The City of Lives
Horrible crossbreeds of beast and man, jumbled mongrels whose hot tempers keep them in menial and criminal jobs.
Sometimes, in distant, lonely lands, a poor shepherd will sit with none around but the beasts of the field and forest. And sometimes, the shepherd finds themself so lonely that they will lie with these beasts. A hundred generations later, after crossbreeding between many kinds of beast and man, the result is the Kipman.
Kipmen are the result of many generations of random crossbreeding, and as such, no two are alike. Every Kipman has features of a beast—a dog’s nose, the fangs of a wildcat, a sheep’s wool—but the mixture is always unique. Kipmen tend towards the short and stocky. Some Kipmen have human eyes and hair, while others might have the eyes of a lizard and the patchy fur of a jackal.
Culture & Personality
Kipmen are simple people, wanting no truck with books, philosophy, or social niceties. The animal runs strong in the Kipman, and they hunger for a life ruled by instinct. Kipmen are strong, fast, and alert—but their more human sides often fall fallow, leaving them dull-witted, distractible and violent-tempered.
Kipmen societies depend highly on what animal runs dominant in that particular bloodline. For those in whom the wolf’s blood howls, dominance and complex social dynamics rule the day. Those who feel the cat or lizard more strongly keep apart from each other whenever possible, feeling more comfortable on their own. But for all Kipmen, their mongrel blood makes them looked down upon, and their often sub-human intellect allows others to easily take advantage. Because they are so weak on their own, Kipmen form tight-knight communities, wary of outsiders but holding trust sacred inside the neighborhood or tribe.
Relations With Other Bloodlines
* Grate-Scratchers: Friends! They like us, and they always have tasties for eating.
* Iversdotters: They don’t like it when we call them “mistress.”
* Leovites: They’re too intense. But they believe in mercy, and charity. We like those things.
* Pariahs: Don’t trust someone you can’t smell.
* Prometheans: Warm and friendly. They never make us feel stupid, even though they’re so smart.
* Rurals: They know animals, and that’s good. But they think they can domesticate us – and that’s very, very bad.
* Sky-Carvers: They look down on us. Bite their legs when they’re in range.
* Crossbloods: They’re “mutts” too, so they understand. Be careful of the ones that follow upper-class parents too carefully, though.
* Outlanders: Strangers are dangerous. But so long as they stay out of our territory, we can be friends.
There are many Kipmen communities outside the City’s walls, roaming the Julian Plains as nomads, hunter-gatherers or traders. A number of these tribes are seen as dangerous barbarians by the City, and only shaky alliances and unwilling tribute keep the status quo. One notable tribe, known as the Crashers, includes a few other Bloodlines and non-humans, and it the most feared upon the Plains.
Many Kipmen follow the Light, believing with an intensity inverse to their intellectual understanding of doctrine. Others believe in various nature deities or totems that have come from off-Realm, often honoring an animal form similar to their own dominant blood.
* Male: Buxer, Closk, Deex, Heft, Hem, Howell, Mellett, Nobbler, Refto, Rik, Robble, Skarch, Zin
* Female: Cler, Epixer, Fillin, Jooner, Kar, Krobish, Nollin, Pler, Quinarth, Resk, Skem, Zer
* Descriptives: Brightclaw, Brownback, Farbeast, Haphearted, Hothowl, Peltwar, Redhand
* Personal names are short, with a lot of k, x, and f sounds. Family names are nicknames or animal descriptors.
Recommended Archetypes: Athlete, Battlecrafter, Burglar, Explorer, Soldier
Kipman Bloodline Aspects include the following:
* Blood of a Hundred Beasts
# Every Kipman has animals in their ancestry—which ones varies radically, providing different benefits and hindrances
# Invoke: The character has superior sight, hearing, healing—depending on the animals that make up the dominant portions of their ancestry.
# Compel: The character has inferior sight, hearing, healing—depending on the animals that make up the dominant portions of their ancestry.
* Guttural Tongue
# Kipmen all learn a pidgin made up of a variety of human and animal languages.
# Invoke: The character can speak to animals and the underclasses without the nobility understanding.
# Compel: The guttural tongue is terribly uncouth and offensive to those of higher classes.
* Ornery as a Mama Bear
# Most Kipmen at least one angry predator in their lineage, and have trouble controlling their temper.
# Invoke: The character gains a bonus to attack, intimidate, or dive into a dangerous situation.
# Compel: The character cannot control their anger, and leap into physical conflict.
* Bottom of the Social Ladder
# With the arguable exception of the Crossblooded, there is nobody less respected than the Kipmen.
# Invoke: The character gains a bonus dealing with other underclasses.
# Compel: The character suffers a penalty dealing with the upper classes.
Choose one stunt from below as a free stunt (costs no Refresh). In addition to their free stunt, Kipmen may also select the following stunts for their usual Refresh cost:
* Rage (Free-form: Spend a Fate Point to become enraged: +1 to all Attack actions for 4dF rounds, at the cost of Mild Consequence: Exhausted)
* Animal Friend (Specialization: +2 to Survival when handling animals)
* Craft Training (Basic Waveshaping, Basic Soulsharing, or Basic Wildshifting)
* Claws and Teeth (Personal Device: claws and teeth)
# Base Item: Dagger (Dmg +1, Rng 0, Asp: Piercing, Light)
# Armed: +1 Damage
# Craftsmanship: +1 to Melee when using claws
# Integral: Part of the Kipman’s body
* Other free-form stunts related to animal characteristics, such as Flight, Scent, or similar may be purchased with GM approval.