have their soul consumed, allowing infernal imps access to the material world. The fiends appear when Zohaki gets Focus on the round following someone’s fiery demise and act right after the Hell Wyrm. The devils roll the following traits: Mental 1, Physical 4, Social 2, Health 2.
  • Hell No: Divine weapons, armors, and amulets are a bane to Zohaki. The Hell Wyrm’s avatars and minions counts as Scale 1 creatures when rolling against characters wielding similar blessings. Even Zohaki itself treads carefully when divine champions enter the fray, well aware that their intervention can spell its doom once again.
  • Infernal Gifts: Humanoids ritually anointed with Zohaki’s blood, either from the source or from its avatars, become exalted by the power of the Hell Wyrm. They become immune to fire and count as Scale 2 creatures for all rolls in the Physical Arena.

Well, there's a peak at what we're up against. Are you sure you're prepared for this assignment? Are you brave enough, or foolhardy enough, to continue on this quest?

Good! I knew I could count on you! Let's continue on with our mission! We're in the mid-point plateau of the kickstarter campaign, which has traditionally been a little more quiet, but we've still got plenty of fun stuff coming up and more manuscript sections to review. We'll get to the systems section of [CLASSIFIED] tomorrow, and then we'll dig in to Bond on Trailer Tuesday.

Please continue to share information about this campaign in your social circles and on your social media! Let's continue to recruit agents and assets and see if we can't unlock another Stretch Goal before the week is done!

#EyeSpy

#TheyCameFrom

#DoubleFeature 

[CLASSIFIED] Discussion and Inspiration
about 2 years ago – Sat, Mar 19, 2022 at 08:55:26 AM

Hello Eye Spies,

We're in [CLASSIFIED] week and gonna mirror some of the fun posts that we had during the Cyclops's Cave section. Today is about the inspirational media for this game, with lots of trailers - mostly TV intros, as you'll see. 

I also want to share a couple of audio tracks - some things to listen to to learn more about the game. The first is an Actual Play of a They Came from [CLASSIFIED]! session featuring the amazing team from Red Moon Roleplaying with special guests (and [CLASSIFIED]! writers) Matthew Dawkins and Cat Evans.

Next up, the latest episode of the Onyx Pathcast sees the hostly trio (eventually) discuss the two features in our double feature. Check out Episode 199: They Came from Double Feature.

Click here to listen to Episode 199 of the Onyx Pathcast

As always, it's fun to hear some of the behind the scenes bits about these games. I have to agree with Matthew, I *love* the movie poster-style artwork from Durwin Talon for [CLASSIFIED]!

Now, on to some of the inspiration for the game. Obviously, there's the Bond element, but we're gonna hold off on that until Tuesday. Today, instead of looking at the big screen, we're gonna check out some of the key inspirations from the smaller screen...

In many ways, They Came from [CLASSIFIED]! has more in common with spy-themed TV shows than movies, due to their episodic capsule plots, colorful villains, and cheap nature. While movies benefited from impressive budgets and cinematic releases, these shows had to make do with the small amount of money in TV at the time, including a rotating cast of actors, costumes, and sets appearing across multiple series.

The Avengers (1961-1969): The strongest influence on our game and, without doubt, one of the finest examples of espionage, adventure, and “Britishness” in the medium of television. Whether you’re a fan of John Steed’s pairing with Cathy Gale, Emma Peel (it has to be Emma Peel), or Tara King, the show contains a massive plethora of episodes dealing with terrifying cybernauts, demented actors, megalomaniac scientists, corrupt politicians, cool assassins, and dastardly secret societies. Every episode could form the plot of a session of They Came from [CLASSIFIED]!, and we strongly recommend you watch at least a couple to get a handle on what this game’s all about. This show has color, cars, comedy, action, and excellent writing behind it, along with sterling performances from each of the leads.

The Saint (1962-1969): Simon Templar is the man you call when the law can’t help you. Simon Templar is… the Saint. Before he was Bond, Roger Moore played Templar, and you can clearly trace the DNA of his Bond back to this role. The Saint handles everything from petty crime and families in despair to wicked science and police corruption. Plus, it broke the fourth wall in a way They Came From… games appreciate. Templar’s an interesting character to study, as he flits between our Archetypes of Detective, Adventurer, and Operative with ease, but never works for the establishment (which naturally distrusts him and his methods).

The Man from U.N.C.L.E. (1964-1968): For so many, the United Network Command for Law and Enforcement (or U.N.C.L.E., if you prefer) was their introduction to television espionage, and in color to boot. It paired an American agent (the wonderfully named Napoleon Solo) with a Russian (Illya Kuryakin) in a bold move that showed global collaboration in a time of Cold War, when the forces opposed to them were grim and dangerous. For sci-fi baddies and over-the-top masterminds, this show excels, notably through its use of THRUSH (the Technological Hierarchy for the Removal of Undesirables and the Subjugation of Humanity), its acronym notwithstanding. This American show was popular globally and still holds up.

Get Smart (1965-1970): Better than the movie of the same name, Get Smart introduces us to American espionage by way of incredible gadgets, bizarre plotlines, and hilarious set pieces. It’s not just a comedy, however, as each episode has a self-contained mystery benefiting from really strong writing and acting. Get Smart hasn’t aged badly at all and is still more than capable of stirring laughter from the viewer. It also tells you a lot about how a Quartermaster and Investigator team work together.

Mission: Impossible (1966-1973 and 1988-1990): “Hey, Joey. You ever seen a grown man naked?” Moving past Peter Graves’ best role elsewhere, Mission: Impossible puts Graves, Steven Hill, Barbara Bain, Greg Morris, and others in a fantastic array of plots with a definitive time limit, as exemplified by the memorable music and lit fuse burning its way across the opening credits montage. Firmly American in feel, but never afraid of mixing occasional slapstick with devastating drama, Mission: Impossible remains a favorite inspiration for characters and plots alike, putting it firmly in the They Came from [CLASSIFIED]! camp.

Columbo (1968-2002):It might not make you think of secret agents and global espionage (though both occasionally show up), but as a detective drama, few shows improve on Columbo’s winning formula and lovable protagonist. Much like The Avengers, you can watch an episode of Columbo and take an entire murder mystery plot for your TCfC! game. The best part about the show, however, is the put-upon, humble detective at its center, who could provide inspiration for any Player taking on the Detective Archetype.

The Six Million Dollar Man (1973-1978) and The Bionic Woman (1976-1978): Who says agents must always be mundane, suit-wearing bruisers with hardened attitudes? Not Steve Austin and Jaime Sommers, who in their respective stories undergo personal tragedy, only to come back stronger — bionic, even — and dedicated to fighting injustice wherever they find it. These shows are certainly on the camp side, but that’s only a good thing as far as we’re concerned. If you want your agents augmented in a positive way, watch these shows for inspiration.

Tinker Tailor Soldier Spy (1979): Alec Guinness brings the goods as one of the most subtly brilliant spy portrayals in television. The later movie’s good, but Guinness’s performance is fantastic, and John le Carré’s tale takes so many twists and turns, it becomes a masterclass in espionage storytelling. This one is definitely worth a watch for a Director who wants to understand the tensions between East and West in the Cold War, and put some strong mystery into their game.

MacGyver (1985-1992): If you want adventure, heroism, ridiculous gadgets, and a bit of family-friendly seduction, MacGyver’s your guy! This show takes the mystery and danger plots of earlier espionage shows firmly into the ‘80s with aesthetic and attitude, but you can once again take a heck of a lot from the plots on show and Richard Dean Anderson’s confident mullet.

Like the first volley of film trailers we posted for They Came from the Cyclops's Cave!, a lot of the TV inspiration for this game was a little before my time and likely yours as well. But the miracle of television is stuff lived on in syndication so even though some of these had ended their runs earlier, they were still part of my childhood. Certainly, watching Get Smart (along with Batman and Johnny Sokko) are some of my earliest childhood memories, and I can trace a lot of my personality to shows that I likely only understood on a surface level. 

I think the team did an excellent job bringing in some shows and formats that you may not have thought of at first. The Avengers, The Saint, and Mission: Impossible are obvious, but I love that you can also see the seeds from Columbo, Kolchak: The Night Stalker, The Six Million Dollar Man, Hart to Hart, and MacGyver. And as the team notes in the introduction, episodes for these shows can easily provide you with hours of plots and characters for your [CLASSIFIED]! Game.

I also love having a lot of the theme music handy. I mean, The Saint or  Mission: Impossible theme does most of the work for you in setting the scene for your game.

Do you have other favorite shows that may provide inspiration? Other organizations that you'd like your agents to work for? Or favorite scenes or characters from any of these shows that you'd like to bring into your game? Let's discuss in the comments! People know about Bond, but there are so many more agents, spies, and private eyes to draw from...

Tomorrow, we'll have some Coming Attractions, where we'll peek ahead to some of the antagonists for both of our double feature games. On Monday, we'll be sharing the Systems section of the [CLASSIFIED]! manuscript, and we'll follow that up with Trailer Tuesday, where we'll dig into James Bond and other cinematic antecedents of our [CLASSIFIED] agents and operatives.

Until then, please be sure to share this briefing with other agents in the field, via your social media or using your advanced spycraft in your social circles. Let's continue to recruit new agents and assets and see if we can't unlock another Stretch Goal in the process!

#EyeSpy

#TheyCameFrom