Character Creation
Building an operative means answering one question at every step: who is this person, and what are they willing to lose? Everything else — the stats, the chrome, the Path — is just how you write that answer down.
Characters in Chrome & Covenant are built by point-buy, not random rolls — you decide exactly who your operative is. Every build rests on three Core Stats, and you spend a pool of points to set them:
Want more than the points allow? Take a weakness. A cyberware addiction, a corporate enemy, a debt you can’t outrun — each accepted flaw pays out Bonus Build Points (+2 to +6, depending on how much it’ll cost you in play) to spend on strengths elsewhere. You can stack two on your own; a third needs your GM’s blessing and a good story. Weaknesses aren’t punishments. They’re the parts of a character that make them worth playing.
Your origin is the culture that shaped how you see technology, authority, and survival. It sets your signature skills and your starting relationships — and it’s the place you can still call something like home.
Not from any one region? Neutral St. Louis is the crossroads — the neutral ground where every faction trades and no one rules. A common origin for operatives who belong everywhere and nowhere.
Professional Background
On top of your origin, your pre-operative profession gives you a contact network and a way of seeing problems:
Origin and background also seed your Ghost Debt — the inherited obligations and unfinished business that follow a character into play. Nobody starts the Age of Echoes with a clean ledger.
Once your stats are set, a handful of derived values fall out of them. These are the numbers on the right-hand side of your sheet — the ones that keep you alive.
Humanity is the one that haunts you. Every implant buys capability and spends a little of what makes you human — the central trade of the whole setting. More on chrome and its cost.
Here’s how the pieces lock together — a complete first-level operative, ready for Session Zero.
Maya Chen
A former Lucent Ark data analyst who vanished into Aurora-9’s underground rather than face corporate reeducation. She still believes technology can serve people — she just stopped believing the corporations would let it.Path The Tech Nerd — the crew’s problem-solver. Engineering Expertise (+2 Crafting/Engineering), Jury Rig.
Origin Aurora-9 (+1 Deception, +1 Streetwise)
Core Stats Mind 8 (+1) · Body 6 (+0) · Soul 6 (+0)
Skills Engineering +3 · Investigation +3 · Hacking +2 · Crafting +1 · Deception +1 · Streetwise +1 · Stealth +1 · Medicine +1 · Composure +1
Chrome Neural Interface (−5 Humanity) · Enhanced Memory (−3 Humanity)
Derived HP 28 · Humanity 52 · Luck 6 · Initiative +14
Gear Military toolkit · custom datapad · smartweave jacket (Armor 3) · ceramic knife · compact smartgun · 100 Coin (20 State / 50 Corp / 30 Grid)
Drives her Prove independent tech can serve a community. Expose corporate surveillance. Keep the human-centered philosophy alive.
Notice how every number traces back to the concept. The corporate past buys the analytical Mind. The escape explains the Aurora-9 skills. The light chrome reflects someone who’ll use technology but won’t let it own her. That’s the goal — a sheet that reads like a person.
The setting is built into the math. Humanity comes from Soul, so the more human your character starts, the more chrome they can survive — and the more they have to lose by taking it. Weaknesses fund strengths, so the most capable operatives are usually the most compromised. The mechanics don’t just model the world of Chrome & Covenant. They argue for it.
This is the complete creation procedure — enough to build a playable operative right now. The Core Rulebook carries the full Path abilities and progression, the complete skill list with specializations, the cyberware catalog, and the weakness tables that turn a good flaw into the best part of your character.
You know how a character comes together. Now pick what they do.
Choose a Path Skills Chrome & Humanity How the Dice Work