The main point of the system that I like is the optional allegiance system. Characters can align themselves to deities or organizations, which is then measure by an Allegiance stat. This has given me the idea of creating a way for the various class abilities from DnD to be used in BRP.
While I’m still working out a system to handle this for my campaign, the general idea will be that players will align themselves with one of the deities in my campaign world and the more allegiance they gain with that deity, the more divine abilities they will have access to, this will include such things as the ability to cast divine spells to being able to turn undead.
Of course the PCs will have to decide if they will be a priest or warrior for their god, which will change the way they receive divine powers, but beyond that, I think it’s a very good system to use.
As far as the magic, mutations, psionic, super-powers system is concerned, if handled properly, I think you’ll be able to integrate them all into the same setting. Personally, I won’t be integrating all of them, but I can see how you could do that if that was the style of game you were interested in running.
I was going to hold off on buying the rules until the edited edition came out, but when they put Zero edition on sale on April 1st, I just had to buy it. I’m glad I did because it’s allowed me to go ahead and begin making the necessary rules I’ll need for my next campaign. Also, when the final edition does come out, I’ll basically have 2 rule books that I can use while my players are making characters/playing the game.
Sure the two won’t be exactly alike, but I don’t see them making to many changes between the two versions as they’re editing the book.
Oh and sorcery spells just work, no skill roll required, but they can be resisted.