Proficiency is a tabletop role playing system designed to be modified for whatever world or game you're playing in. The book will contain the base systems, optional systems, and examples of fully realised worlds. All of the rules and options will have guidelines explaining when and why to include them in your game. The example worlds are fully featured and ready to use in a game if you'd rather not build something from scratch.
The Core System
The core philosophy of Proficiency is that you must seek out new challenges to improve yourself.
Proficiency is d20-based but unlike similar systems the base numbers are higher to reduce the amount of variance in results. This means that your character’s Skills have the greatest impact on your success.
Rolling a 1 or a 20 on a Skill roll causes a spectacularly failure or incredible success. It also adds a permanent improvement to that Skill as your character learns from their experiences.
But you only roll if there's a chance of failure, so characters - and their players - are driven to find greater and greater challenges to test themselves and become stronger.
Players (including the Game Master) gain new abilities through Talents: cards which describe techniques, magic, and items with varied mechanical effects. Each Talent fully describes its rules, so you never need to look something up in a book.
Example Setting: Cardinal
Example Setting: Sundown
Wounds - Wounds is a health system for worlds where it matters how you get hurt. Using an intuitive system of stacking tokens, the game tracks how you take damage, so that a few bruises stop being a problem overnight, but a strike from a sword will stick around for a while.
The Initiative Wheel - When every second counts, you use the Initiative Wheel. Characters move around the wheel as they take actions, leading to a shifting initiative order based on choices the players are making.
Grids - Progression in Proficiency is fairly slow by default. Grids are for worlds where the player characters are heroes. It allows them to spend time focusing on specific Skills to increase the rate at which they progress, but not without challenge.
Upgrades - Upgrades are a fundamental system in Sundown, allowing players to customise their Talents with extra properties. Some are simple, like silencing a firearm, others are more complicated, like giving you the option of a slower attack for more damage, at the risk of being interrupted before you finish.
If you're raring to go and want to get your hands on templates for Character sheets, Wounds and Grids sheets, and Talent cards, then back this Kickstarter at any reward level and you'll be able to access everything you need in the first backer update.
What Your Support is For
Additionally, some stretch goals will include extra content for the book, which will be available to all reward levels which net you a copy. Speaking of stretch goals...
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Risks and challenges
While I've been designing games for many years, Proficiency is both my first Kickstarter and my first published project. I've been refining and testing Proficiency for 2 years now, and the rules are complete, but need to be written and formatted in a way appropriate for a book.
Because this is my first time and there will inevitably be things I mess up from lack of experience, I'm doing everything I can on this project to limit the risk of failure. I'm avoiding handling shipping, printing, and other logistical tasks. I'm starting with a small goal, and budgeting my stretch goals with extra margins.
I'm doing everything I can to make sure you end up with a PDF on your computer or a book in your hands if you back this project, and you can trust me to see it through.Learn about accountability on Kickstarter
- (30 days)