Australopithecines are vegetarian by many measures; if a troop has Hunters, they're Hunter+Warriors, and their wooden spears and butchery tools do not excel. They don't know how to start or keep fire, but they take advantage of wildfires.
Australopithecine language ability is limited; notably, they don't think in names, and barring simple classifications("the alpha", "your mother"), anyone or anything they can't point to is difficult to talk about. Their nomadic troops just don't call for much in the way of language. This also means they don't have storytellers.
Australopithecines are covered in fur, ranging from black to brown.
#char Gracile Australopithecine -60 4'11", 105pd 20 +1 DX -10 -1 HT -40 -4 IT 5 +1 Per -10 -1 ST -5 Language: Broken/None(Native) -10 Short Attention Span(SC: 12(×1)) -10 Short Lifespan: 1 0 Feature: Fur
#char Robust Australopithecine -50 5'6", 150pd 20 +1 DX -10 -1 HT -40 -4 IT 5 +1 Per -5 Language: Broken/None(Native) -10 Short Attention Span(SC: 12(×1)) -10 Short Lifespan: 1 0 Feature: Fur
As members of Homo, habilis have skin with sparse hair. They range in color from black to brown.
Homo habilis is the first hominid to advance from wood to stone technology, which allows leaps and bounds in meat-eating. Gatherers still outnumber Hunters, but nearly every troop will have a few Hunters. Like australopithecines, they don't know how to start or keep fire, but can use wildfires; their language abilities are also comparable.
#char Habilis -40 4'11", 105pd 20 +1 DX -10 -1 HT -30 -3 IT 5 +1 Per -10 -1 ST -5 Language: Broken/None(Native) -10 Short Lifespan: 1
As members of Homo, erectus have skin with sparse hair. They range in color from black to beige, being from a greater variety of climates.
Homo erectus has much better stone technology, and they typically know how to keep fire, but not how to start it. Instead of nomadic troops they live in semi-settled tribes, with camps generally centered on the eternal hearth fire. Perhaps as an adaptation their language ability is better, including names and storytelling. Their fire-hardened spears and fine stone butchery tools support a lot of meat-eating, with Hunters and Gatherers in roughly equal numbers; for some tribes this is a gender division, overshadowing an individual's sex.
#char Erectus -9 5'1", 130pd 20 +1 DX -20 -2 IT -4 Language: Accented/None(Native) -5 Short Lifespan: ½
Neanderthals come from ice ages, and therefore are built stocky and powerful, with cream skin and lighter hair. They are the apex of hominin meat-eating, and can't handle a vegetarian diet but they can handle a carnitarian diet. They have flake-based stone technology, and unlike archaic sapiens their technology includes stone spearheads and hafted stone axes. They also use a wide variety of soft items, including hide and fiber bags and clothing.
Neanderthals live in large tribes, often permanently settled, as the environment allows. As with archaic sapiens, these tribes are loose enough to support both group and individual wealth. Neanderthals are also unusual in often combining religion and medicine; their herbalists are Shamans, not Gatherers. In addition, virtually every neanderthal participates in maintaining the tribe's relationship with the spirits. This allows for ceremonial initiations into adulthood, which cement the gender division into hunters and gatherers. Shamans are professionals, neither hunter nor gatherer, and are referred to in the plural in conjunction with their attendant spirits.
#char Neanderthal 2 5'3", 145pd -10 -1 IT 20 +2 ST -3 Language: Native/None(Native) -5 Disciplines Of Faith: Ritualism
The true Cro-Magnon are from an ice age culture, but the term is used broadly for advanced sapiens groups; cro-magnon from tropical areas are more likely to survive in the Combined World.
Cro-magnon technology is the native apex, edging out advanced saurians. Their stone tools are flint or obsidian, and they have many tools of bone, wood, ivory, and horn, including sewing needles and oil lamps. They hunt with bows, slings, and spear throwers; their spearheads are barbed bone/horn or hydrodynamic stone leaf. They make dugout canoes and watertight bags and tents. They also carry portable art, which shades over into the first stirrings of writing, where carvings or paintings can convey a little information. The practice of mooting, perhaps copied from nomadic hominids, allows groups larger than tribes to keep in touch. Totemism also appears, and a mooting clan will often share a totem in common. Religion is similar to that of neanderthals.
#char Cro-Magnon -7 5'6", 150pd -2 Language: Native/Broken(Native) -5 Disciplines Of Faith: Ritualism
Smaller descendants of the australopithecines, the ebu gogo are named for a specific group like the cro-magnon. Physically, they look more like small erectus, with flat faces, dark brown skin, and sparse hair. However, key brain areas are enlarged, allowing them a comparable(and rather different) intelligence despite smaller brains. They use technology largely similar to cro-magnon. Instead of making huts, they live in caves, although they do shape their caves somewhat. They also don't practice mooting, and lack any organization larger than a cave mouth can hold.
#char Ebu Gogo 11 3'6", 55pd 40 DX: +2 -20 -2 IT 0 SM: -2 -4 Language: Accented/None(Native) -5 Short Lifespan: ½
Parahominins are hybrids, combining features from several hominin species and adapted to the Combined World. They generally resemble australopithecines, but with a larger brain, and brows from their neanderthal ancestry. Despite the bawdy questions routinely asked about their origins, their fondness for living in cities of the Vanished Ones suggests a more prosaic explanation.
Mentally, they have a hodge-podge of capabilities; they live in simple troops, each individual or family gathers their own food whenever they get hungry, but they have a rich religious life. They're generally peaceful, and will flee a long-established home rather than confront invaders, even australopithecines. They believe each spirit has a sacred place, where it can be appeased or supplicated with gifts of fruit.
Paras bury their dead, usually with a favorite food in the corpse's hand, but consider it taboo to even remember the dead after burial. This appears to be part of a belief system descended from a "multipart soul" system, which has reunified the soul; the buried dead's soul is expected to make a day-long journey through "lizard-cracks" in the earth, but the living can hold it back(via a sheut-like part) on the surface. The destination of this journey is the "second sun", a place where the dead's souls can join beings of shining light.
Technologically, the paras are a primitive hybrid; they have simple stone tools, but they not only don't know how to start or keep fire, they don't even use it because they fear it. They generally live in the overgrown cities of the Vanished Ones, where the many passages and rooms provide places for quick-moving, quick-thinking paras to hide from hungry dinosaurs.
#char Parahominin -65 3'6", 80pd 20 +1 DX 10 +1 HT -40 -4 IT 5 +1 Per -20 -2 ST 10 +½ Basic Speed -5 Language: Broken/None(Native) -10 Bestial -15 Disciplines Of Faith: Ascetism -5 Innumerate -5 Phobia: Fire(SC: 12(×1)) -10 Short Lifespan: 1 0 Feature: Fur
A para built on a number of points reasonable for a PC would be a veritable Cú Chulainn of their people; such an individual may wield a mighty stone spear stolen from neanderthals, and may have risen to alpha at an early age, before being deposed and exiled by older and cannier members of their troop.
Advanced saurians are likely also a product of Vanished One technology. They're small theropod dinosaurs, semi-upright with balancing tails, and scaly despite classic maniraptoran hands. They also have the raptor sickle talons. Their scales are fine and slick, with a mottle of greys and greens.
Culturally, they don't wear clothing, but they do wear straps with tools, weapons, and numerous pouches. They have fairly advanced stone tech, including stone spearheads and hafted stone axes, and they live in packs of 10-20. They're carnivorous, and this hunting makes them quite nomadic. They also lay eggs; an egg near hatching will emit odors that attract nearby packs, and one pack will adopt the hatchling.
#char Advanced Saurian 10 11'2" long, 160pd -20 -1 DX 10 +1 HT 20 +2 ST -5 Callous 11 Claws: Long Talons -5 Cold-Blooded: 50° 10 DR: 2 -5 Ham-Fisted: -3 3 Nictitating Membrane: 3 -10 Restricted Diet: Fresh Meat(Very Common) 1 Teeth: Sharp 0 Feature: Oviparous
Primitive saurians appear to have evolved from advanced saurians, but in a miniscule timeframe; perhaps more likely, this indicates they're another Vanished One product. They're non-obligate bipeds, dropping to all fours for proper speed. They're also stockier, and of roughly habilis intelligence.
Primitive saurians don't know how to start or keep fire, and have little use for wildfire. Their technology is generally based on bone instead of wood or stone. Their language ability is limited, similar to australopithecines and habilis.
#char Primitive Saurian -20 10'8" long, 260pd -20 -1 DX 10 +1 HT -30 -3 IT 30 +3 ST 8 +4 HP (total +7) -5 Language: Broken/None(Native) -10 Bestial -5 Callous 11 Claws: Long Talons -5 Cold-Blooded: 50° 10 DR: 2 7 Enhanced Move: Ground: ×2(Only On All Fours(-35%)) -5 Ham-Fisted: -3 -5 Innumerate 3 Nictitating Membrane: 3 -10 Restricted Diet: Fresh Meat(Very Common) -5 Semi-Upright 1 Teeth: Sharp 0 Feature: Oviparous
Note: With both Semi-Upright and Enhanced Move, the average primitive saurian's move rises from 3 to 5/10 when they drop to all fours.
#char Hunter 110 20 DX: 11 20 HT: 12 0 IT: 10 20 SV: 12 20 ST: 12 5 +¼ Basic Speed DX Skills 2 Brawling(DX/E): DX+1= 12 4 Spear(DX/A): DX+1= 12 2 Stealth(DX/A): DX= 11 2 Thrown Weapon: Spear(DX/E): DX+1= 12 IT Skills 2 Armoury: Melee Weapons/TL0(IT/A): IT= 10 1 Gesture(IT/E): IT= 10 1 Housekeeping(IT/E): IT= 10 4 Naturalist(IT/H): IT= 10 Other Skills 2 Hiking(HT/A): HT= 12 1 Survival: Jungle(Per/A): Per-1= 11 4 Tracking(Per/A): Per+1= 13
The role of a hunter is to hunt game, the main source of energy and protein in the tribe's food. This tends to be quite variable, and made even more so by the biggest game requiring a week or more to bring down.
Option: Change Survival to specialize in another terrain type, like Swamp or Plains. Hunters notably use this skill to feed themselves on a multi-day stalk of large prey.
Option: Replace Thrown Weapon: Spear(DX/E) with Bow(DX/A). You may want to put 2 more points in as well. Cro-magnon bow tech can lend a serious advantage, but training is often extensive.
Option(-2): Remove Spear(DX/A), Thrown Weapon: Spear(DX/E), and Armoury: Melee Weapons/TL0(IT/A), and increase Brawling(DX/E) to DX+3= 14. Saurians use natural weapons instead of manufactured ones.
#char +Warrior 40 20 increase DX to 12 -5 remove +¼ Basic Speed -5 Bloodlust(SC: 15(×½) 4 Fearlessness: +2 4 Hard To Kill: +2 10 High Pain Threshold 2 replace Brawling(DX/E) with Karate(DX/H): DX= 12 1 Shield(DX/E): DX=12 4 increase Spear(DX/A) to DX+2= 14 2 increase Stealth(DX/A) to DX+1= 13 1 Tactics(IT/H): IT-2= 8 2 increase Thrown Weapon: Spear(DX/E) to DX+2= 14
This Hunter lens is for hunters with experience and perhaps training in hunting armed intelligent beings. It can also represent an "alpha hunter" in a tribal society, who bullies the beta hunters to maintain their position, by replacing Bloodlust with Bully.
Option: Instead of increasing Spear(DX/A), add Axe/Mace(DX/A) or Two-Handed Axe/Mace(DX/A) at DX+1= 13. A dinosaur femur may make a club good enough to be worth sacrificing the speed and versatility of a spear. This may be best combined with the Bow option for Hunter.
#char Gatherer 110 20 DX: 11 30 HT: 13 10 IT: 11 0 SV: 10 20 Per: 14 0 ST: 10 2 HP: 11 5 Absolute Direction Per Skills 1 Observation(Per/A): Per-1= 13 1 Search(Per/A): Per-1= 13 8 Survival: Jungle(Per/A): Per+2= 16 Other Skills 1 Cooking(IT/A): IT-1= 10 8 Hiking(HT/A): HT+2= 15 2 Knife(DX/E): DX+1= 12 2 Navigation: Land/TL0(IT/A): IT= 11
The role of a gatherer is to use the Survival skill to bring in plants and small game from all around the tribe's territory. Gatherers will normally return to camp each day, pooling their finds for a more-stable food supply.
#char Shaman 110 0 DX: 10 10 HT: 11 30 IT: 13 30 SV: 13 0 ST: 10 10 Status: 2 10 Medium IT/SV Skills 4 Religious Ritual: Shamanism(IT/H): IT= 13 4 Ritual Magic: Shamanism(IT/VH): IT-1= 12 2 Diagnosis/TL0(IT/H): IT-1= 12 4 Diplomacy(IT/H): IT= 13 1 Housekeeping(IT/E): IT= 13 1 Meditation(Will/H): Will-2= 11 1 Occultism(IT/A): IT-1= 12 1 Survival: Jungle(Per/A): Per-1= 12 Other Skills 2 Staff(DX/E): DX+1= 11
The world is full of spirits, and a shaman is the tribe's spokesman to them. Shamanic magic here intertwines Religious Ritual and Ritual Magic; the specialization into Paths has not yet developed, but Religious Ritual can offset the -6 for defaulting to Ritual Magic, especially since both rolls get boni for elements(ritual space, material/symbolic, time, p127-129, G:Thaumatology).
#char Chief 150 0 DX: 10 10 HT: 11 20 IT: 12 20 SV: 12 20 ST: 12 10 Status: 2 15 Luck 10 Voice IT/SV Skills 1 Armoury: Melee Weapons/TL0(IT/A): IT-1= 11 8 Detect Lies(Per/H): Per+1= 13 8 Diplomacy(IT/H): IT+1+2= 15 (+2 Voice) 4 Fast-Talk(IT/A): IT+1+2= 15 (+2 Voice) 8 Leadership(IT/A): IT+2= 14 1 Occultism(IT/A): IT-1= 12 1 Religious Ritual: Shamanism(IT/H): IT-2= 10 2 Survival: Jungle(Per/A): Per= 12 2 Tracking(Per/A): Per= 12 Other Skills 2 Knife(DX/E): DX+1= 11 4 Spear(DX/A): DX+1= 11 2 Staff(DX/E): DX+1= 11 2 Thrown Weapon: Spear(DX/E): DX+1= 11
While the position is largely hereditary, a chief leads by virtue of experience, skill, intelligence and popularity, and must be dedicated to the welfare of their tribe. A good chief views their personal welfare as secondary to that of the group they lead.
#char +Herbalist 20 4 First Aid/TL0(IT/E): IT+2 8 Herb Lore/TL0(IT/VH): IT 4 Naturalist(IT/H): IT 4 Pharmacy: Herbal/TL0(IT/H): IT
This lens, usually applied to Gatherer or Shaman, indicates skill and experience using herbs to heal injuries and cure sickness. First Aid serves as the first line of restoration, generally followed by using Pharmacy: Herbal to apply a treatment gathered with Naturalist. Naturalist also feeds mighty elixirs which take weeks to brew with Herb Lore, but can save a life in moments.
Option: A herbalist may have a positive or negative Reputation with their tribe, based on skill and past luck.
Option: A herbalist may have gotten started not by necessity, but by personally being more able to experiment. Add either Resistant: +3 vs Poison(5) or Resistant: +3 vs Metabolic Hazards(10).
#char +Storyteller 36 5 Status: 1 5 Eidetic Memory 10 Voice 4 History: Old World(IT/H): IT 4 Performance(IT/A): IT+1 (+2 Voice) 4 Public Speaking(IT/A): IT+1+2 (+2 Voice) 4 Teaching(IT/A): IT+1
This lens can be applied to any template; Hunter and Shaman are notable for their "day jobs" providing story fodder. However, a storyteller is not just an entertainer. They're also a teacher and tribal historian, the trained memory of the tribe.
In general, Status doesn't stack; remove it or replace it in this lens if needed. Similarly, replace Voice with Charisma: +2 for a Chief +Storyteller who gets Voice from Chief.
|+2||chief and shaman|
|+1||exceptional hunters, apprentice chief/shaman, storytellers|
|-1||weaklings, cowards, cripples|
|-3||outcasts and exiles|
|+1||alphas(patriarch and matriarch, like silverbacks), exceptional foragers|
|-1||the diseased, the crippled, the "odd"|
Consider the Yanomami.