The tutorial videos show only a part of what the system can do, since there are also whole modules not shown.
I'd thought it might be good to add here a list of all the current features, so you can get a complete picture of what it does.
ERA Requires a javascript+html5 enabled browser (any modern one will do). Internet connection is NOT required.
Character creation
- Create a character from scratch, selecting from all RMFRP professions including companions, any Shadow World race. Everyman/restricted skills included.
- Pick any talent/flaw from any RMFRP book, all descriptions/costs included (the effects on the character are not automatic so far though).
- Roll stats, assign temporaries and potentials.
- Create combat styles using all RMC Combat companion rules if desired.
- Choose culture, assign hobby ranks with all related rules included.
- Assign language ranks, based on race and culture.
- Recommended screen size: 14’’ or bigger.
Character sheet
- Manage all skills, stats, resistances, and lots of additional information.
- Level up.
- Enter stat gain rolls.
- Spend DP's, with filters for favorite skills, skills affordable with remaining DP's, etc.
- Register purchased TP's (effects not automatic).
- Assign armor parts to build customized armor.
- Create HTML to obtain a printable standard character sheet to take to the gaming table.
- Recommended screen size: 10’’ or bigger.
Adventure module
- All done from a browser, customized to be usable even from a 10'' display.
- Add adventurers and enemies (using the previously created characters).
- Roll for moving maneuvers, resistance rolls, automatic spell casting, with all the table lookup done by the system, also PP's used are automatically subtracted.
- Register individual and party rest/sleep, automatically recovers HP's and PP's.
Combat module
- Also browser based, can be accessed at the same time as the adventuring module.
- Cast complex spells (rules for spell preparation, armor encumbrance, overcasting, etc., are all considered).
- Attack targets, deliver criticals, all handled by the system (current version uses RMC Combat Companion attack tables and criticals).
- Defenses can be customized per character, with parry percentage and stun status also automatically considered.
- Resulting damage, bleeding and penalties can be registered and considered on subsequent maneuvers.
- Bleeding is automatically considered as rounds pass.
- Cast force spells and let all the complexities of the Basic Spell Attack be managed by the system, the resistance result considers the target's modifications.
Inventory Module
- GM can specify items carried by each party member, NPC, horse, etc.
- Common items can be loaded before starting, with the official RMFRP weights and descriptions.
- Organic/Inorganic composition can be specified, to help compute characters spell casting penalties.
- Recommended screen size: 10’’ or bigger.
Mobile character sheet module
- Any smartphone/tablet/etc. logged to the same Wi-Fi network as the GM can access his/her own character status.
- Optimized for displays of 3.7’’ or more.
- Allows a detailed status of any character in the hero party (left column) of the adventuring module.
- Check rounds of spell preparation, bleeding, remaining HP and PP percentage.
- Access and search all skill ranks and bonuses developed.
- Access the description of all known spells.
- Access personal inventory, with description and total encumbrance and spell casting penalties.
Of course, most of these features are not mandatory to use. You can ignore character creation steps, edit skill names and bonus, play directly in the adventuring module defining only hits, DB and OB, ignore all spell casting features and just keep track of power points manually, etc.
I'd really like to hear from you what features not listed here would be required in each of your gaming groups to make ERA a useful tool. It could be a house rule, some formula from a companion, information regarding a concept not currently considered, etc.
And of course, as soon as the RMU beta 2 comes out, I intend to prepare a rule set to match it, so as to help with playtesting.