# Chamber tags: #game/rpg/paragon-chamber ![[Chamber (cover).jpg|600]] **Chamber** is John Harper's cold-war paranoid thriller on the **[[Paragon]]** engine: it's 1968, an alien energy called THE SIGNAL has quietly gotten into the world's telecommunications, and you work for a secret agency whose job is to keep the evidence and its victims contained. It's the least mythological place the family has ever pointed the dice — no gods, no monsters, just a lot of very normal people who've seen something they really shouldn't have. ## Setting On January 7, 1966, an alien energy now known as **THE SIGNAL** reached Earth, spreading through telecommunications systems and affecting people and technology around the globe. Its existence isn't public knowledge, though its strange effects have been widely reported. You work for **CHAMBER**, a covert agency tasked with containing or destroying **Signal Resonant Materials (SRMs)** — objects imbued with the Signal — plus its transmission, and the people it harms (or who are trying to harness its power). Your cell runs under cover identities — FBI, DOE, US Marshals — secrecy is paramount, and your superiors' identities are unknown to you; your orders arrive by courier. Signal tech can do extraordinary things, from anti-gravity to invisibility to thought-reception, but working with it leaves the technician with amnesia, which is the game's elegant excuse for why nobody's ever quite replicated anything. ## Mechanics Paragon's engine, re-skinned for espionage. Your **PROFILE** takes the place of the Epithet — your background and training (Data Analyst, Intelligence Officer, Journalist, SRM Survivor, Telecom Engineer…). The four mythic Domains are replaced with mission-coded ones: **Advanced Systems** (tech operation, telecom hacking, data), **Applied Dynamics** (athletics, reaction, violence of action), and **Human Factors** (empathy, deception, manipulation). Everything else runs the shared **[[Paragon]]** contest loop — assembled opponents, Domain-flavored one-roll contests, die-rated traits — pointed squarely at keeping a secret from the world that's trying to find out what your cell already knows. ## Editions **Chamber: Paragon Playset (v1–3)**, by John Harper. *In the library* (the playset PDF, plus a character sheet). ## References - [Agon — Official Site](https://agon-rpg.com/) - [Agon — Evil Hat](https://www.evilhat.com/home/agon/)