1. In Core Exxet they have the choice of where to distribute +10 to five different skills (similar to the freelancer class ability) as part of their natural bonus. This counts as a special bonus, and cannot exceed 100 in any skill in combination with the next part of the natural bonus.
2. The character has the ability to choose 1 physical skill (based on STR, DEX, AGI, or CON) and 1 mental skill (based on POW, WP, INT, or PER) to add their characteristic bonus to that skill. This counts as a special bonus and cannot exceed 100 in any skill in combination with the above part.
You need download the first book
Read pages 8-25 for basic character creation steps, these will come into play later, but its good to get an idea early
Then read pages 26-30, and 255-259 for races. The first section is for humans with the souls of special races, and the second is for the literal races. You may also play as human of course
Then, gloss over pages 31-42. They will list you the classes you can play, these class affect how you level up and can spend your points. Mages are better at leveling up magical abilities, warriors might not be.
43-50 lists the secondary abilities you can invest in.
At this point you should have read a bit about how a character is made, a characters class, and race, and secondary abilities. I then like to decide what path my character will take. There are 5 major paths your character can take, with limitless variations.
You should also take note on the combat, which is pages 78-91, and take a look at the starting game shop (you can spend your starting money here) 62-75
The first is Magic, which will follow a book a spells they have access to. The total amount of spells is about 750~ or so, so you have a lot of options in front of you
108-176 explains all of what mages do, plus all the spells available. You will also need to read from the magic rule changes to adjust your spell book. In addition, you will need to at least glance at pages 1-100 in the supernatural book, some stuff can be glossed over, but all of it can be used by mages in some way shape or form. additionally 110- end can contain some information you might find interesting or important.
Summoners are another branch of magic, though to the two are very different. Summoners can take part in up to three different general paths of summoning, each more or less entirely unique.
Summoners will need to read the magic sections as well (minus the spellbook if they don't wish to cast any spells, and must read 176-192 on summoning. They will also likely have to look at the creature creation guide on 282-311 and the creature book. Additionally summoners should look at pages 1-29 of the magic book, and pages 58-100.
Then psychic, which is generally regarded as fairly OP. They have a lot of powerful effects, and they can use them often, but they should they max a powerful skill, they may find themselves more of a one trick pony than an actual player. A balanced character here offers a great deal of entertainment, as well as RP potential
Psychics should read pages 192-212 in the main book, and pages 100-110 in the supernatural book, as well as page 11
Then Ki. Ki is basically the anime part of the game, it includes great deal of powerful abilities, including a section about making your own powers. If you want to emulate a character from an anime and dont quite know how, this is the place to do it. Realistically, there are limitless options here.
Ki users should read pages 94-108, as well as 56-62 (martial arts being the last, and most attuned with ki) as well as nearly the entire Ki book. Almost all of it is important in some way, or offers you choices. Do note, martial arts are updated and in the ki book on page 28+
Then Non-specials. These are for people who don't want to mess with magic or ki. You can learn weapons and skills that will easily let you become a fear combatant, which a laundry list of skills. This category can also cater to the people who dont want to focus on combat, and would rather play more as an RP, as you dont /just/ gain xp for combat, you could really spend your time learning skills and contributing in a noncombat capacity, such as blacksmithing or healing.
Weapon modules in the gamemaster hand book (6-8) and in the ki book (132+) and the main book 56-62. Beyond that, revisiting the secondary abilities may offer some help as well.
players may also be interested in reading (From the main book) pages 52-54 (on dying) and 212-222 (accidents and fumbling)