>>96297699
>What convinced you to pick it up
The combat system. If you're familiar with the board game BattleCON, it works a lot like that. It goes like this:
>each combatant secretly picks a Maneuver
>the combatant with the lowest Speed must declare his Maneuver first
>anyone with higher speed can interrupt to do his own Maneuver
>the interrupter can be interrupted by even faster characters, etc.
>if your target is in range when your Maneuver resolves, it hits automatically; only Damage is rolled
>once everyone has resolved (or lost) his Maneuver, next round
It makes each turn very intense as you try to read what your opponent is going to do and counter it. It feels very deep, and it does something very few RPGs accomplish: making 1v1 gameplay interesting. Because there's no to-hit roll, quick characters must actually be played like quick characters, sneaking in hits with their superior speed and then falling back when they sense a big hit coming. Tough characters, on the other hand, can Soak hits with high Stamina and then hit back for more, so their game plan is completely different. For brevity, I've summarized combat quite a bit, but there are also mechanics like spending WP to switch to a Block mid-turn, Grabs bypassing Blocks, putting people in Holds that require contested Strength rolls to escape, Jumping and Crouching Maneuvers not being able to hit each other, etc.
>modifications
Well, quite a few, but that's partly because I'm working on adapting the system to a medieval fantasy setting. For that, I've used some of the weapons, armor, and styles from the Samurai Shodown BR fan adaptation. You can find that via https://batjutsu.wordpress.com/. Somewhere on there is a link to a Google Drive folder with all the translated stuff.
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