mr.float wrote: And what can be found inside the corebook?
Any example how magic works?
How much information does a character consist of?
Inside the corebook are rules for character generation (including abilities descriptions, equipment, generic races info, etc.), action resolution (describing the die-rank system), combat, magic (including magic item creation), NPC and Monster creation, and then GM stuff like a character sheet (which I'd also intend to have available as a download).
The magic system is simple and fun to use, with combat related spells operating in the same way as melee attacks. Magic is no different in how ability is handled. Arcanum is the basic, restricted ability, meaning characters must train in the art before attempting any feat related to it. Basic knowledge in Arcanum allows knowledge of all magic in general, whatever the source. Specializations are in sources of magic power. There are different sources of power; mystic study, supernatural awareness, primordial connection, and psychogenic ability. Schools of magic are related to those sources of power. Wizards, alchemists and artificers are masters of mystic study. Theurgists and Sorcerers are masters of the supernatural. Druids and Elementalists are adepts of the primordial connection. Telepaths and pyschokinetic characters are powerful masters of the mind. All spells in the game are based on twelve basic Effects: Augment, Conjure/Banish, Curse, Fortify, Harm, Influence, Obscure, Perceive, Protect, Restore, Travel, and Transmute. The method of spell casting depends on the power source, with certain very powerful spells perhaps requiring special rituals or items, but the GM decides in those situations. ERP uses only twelve basic spell types, each flexible enough in their rules to simulate any fantasy spell, either through improvisation (useful for GMs) or spell lists. A mage wishes to paralyze an opponent? Easier said than done, but the arcanist would simply roll his related ability dice, representing Potential Harm to the victim, and should those threat points exceed the target's "Resilience" ability, the victim becomes frozen in place. The arcanist can maintain the spell after the first round with concentration and spell point expenditure. However, there are no instant death spells.
How much information goes into a character? Well, every character has access to most basic abilities at D4 rank. Then, one would jot down specalizations and masteries on the character sheet. For most actions that's most of the information needed. Here are some examples of skill successions (just a sample, without assigned die-ranks):
Animal Handling > Wild Animals > Wolves, deer
Handicraft > Cobbling > Boots, slippers, shoes
Endurance * > Pain > Physical, elemental, torture
Feats of Strength > Lifting & Carrying > Lifting, carrying, holding
Investigation > Scholarly > Specific academic field
Resistance * > Magic resistance > Specific source
Skullduggery > Sleight of Hand > Holdout, conceal
Then, in addition to all of the common stuff like race, gender, background, equipment, etc, you'd want to work out the details for action scenes. Here's a quote of a sample dwarven fighter right out of the book:
Melee D8 > Axes D4
Ranged D4 (automatic)
Unarmed D4 (automatic)
His Specialization with the axe grants him +2 points to damage, and a +1 to initiative in battle when using his 1-handed combat axe. The melee ability “branches” out to form an “ability-dice-chain” of Melee and Axes. Whenever he rolls an attack using an axe, he rolls an ADC of D8+D4, and adds whatever weapon modifiers are applicable.
Arcanum D4 > Primordial D4. Whenever Gegdin casts a spell, he rolls an ADC of 2D4, either to determine magical effects or to compare the results against opposing dice rolls. Likewise, if there is a spell that inflicts Potential-Harm (see Glossary or Combat section), he rolls 2D4 to determine the results. He knows two spells: Strength of the Earth and Stone Hide.
His defense pools are as follows:
Active DPs (ADPs)
Weaponry: Melee Ability Tree = 12 hit points, representing defensive skill with weaponry.
Evade: Reflexes + Agility + Pugilism (Specialization) = 8 hit points. Gegdin does not possess skill in the Specialization of Pugilism, and has only average rank in the unrestricted abilities of Reflexes (D4) and Agility (D4).
Dodge: Speed + Agility = 8 hit points. Gegdin possesses only the automatically granted, average rank in both speed and agility.
Deflect: Base Melee MRV + Shield + Magic = 8 hit points. Although the dwarf typically holds no shield, he has enough combat knowledge to pick up random objects and use them as impromptu shields, if he desires.
Passive DPs (PDPs)
Toughness: Endurance×2 + Resistance = 18 hit points. The dwarf has a minimum of D6 for each of these categories, and is therefore tougher than the average human is.
Resilience: Resistance×2 + Willpower + Arcanum tree = 26 hit points. Gegdin’s Resistance is respectable, his Willpower average. He would have a score of 16 if not for his ability and Specialization in Arcanum, which adds up to a total score of 26 Resilience points.
His chain mail armor affords him between 1 to 8 points of protection (1d8) versus any attack that exceeds the hit points of his chosen Active Defense.
...note I'll cover monster and NPC generation in a post coming soon.