Clankerton

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Offline jayphailey

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Clankerton
« on: June 04, 2018, 02:29:46 AM »
Clankerton

Name  Clankerton

Summary A nation of mechanical men and women

Population:  about 15000 individuals... sort of.

Clanks are mechanical people.  They come in all shapes and sizes but the majority are humanoid and human sized, if much heavier.

Clanks have relatively normal vision and hearing, but these may be enhanced for special purposes, depending on GM need. Clanks speak with each other using a variety of strange voices ranging from bells and whistles to old fashioned voders to Siri-like natural ounding voices.  It seems like the odder the shape of the clanker, the more normal the voice and visa versa. They have to Languages.  Binary and English.  They recall learning English from a human who appeared among them and then attempted to return home using a raft.

Clanks do not seem to be networked in any way.  Their styles of motion ranges from jerky marionette type of movements to supernaturally smoothly flowing.

Clanks are extremly complex animatronic devices, using mostly electric motors or electrically pumped hydraulics.

Clanks go about their lives in their environ in an odd pastiche or parody of humn life.  Clanks get jobs, earn money and buy the things they need to stay alive.

They have personalities, goals, desires and dreams.... or it might be that they simulate having these things.  No one knows for sure.

Unlike other environs, Clankton is metal rich.  But the most accessible form of these metals are in the bodies of Clanks.

Most clanks are resistant to bullets and kinetic damage, they have damage reduction against these forms of attacks. (DR 5 in D20)

But an electrical attack will just shut a Clank right off.  They actually have manual circuit breakers a friendly Clank or human can reset if needed.

Clankers can have genders, reflected in their body style.  or they can be non gendered.  Or they can change their gender and remodel their bodies based on their new self image. The Clankers consider this all normal and unworthy of comment.


Government The Clankers have their own Clanker Congress where issues of the day are discussed in strange mechanical voices

Termperment: Mechanistic.

Transport: Some clankers parallel cars, trucks and trains, they transport other Clankers as their jobs or as the mood strikes them.  It can be useful to have a car clanker friend.  Otherwise everyone walks in a strange mockery of human gate.

Communication:  The Clankers use telephones and telepgraphs to transmit their messages.  If someone has a ultra-high-frequency radio they'll hear static in and near this environ.

Literacy
100% all Clankers know how to read and write.  They have clanker language is which is binary and they have learned English

Economy
There are clanker shops that sell clanker things, including clanker body parts for changes and upgrades.  There are clanker coins, which are little gold and silver gears about 1 oz each.  They are mechanically useless, but the design seems to be more of a joke than anything else.

Clankers will generally be receptive to trade if you have something they like. Oil. Copper wire. Refined metals.  They really like books and pictures of other places and will pay for these items.

Industries
The clanker industry is mining, refining, metal working and construction, as well as making, maintaining and supporting clankers.

Currency
For trade purposes, the Clankers have coined Silver and gold coins formed into gears.  As gears, they're too soft to be useful, but they will always be precisely the amount of gold and silver claimed.

Climate
The Climate of Clankerton is generally nice if a touch dry.  The Clankers like it that way. Water corrosion is a major health problem among the clankers.  They avoid the beaches for that reason.

History
No one knows when Clankerton Started.  Explorers discovered a huge clock-work city called Clankerton, or Downtown Clankerton if you need to seperate it from the whole environ.

It is a land inhabited by mechanical... people?  They have a bewildering variety of sizes, shapes, designs and jobs. They all can hear and see, but their mechanical eyes and ears can be unplugged and stolen if one is that sort of person.

They move in human time scales and with human like reaction speeds.

The brain of a clanker looks like a 1980s computer motherboard.  Anyone familiar with that era of technology would know there is no way in heck that technology couold support such complex beings.

One of the chief items mined for for clankers are "Clanker hearts" - these are crystals that form deep in the earth and glow slightly.  If cut properly and wired up properly, they can power a clanker for 100 years, depending on Clanker size and output.

Although early clankers cheerfully elected to go exploring, the first visitors discovered a horrible effect.  Opon getting 12 miles or so away from their environ, the Clanker falls over, inert. 

Even if returned to the Environ, the Clanker does not wake up.  He is dead.   His completely unharmed body is ready to be salvaged and parted out.

But, the Clanker Hearts will continue to function outside of the Environ.  A Clanker heart could drive a car 300,000 miles with no changes.  It could power a huge factory for weeks or months.

This makes them valuable and rare items indeed.

It is up to the GM where this all stands when first encountered by PCs. 

Early on the Clankers seem happy meet organic people and completely ready to be friends, if a touch clueless about the needs of organic people.

In the middle of the contact process, Pirates routinely attack Clankerton to steal Clankers.  Their hearts and bodies make fine salvage.

Later in the process the Clankers have built police and military Clankers who are not shy about gunning down organic people if they feel it necessary

and the final stage, the Clanks have established commercial zones and interact with oraganic people there, learning who is trust worthy and who is not.

Clankers are generally happy to be mechanics, engineers and craftsmen for human friends.... if rewarded commesurately.  They'd like to learn about the world away from their environ.  Books, movies and recordings are popular trade items.
 

Places of Interest
Down Town Clankerton - the urban center of activity in Clankerton.  It looks like aa clockwork city. It can be sort of intimidating for humans to walk around it. There are areas not designed for the human form.  But since most Clankers are within a loud shout of humanoid, most of Down Town Clankerton is accessible to humans. 

The Mines - here clanks dig up the ores and then send them to refineries. Some of the Clanks are well paid specialist mining machines.

Others are prisoners sentences to hard labor after committing crimes. There are clanker on clanker crimes, but they're sort of odd on a human scale.

The Light of Reason - a Clanker university. It is centered on a huge statue of a female clanker that reminds of the Statue of Liberty. But her deal is that she represents the light of reason - an icon of being perfectly knowledgeable and logical. Here Clanker Scholars debate Clanker philosophy and other sciences.


Ship Yards: Here Clanks will build fast boats or airships for paying customers.  There aren't too many but it's worth the money

The Heart of Clankerton.
In secret caves, long hidden under the urban sprawl of the main city is the secret of Clankerton.

A huge crystaline brain communicates with all Clanks using super high frequency radio.  Their minds don't live in their bodies but live in the Heart of Clankerton.  Each Clank Mind thinks of itself as an individual entity but they're all running on this one device.

This is why if a Clank gets too far away it dies. It's mind loses contact with it's body.  Automated process decide that if a body out of reach it's destroyed and the mind is recycled.

If you did the equivalent of a restart on the dead clanker's brain, you'd get, functionally a new mind in the old body.  This would disturb the Clankers.

next to the Heart of Clankerton there is the Spleen of Clankerton.  Old used up Clanker hearts are put into this device and disappear.  But this device feeds the material into clanker hearts underground.

If they're careful they can recycle the material indefinitely.

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Pirates attacking Clankerton reason that the Clanks are not human and therefore have no rights.  They are self activated piles of salvage to be salvaged at human whim. 

The Clanker Hearts are a stunningly powerful and effective power source... but is it worth killing clanks to get them?

Once the PCs decide where they fall on this question, they'll have to cope with people who come down on other sides.  And Clanks with increasingly firm opinions of their own.

-*-

Most people experience this place as a whimsical clockwork world, and if your players like it in that mode, that's cool, too.  The Clankers will not turn down and friendly help defending themselves from pirates and exploiters.



Jay in Spokane
~Meow!~

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Offline ORtrail

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Re: Clankerton
« Reply #1 on: June 04, 2018, 12:24:24 PM »
I may have missed it, but are new Clankers created as old ones are destroyed?  Or is there a queue of minds/personalities waiting for a body?  The Clanker heart is the hardest part to create/find I would think.  Or take a very long time to recharge, even when the Clankers can get them back. 

Sounds like a mission for some 'Captain Kirk type' IDET team. 

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Offline jayphailey

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Re: Clankerton
« Reply #2 on: June 04, 2018, 02:40:01 PM »
Yes, new Clankers are created as old ones "die".

The recharging process is to put dead heart through the "spleen" where they are recycled into new material.

Jay in Spokane
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Offline jayphailey

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Re: Clankerton
« Reply #3 on: June 04, 2018, 02:41:45 PM »
> Sounds like a mission for some 'Captain Kirk type' IDET team.

As I understand it, the goal is to make environs that are strange, myterious and present interesting things for air-travelling PCs to explore and interact with.
Jay in Spokane
~Meow!~

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Enkeli

Re: Clankerton
« Reply #4 on: June 04, 2018, 08:27:34 PM »
As a FW adventure world it would be ok. It is all wrong as an environ because all that metal regardless of if it is living or not, would undermine the economy of the entire Hinterland.


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Offline jayphailey

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Re: Clankerton
« Reply #5 on: June 05, 2018, 04:34:17 AM »
Hmmmm.  Okay!  On to the next one.
Jay in Spokane
~Meow!~

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Offline jayphailey

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Re: Clankerton
« Reply #6 on: June 05, 2018, 04:34:56 AM »
As the man said "The way to have good ideas is to have a lot of ideas."
Jay in Spokane
~Meow!~

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Offline BillionSix

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Re: Clankerton
« Reply #7 on: July 01, 2018, 12:01:08 AM »
I think this is an interesting idea. I have some thoughts:

A) I never thought that metal in the Hinterlands was that rare. Less common than in the real world, and recycling is more important, but not something that is super rare and precious. I know there is mining in some places.

B) I liked the idea until I found out that the robots couldn't leave their environ. You know someone is going to want to play one, and it's kind of mean to tell them that they can't, unless they are happy to be stuck in one place.

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Offline jayphailey

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Re: Clankerton
« Reply #8 on: July 01, 2018, 02:29:09 PM »
I think this is an interesting idea. I have some thoughts:

A) I never thought that metal in the Hinterlands was that rare. Less common than in the real world, and recycling is more important, but not something that is super rare and precious. I know there is mining in some places.

B) I liked the idea until I found out that the robots couldn't leave their environ. You know someone is going to want to play one, and it's kind of mean to tell them that they can't, unless they are happy to be stuck in one place.

It's YOUR game!  Do it how You want!
Jay in Spokane
~Meow!~