The game is still called Pulpwood!, but to distinguish from older posts, I am going to use the tag 'Mint Condition'. Pretty simple, right?
But for now, I present the first of the three classes, the Scholar.
Hit Dice: d6
Skill Points per Level: 4
Favored Save: Wits
Class Skill: Academics
The Scholar is the master of all things research and education oriented. Having spent years of their life improving their minds, they know more than the average Joe could learn in a life time.
Scholars are not only masters of research, but a select few have managed to tap into the arcane energies that fill the world. Some derive magic from ancient texts (called Arcanists), some have unlocked the powers of the mind (called Mesmerists), and even some have created technology that is centuries ahead of its time (called Gadgeteers).
Scholars are a force to be reckoned with, both in the lab and on the field.
Arcanist- The Scholar gets access to Powers in the form of magical spells. If he takes this Talent, he can not take the Mesmerist or Gadgeteer talent. In addition, once per day the character can make a Wisdom Action Roll to communicate with Creatures from Beyond the Veil. The character can then ask any question to the Creature, and the Creature will answer to the best of its ability. However, sometimes the Creature doesn't know the info, is not willing to give it up unless the Scholar offers something in return, or is just plain antagonistic. The attitude of the Creature should be up to the GM.
Mesmerist- The Scholar gets access to Powers in the form of psychic abilities. If he takes this Talent, he can not take the Arcanist or Gadgeteer Talent. In addition, once a day per every 4 levels (can use once per day at level 1), the character can attempt to read someone's mind. This is an opposed Wisdom Action Roll against the target. If the Scholar succeeds by a small margin, he will now the surface thoughts and emotions of the target. If he succeeds by a significant margin, he can read deeper thoughts. If he fails, the target senses their mind being tampered with.
Gadgeteer- The Scholar gets access to Powers in the form of supernatural gadgets. If he takes this Talent, he can not take the the Arcanist or Mesmerist Talent. In addition, a character can have a number of 'incidental' gadgets per day for every four levels (one gadget at level 1, two at level 4). This gadget can take any form, but should only replicate tools, such as lockpicks, flashlights, medkits, climbing gear, or anything else. After the tool has completed its use (the door is unlocked, you enter into light, the character is healed, you climb the mountain), the tool breaks and can't be used again.
Item of Power- The Scholar has a magical item or small gadget he found or made. The item holds one Novice Power. The Power can be used a number of times per day equal to the character's Wisdom modifier. However, unlike regular Powers, you do not need to roll to make sure the effect happens (though you may need to make an attack roll if the effect is a damaging one).
Specialist- Your Scholar has become a specialist in the field he works in. Whenever there is a non-combat test where the specialization could come into play, the player adds a +2 bonus to the Action Roll. The player must detail what the character is specialized in upon taking this Talent. This Talent can also be taken multiple times, each time choosing a different specialization.
Languages- Your Scholar has spent most of his time learning foreign languages. In addition to the languages you start with, when you take this Talent you gain two additional languages.
Researcher- Your Scholar knows the Dewey Decimal System like the back of his hand. When doing research on something, the Scholar adds a +2 to help in his search for knowledge.
Herbalist- Your Scholar knows the ins and outs of plants, herbs, fungus and what they can do. A Scholar can do an Intelligence Action Roll to determine the possible properties of any plant he encounters. Similarly, he knows how to make basic medicines and salves out of these plants. These salves do small things like heal minor injuries, cure simple poisons and so on. The GM should be the final arbitrator on these kinds of things.
Appraisal- Your Scholar has spent a lot of time learning about ancient artifacts and lore. Though other characters have to find out what an Artifact does through guessing and experimentation, the Scholar can do an Intelligence Action Roll to determine what the Artifact does and how it does it.
Decipher- Your Scholar has learned the ins and outs of ancient Heiroglyphs, runes and dead languges. The Scholar gets a +2 bonus when trying to decipher heiroglyphs or writing in an unfamiliar language,