CHALICE

Writing, Layout and Design by Noora Rose.
Art in the Public Domain.
With thanks to Micah Anderson, Ian Woolley, Jared Sinclair, Fiona Maeve Geist, Chris Bissette, John Battle, Michael T. Lombardi, Luke Gearing, Guilherme Gontijo and Jared Sinclair.
Inspired by The Wretched, Thousand Year Old Vampire, and Artesia: Adventures in the Known World.

Anyone may publish free or commercial material based upon and/or declaring compatibility with Chalice without express written permission from the publisher, Monkey’s Paw Games, as long as they adhere to the following terms:
If your product declares compatibility with Chalice, you must state the following in your legal text and on any websites from which a commercial product is sold: “[product name] is an independent production by [publisher name] and is not affiliated with Monkey’s Paw Games.”
Monkey’s Paw Games takes no responsibility for any legal claims against your product.
The mechanics of Chalice may be reused freely.
Be cool: I don’t have lawyers.

SAFETY

Sometimes games have content or situations where a player or GM may feel stressed out, unsafe, or otherwise not having fun. Safety tools are a way for players and GMs to communicate and check-in before, during, and after a game in order to make sure everyone is still having fun, and to provide the right support when needed.

The TTRPG Safety Toolkit Quick Reference Guide and the guide to Using Safety Tools in Online Play were created by Kienna Shaw and Lauren Bryant-Monk.

Different safety tools work better for different people and games. Finding the ones that best suit the needs of everyone at the table is important, and should be facilitated through discussion at the start of every new game or new group.
This guide provides summaries of some safety tools and techniques (with the original designers’ permission) to add to your own toolkit. This includes the X-card system, the Luxton Technique, and more.

BEFORE THE GAME BEGINS

Session 0

Session 0s are a great way to begin communication, set expectations on the kind of story and play, and introduce and discuss what safety tools will be used at the table.

Lines and Veils

Lines and veils are used to set boundaries on content in a game. Lines are hard limits on content, things that the GM or the players don’t want to engage in. Setting up a line means that content won’t show up in the game at all. Veils are soft limits, things that are ok “behind a curtain” or when they “cut-to-black.” Setting up a veil means that the content might be in the game but not spotlighted or described in great detail. Lines and veils can be adjusted as needed throughout the game.

For additional nuance in setting boundaries, you may also want to set up “Ask first” for content that is ok to show up in the game but requires a check-in before implementing, and “Yes please” for content you definitely want to include.

Luxton Technique Discussion

In the Luxton Technique, have an open discussion between everyone at the table about potential trauma triggers. This is with the understanding that it’s not possible to identify every single possible trigger or trauma, and that there is no social pressure to go into details or individual justifications for a trigger.

During the Game

X, N, and O Cards

X, N, and O cards are check-in tools. They can be used by tapping physical cards, typing the letter in the chat function of the video conference software or virtual tabletop you are using, or using hand signals. Before the game begins, remind everyone that they are available and how to use them.

The X card can be used at any point if a participant is uncomfortable with the content happening in-game. When the X card is used by tapping the card or typing an “X” in the chat, the group can change, rewind, or skip the content.

The N card can be used at any point if a participant feels like they are headed towards an X. When the N card is used by tapping the card or typing an “N” in the chat, the group can change the content or have the scene “fade to black.”

The O card can be used at any point if a participant wants to continue with the content. When the O card is used by tapping the card or typing an “O” in the chat, the group is ok to continue with the content. They can also regularly be prompted by a “O?” asked out loud or in the chat to check-in if everyone is still ok.

Luxton Technique

With the Luxton Technique, when a participant comes across triggering content in play, they can choose to discuss it with the other people at the table. The participant is given complete control over that content, expressed as a need or want for how play will continue. This can include in-game directions for plot and characters, as well as out of game needs such as breaks. After the need and wants are expressed, everyone continues play to accomodate the requests.

After the Game

Debriefing

Debriefing as a group is a great way to reflect on the game, identify possible issues, highlight the fun things to continue, and work through potential bleed. Debriefing can happen right after the game or in the days following the stream.

Stars and Wishes

Stars and wishes are used to reflect on the session and communicate feedback in a positive and forward-facing way. At the end of the game, go around and get everyone to state a star and wish. Stars are things that the participants really enjoyed and loved about the game. This could include a particular moment of roleplay, an encounter created by the GM, or anything else that stuck out as something awesome during the game. Wishes are things that the participants would like to see in future sessions. This could include particular interactions between characters, potential story moments and development, or anything else that could make the game even better in the future.

HOW TO PLAY

Chalice is a solo journaling role-playing game where you chronicle the perilous journey of a Grail-seeking knight in Arthurian England. The game tells the story of the physical and spiritual descent of your knight as they quest for, and ultimately fail to find, the Grail. Your knight’s quest is a doomed one of chivalric virtue, undone by your own fatal flaws and moral shortcomings.
In order to play, you will need a deck of tarot cards, a pen and journal in which to record your journey and deed, and a quiet place in which to divine, reflect, and write. Play progresses through Prompts as delivered by the oracular presence of the tarot deck, interpreted by you, the player.

Passions and Bindings

The Knight whose saga you will bear witness to in this game is represented by two different traits: Passions and Bindings. Each time you draw a card and receive a Prompt, one of these Traits will be added, stricken, or modified in some manner.

Passions

Passions are the capabilities, skills, habits, virtues, or vices your Knight might have. A Passion indicates what your Knight can do, might do, or has done. Jousting, Gambling, I Pray At Each Chapel I Come Across, and I Cannot Tell A Lie are all fine examples of Passions.

Some Prompts will instruct you to record a new Passion. Consider how the development of this Passion will impact your Knight when writing your next Chanson.

Some Prompts will instruct you to strike a Passion. You may only strike a Passion once - cross it off your sheet, it no longer influences how your Knight moves through life, and thus no longer can be tied to Prompts.

Bindings

Bindings are key assets and relationships that are useful and valued by your Knight. A Knight will, of course, have assets and relationships outside of the Bindings written - they just might not be resources which can be spent to satisfy the mechanical aspect of the story. Of course your Knight would have a sword if one is needed, but the expenditure of that Binding would hardly be interesting. Conversely, a Sword Gifted by Lot of Orkney would be a valued and contentious artifact, and its use or loss would carry great significance. Like Passions, some Prompts will instruct in the creation or striking of a Binding, and this should be done in much the same way.

Creating your Knight

To create your Knight, first remove the Major Arcana from your Tarot deck, shuffle them, and set them aside. Shuffle the Minor Arcana and draw three cards, laying them out face down before you without looking at them. This is the skein of fate that shall determine your Knight’s origins. Starting from the leftmost card, flip them one by one and consult the tables below.

The First Card: Parents & Birthplace

Begin with the Suit.

Now, the card.

The Second Card: Your Closest Sibling

Begin with the Suit.

Now, the card.

The Third Card:

At 14, you were taken on as a Squire by a Knight of Camelot.
Begin with the Suit.

Now, the card.

Upon your birth, a seer had a powerful omen. Draw from the Major Arcana.

This is your Knight. From these four starting Prompts, write down three Passions and three Bindings, drawing the web of your Knight’s relationships, resources, and values. Once this has been recorded, reunite the Major and Minor Arcana and re-shuffle the cards.

To Play

A Knight’s quest for the Grail may take a lifetime. Your own Grail journey is divided into years, and each year is measured in two steps: the Deed, and the Chanson.

The Deed

Each year, draw five cards, laying them out face down before you without looking at them. Starting from the leftmost card, flip them one by one, consulting the tables below and completing any task the Prompt may assign, such as creating or striking a trait. From each Prompt you will create a Deed - a heroic undertaking only your Knight may accomplish - and those Deeds will combine with one another to create a Chanson. Continue flipping over the cards until you have resolved all of their Prompts. Discard all cards unless a card tells you otherwise.

The Chanson

From “chanson de deste,” Old French for “song of heroic deeds,” a Chanson is a weaving together of the year’s Deeds. Each Chanson should be defined by a theme or trait that links all its component Deeds together into a compelling narrative. Each Deed should be a single evocative sentence that combines what happens during a Prompt and why it matters to your Knight. Try to incorporate any Passions or Bindings that might be affected by the Prompt and include them. Write in first person from the Knight’s point of view. Relinquish control to the cards and their Prompts as sparks for inspiration and oracular storytelling. Allow the results to combine and form stories. Or don’t.

The Game Ends

If you are unable to strike a Passion or Binding when required to do so, or a prompt informs you thusly, or there are no more cards to be drawn, the game ends. Write a final declarative sentence to end your Knight’s story.

BOOK OF DOOMS

Your Prompts are as follows.

CUPS

PENTACLES

SWORDS

WANDS