A lot will be compatible in the sense that the concepts tend to link to obvious replacements. The biggest source of distinction is probably the Trait rules, but it's unlikely it would be difficult to work out how to translate your fighting style and backgrounds to a configuration of Core Traits. Converting example characters between editions was largely effortless. The other main difference are kind of self-evident (removing basic powers for instance) or require only moderate conversion (figuring out how to refit previous draft powers into current draft Techs).Oh sick. I thought this project was dead. Can't wait to dive into it.
Quick question though. Given the changes you've made, do you think your previous material (like the Dead Sun setting) can be added to this new system without too much trouble?
I admit Guts vs Guts getting a bonus was kind of a whim. I did intend that Guts be "outside" of the RPS system, mainly because I figured there might be some players who'd rather not worry about playing the RPS game and just go with an option that doesn't have inherent advantages or disadvantages. Guts seemed most appropriate as the "never give up, never give in" type of ability.Huh, good to see this running and reaching completion possibly. A note about combat, I'm not exactly crazy about the Guts vs. Guts setup for style advantages. Personally, I think it would be better to fit into the RPS as a square rather than a triangle.
Looking forward to the other systems!