
<a href="https://app.roll20.net/lfg/listing/3652/wind-rps-playtest" rel="nofollow">https://app.roll20.net/lfg/listing/3652/wind-rps-playtest</a> WIND RPS is an alternative RPG system which emphasises quick, no nonsense, combat and flexible character creation. Wanna be a Fighter who slays dragons or a fighter who casts magic? Wanna be a rogue who cuts things with a dagger and charms his way around or a rogue who prefers a fine flail? Wanna be the most feared buccaneer in the seven seas, or a foolish scallywag who doesn't give a damn? A faithful and wise Wizard of Blue or a near insane Quantum Mage of Violet? A monster hunting Pathfinder or a wise old man of the mountain? Is your shaman a warrior sent by his tribe to further the ways of his people, or an alleyway loon who insists that their little idol is a real god? Do what you do, be a combination of all of them. You are not penalized for not thinking about a specific build from level one! People are natural, and so should your characters be. Its main features include: - Quicker, D6 based, combat and skills. Stats have no "translation skills." Everything is an opposing role. Rounds quite literally take five minutes or less (as opposed to 15 minutes for a 'typical' RPG.) - Magic is non-exclusive, no "divine source" that's different for a Cleric and different for a Paladin. Instead, it's been divided into 4 colors: White, Green, Blue, and Violet. - A physics/philosophical take on world building and reasoning, i.e. lore that makes sense :D - Abilities (a mix of Abilities and Feats) determine your level, and they generally "if you don't have it, it doesn't exist." - Class's are just more flexible, character creation is more flexible, everything is flexible, yaaaaaay. I failed to playtest more then twice during PAX East, much to my dismay. Though I'll lack the oomph of a nice mat to play on (somebody actually stole that, but not my dice or mini's for some obscure reason) it's possible and maybe even better.