Wildman

Since time immemorial, cultures around the globe have imagined strange, fuzzy humanoids living in the hills, just out of sight. With the Wildman species, this certainly true. Some legends say that Wildmen were the gods' first attempt at creating mankind. 
== Abilities and Traits ==
Wildmen are strong, with powerful arms that let them climb quickly, and swing through trees if need be. Tough as they are, they are not at the top of the food chain, and are keenly aware of it. Wildmen are remarkably perceptive, which keeps them out of the jaws of ambushing monsters.
Wildmen are surprisingly proficient at calming animals and taming them--even the giant and mutant type. If you can make friends with the animals, you can probably make friends with wildmen. If you can't (or your presence frightens them), it may be best if you find a route around them before you get broiled by a caveman's pet slorn.
=== Weaknesses ===
Wildmen are almost allergic to technology, having a Tech Level penalty to almost any weapon (or armor) that didn't already exist at TL0. They likely stick to using leathersee Low-Tech, p.103-106 or bone--both of which can be particularly tough if harvested from a dire animal. 
== As A Template ==
* Attribute Modifiers: ST+2 [20]; IQ-1 [-20]; HT+1 [10]. 
* Secondary Characteristic Modifiers: Per+3 [15]. 
* Advantages: Animal Empathy [5]; Arm ST 1 [5]; Brachiator [5]; Fur [1]; Temperature Tolerance 2 [2]. 
* Perks: Call of the Wild [1].* Disadvantages: Appearance (Unattractive) [-4]; Low TL 3 [-15]; Social Stigma (Savage) [-10]. 
* Features: Apish looks.
== See Also ==
=== For Inspiration ===
* Genndy Tartakovsky's Primal
* Far Cry: Primal
== References ==
* Dungeon Fantasy 3: The Next Level, p.16
* DFRPG: Monsters, p.60