Features

Flexible Archetypes

Trials of the Grail takes its inspiration from the classic Arthurian grail quest.

Its rules model the essential elements of that story, setting up powerful archetypes for you to use.

These archetypes are yours to customize: the “knights” can be space marines, spies, or stunt pilots. The mechanics work the same, regardless of setting.

Player Power

Players and game master collude to create the story, and both have power.

When a questor wins a Trial, his player Narrates the victory: descibring success and larger repurcussions.

Players also earn Narrative Points by good play and the moral lapses of their questors. With these, they can insert (favorable) material into the world.

Morality

Virtue

Characters' primary shifting resource is Virtue, earned by performing good deeds.

Virtue is spent to improve skills, boost performance and heal injuries.

When a questor has an Epiphany, Virtue transforms into Wisdom.

Wisdom

Wisdom is the ultimate guage of a questor's moral progress. Only those with Wisdom can use Relics…or hope to claim the Grail.

Questors can also claim Wisdom by uncovering the Mysteries of their world.

Dualities

Characters

The Lead questor will grow to be the best of his kind. He will be tested by the Grail.

Supporting questors help the lead. Their players have extra narrative power.

Abilities

There are four main aptitudes: Fight, Survival,
Manner and Wits. Each has two aspects:

Talent is inborn ability.

Leads are Talented but not initially Skilled.

Skill is learned ability.

Supporting questors are Skilled but less Talented.

Trials

Conflicts are called Trials and have two hardness ratings:

Difficulty is the straightforward amount of challenge to overcome.

Lead questors can take on big challenges but are prone to failure and injury.

Complexity is how tricky and subtle the Trial is.

Supporting questors are reliable and don't blink at messy situations.

For example:

The Lead can defeat ten skilled enemies in a tournament—at once. But in a back alley, he'll be cornered.

A Supporting Questor can fight two thugs at night, on the edge of a ravine, with a broken sword.