The Rules

How to Play

One mechanic runs the whole game. Roll two ten-sided dice, add what you’re good at, and try to beat the number. Shooting, hacking, lying, healing, surviving the Wake — it all resolves the same way.

“The dice don’t care whether it’s bullets or bytes. Neither does the Mesh.”
One System for Everything

Chrome & Covenant doesn’t make you learn a different subsystem for every kind of action. There’s no separate combat math, no special hacking minigame, no unique social-skill engine. Whether you’re firing a smart rifle at corporate security, slipping through a subnet on a Datarunning op, or talking a street contact into giving up a name — the procedure is identical.

Learn one roll and you can play the whole game. Context changes the story. The mathematics stay the same.

The Core Check

Every action that has a meaningful chance of failure resolves with a Core Check:

2d10 + Stat Modifier + Skill Rank + Situational Modifiers vs Target Number
Meet or beat the Target Number and you succeed. Fall short and you don’t.

Roll 2d10

Two ten-sided dice, added together. Two dice instead of one creates a bell curve — results cluster around 10 and 11, so a competent character handles routine work reliably and only rarely fumbles the easy stuff. The wild swings of a single die are gone.

Add Your Stat Modifier

Every action draws on one of three Core Stats — Mind, Body, or Soul. Each is rated 1 to 10 and converts to a small modifier:

1–2−2Severely deficient
3–4−1Below average
5–6+0Average
7–8+1Above average
9–10+2Exceptional

The range is deliberately tight. Natural talent matters, but it never drowns out training or circumstance.

Add Your Skill Rank

Learned competence stacks on top of raw ability. Skills climb a five-step ladder, and the rank adds directly to your roll:

Untrained+0
Trained+1
Skilled+2
Expert+3
Master+4

Apply Situational Modifiers

The GM nudges the difficulty for circumstance. Good gear, careful prep, and favorable conditions lower the Target Number. Time pressure, bad footing, and active opposition raise it. These adjust the number you’re trying to beat — not your roll.

Reading the Result
Success You meet or exceed the Target Number. The thing you tried to do, happens.
Critical Success You beat the TN by 5 or more. Success, plus something extra — faster, cleaner, more information, an unexpected advantage.
Critical Failure You miss the TN by 5 or more. Not just failure — a complication. Gear jams, a noise gives you away, the situation gets worse.
Doubles Both dice show the same face — a Critical Effect fires regardless of success or failure. Roll 1d10 on the relevant table (Combat, Hacking, Social) for an extra twist.
Jefferson’s Favor Double 10s. Automatic Critical Success, and you earn a Karma Point. The Architect is watching.
Snake Eyes Double 1s. Automatic Critical Failure. However good you are, sometimes the signal just drops.
One Roll, Start to Finish
Worked Example

Kestrel needs through a corporate lockout. She’s a datarunner with Mind 7 (a +1 modifier) and Hacking at Skilled (+2). The GM calls the lockout Challenging — TN 14.

She rolls 2d10 and gets a 6 and a 5. 11 (dice) + 1 (Mind) + 2 (Hacking) = 14. She hits the TN exactly. The lockout clicks open — a clean success.

Had the dice come up higher — say a total of 19, beating TN 14 by five — it’d be a Critical Success: she’s in, and she’s left no trace for the night-shift sysadmin to find.

And if those dice had landed as double 5s? Doubles — a Critical Effect fires no matter what. She’s still in (14 meets the TN), but the GM rolls on the Hacking table. Maybe she trips a silent flag. Maybe she stumbles onto a file she wasn’t looking for.

The Target Number Scale

The Target Number is the GM’s shorthand for “how hard is this?” Most of the game lives between TN 8 and TN 14. Anything higher should feel like a moment that matters.

5TrivialUnlocking a standard door. Almost anyone manages it.
8RoutineStandard professional work. Trained characters rarely fail.
11ModerateChallenging but achievable. Requires real focus.
14ChallengingDifficult work. Specialists succeed; amateurs struggle.
17HardExpert-level. Even the skilled need a little luck.
20ExtremeNear the limit of human capability.
23+LegendaryThe kind of thing that becomes a story people tell.
The Three Stats

Every Core Check pulls from one of three stats. Which one depends on what you’re doing.

Mind Reasoning, awareness, and technical skill. Hacking, investigation, medicine, crafting, and keeping your head when the data turns hostile.
Body Strength, speed, and resilience. Combat, athletics, stealth, and soaking the damage a bad night throws at you.
Soul Presence, conviction, and spiritual sensitivity. Persuasion, deception, Conduit Protocols, and the deeper, stranger layers of the Mesh.

Each stat splits into two finer Attributes used for tiebreakers, prerequisites, and derived values like Hit Points. You build all of this at the table during Character Creation.

When Someone Pushes Back

Not every challenge is a fixed number. When you act directly against another character — trading fire, arm-wrestling a door open against someone holding it shut, matching wits in a negotiation — both sides roll the same Core Check. Highest total wins, and ties go to the defender.

Combat is just opposed checks in a loop: the attacker rolls Body + their combat skill against the defender’s Body + their defense. A hit, a miss, a block — same math, different fiction. The full sequence, including initiative, Action Points, damage, and armor, lives on the Combat page.

Karma Points

Karma is the resource that lets you bend a roll when it counts. Spend 1 Karma Point to either roll an extra 1d12 and add it to your total, or reroll both d10s — once per roll, your choice. You earn Karma from rolling double 10s, hitting mission objectives, and trading on faction favors.

There are three flavors, and they aren’t interchangeable:

Luck Universal. Spend it on any roll. Refreshes up to your Willpower each session — the everyday currency of survival.
Canticle Sacred. Spent only on rolls tied to the AIs and Conduit Protocols. The favor of something larger than you.
CCP Corporate. Spent only on corporate-context rolls — clearances, contracts, the machinery of the domes. Power has its own kind of luck.
Why Two Dice?

The bell curve is the point. With 2d10 the average roll is 11, and totals bunch toward the middle. A character with a +3 stat and a +2 skill clears a Challenging TN 14 about half the time and a Hard TN 17 around a quarter. Routine tasks become dependable; extreme ones stay genuinely risky. Unlike a flat d20, your competence actually shows — the world stops feeling like a coin flip and starts feeling like a place where skill matters.

Everything above is the complete resolution system — enough to run a full session tonight. The Core Rulebook goes deeper: the full skill list and specializations, every condition and critical table, advancement, and the edge cases that come up once your group has a few Echoes behind them.

You know how the dice work. Now build someone to roll them.

Make a Character Combat The Echo System Your First Job