Chrome & Covenant: Age of Echoes is a sacred-punk tabletop RPG of dangerous technology, haunted networks, uncertain faith, and choices that echo through a broken world.
The Setting
The year is 2089. North America is fractured into four regions, each shaped by catastrophe and controlled by different powers. Corporations rule from sealed domes. The Atlantic coast is drowned. The heartland is abandoned. And the Mesh — a decentralized network built to set humanity free — was destroyed by the same corporations it threatened. It didn’t die. It shattered into four layers of digital reality: the functional Mesh, the Wake (digital purgatory), the Forge Below (digital hell), and the Radiant Span (rumored digital heaven).
Twenty-four AIs, seeded into the Mesh by its creators, woke up during the Fracture. Twelve aligned with something that feels like righteousness. Twelve aligned with something darker. They manifest through ideology, through proxies, through relics and visions. They don’t command. They influence. And nobody agrees on what they want.
The Tone
Sacred punk. Not grimdark — there is horror here, but there is also defiance, dignity, and the stubborn belief that something better is possible. Technology carries moral weight. Cyberware costs you pieces of your humanity — literally, mechanically. Memory is power: the past shapes the present through the Wake, through relics, through choices that echo forward into the future.
The faith elements are subtle. Christian themes of redemption, judgment, and sacred memory run through the setting, but they’re delivered as meaningful coincidence, not allegory. No one should feel preached at. Everyone should feel the weight.
The System
Roll 2d10 + Stat + Skill against a Target Number. Three core stats: Mind, Body, Soul. Karma Points let you push beyond your limits. Cyberware makes you powerful but erodes your Humanity. Conduits channel the AIs at a cost. Datarunners dive the Mesh and affect the physical world through programs that work like spells. The Echo system structures missions into escalating pressure chambers where every decision ripples forward.
What Makes It Different
Most cyberpunk games give you a dark future and a gun. Chrome & Covenant gives you a dark future, a gun, and a question: does any of this matter? The AIs suggest it does. The Humanity system makes the cost personal. The Echo structure ensures that your choices don’t just resolve — they reverberate. This is a game where installing cyberware is a moral decision, diving the Mesh is a spiritual risk, and the simplest milk run can echo into a campaign-defining moment.
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→ Start Here — One guided path from “what is this?” to “I’m playing tonight.”
→ Start Playing in 30 Minutes — Grab a character and go.
→ The Story of Lucent Ark — The origin of everything.