The Protean Foundation (Cultivators of the New Flesh)
My reaction to the flavor text on the front of the playbook is that they are more about modifying humans, trying to speed up our advancement as a species adapting to the present environment. The specific abilities don't all mesh with that, but here are my initial thoughts on how to fit it all together:
If the ecosystem had to change in strange and unexpected ways to survive the Fall...
Reach 2 Grasp 0 Sleight -1
Doctrine - Sculpting a New Humanity: When your Family creates or tames a new species, they inherit one of its minor or cosmetic traits
Lifestyle - Settled: Your Family’s farms and facilities are extensive, and can work on the creation of multiple new Surpluses simultaneously.
Traditions
Populace - a wide variety of humans (as much as the population allows)
Style - analytical, but certainly not afraid to get their hands dirty
Governance - egalitarian commune of innovators and eccentrics
Inheritance - Cultivator characters take 1 Sway or Lore
Landmarks
Before - a secluded hospital and research facility
The Fall - catacombs filled with failed genetic experiments
A Threat - a plague too efficient and dreadful to be natural
Resources
I'm not sure yet - I'll definitely take surplus Medicine, but for my second surplus I'm between Land and Progress. Can you give me an idea of what a Need for either of those might look like?
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Moves
Culture
When your Family starts cultivating a new product, erase Surplus: Progress, Land, or Barter Goods. After a few months, harvest the product: get the surplus back, plus:
-Progress: get Surplus: Medicine and 1 use of medicine that can heal any harm box instantly.
-Land: get Surplus: Crops and slow but steady population growth. At the end of the age, if you still have the surplus gain Surplus: Recruits.
-Barter Goods: get Surplus: Livestock gain a few exemplary examples of the bred animals. If they’re used as mounts, add 1 free tag to them.
At the start of each age you can skip the months of cultivation and go straight to the harvest.
Evolutionary Leap
When you use Culture, characters gain one of these bonuses (according to the Surplus produced) the next time they Tool Up:
-Medicine: Your weapons can be poisoned to add the aberrant or non-lethal tags. Get 1 use of stimulants that’ll stop someone’s Death move from triggering for an hour.
-Crops: One serving of food that toughens skin and gives +1 Armour or provides boundless energy, depending on how it’s cooked.
-Livestock: A group of animals with simian-level intelligence. They have 2 Quality and one of the following specialties: Strength and Endurance, Speed and Cunning, or Ferocity and Violence.
In addition, your Family improves themselves over generations. Every time The Age Turns, pick one physical trait they’ve encountered sometime this Age (night vision, flight, photosynthesis, etc) with the GM providing a downside. Your Family members will all exhibit that trait from then on.