Well, I can't speak to the accuracy of the translation because I'm an ugly American who only speaks English. While I could nitpick the English phrasing, I understood it well enough, which is the important thing!
I had only two questions:
1. I assume the damage listed for the dagger is a typo, yes? 1d6+8 damage would be better than a greatsword!
2. The rule for defense... Is this a game where the GM doesn't roll, so instead of the monster rolling to hit, the player rolls to defend? Or is that rule for when the character takes their whole turn on defense?
Those two questions aside, I find the use of a 2d6 curve instead of the flat d20 to be fascinating. 10 is an interesting threshold with the CT bonus of 2 to start. In general, I like the way the classes and statistics interact.
I also like the magic system... I like how it's freeform but not completely unrestrained.