Clocktown

General Description Clocktown is metropolis similar to Victorian age London built on giant size moving clock gear. Greatest cogwheels are couple of kilometres wide and can sustain several city block while little ones got just a single house (probably not even a big one).Gears are not always on the same level, nor same shape: some of them overlap, form a 90 degrees angle, or are facing each other; some are spur gear while helical, bevel, crown or even worm gear are presents. Shaft are not generally presents, however sometime a couple of cogwheel share the same shaft, with lift and maybe even building rising around it and thus creating a path from one to another.Wheels spin around central axis, but most of time there is no sign of shaft, nor of an “external structure” where this gigantic clockwork are encased: it just float in a mist, which eventually degrade directly into the strange (thus creating a connection). This mist change colour according to hours, so it’s dark and black during nights and brown and light grey during day hours. There are no sign of stars, but in the “central” districts, where a lot of wheels are located, during clear nights is not uncommon to see across the skies the streetlights of a facing wheels, while on the “suburban” isolated cogs you can see a fractal shaped burst of lighter-than-usual-sky or single shifting point of light, blinking, moving or just disappearing (a reflection of the strange on the skies)All gears are connected, by direct meshing teeth, transmission chain, shared shaft or worm gear and even if they seems like steel...

Live around the Gears

Your father was a Clockworker. Your grandfater was a Clockworker. Your mother worked as a specilised technician in a very important factory of the city, and you claim Central Tower Clock was made by one of your ancestor.You should be a Clockworker too, but something gone wrong: maybe your social class is too low, you lack the confidence, or you accidentally trip hot coffe on your chief supervisor’s clockgimp and now are fired. Maybe you where a clockworker, then you got quickened and decided you will leave the town to another recursion, inthe future.You know this town’s secret places, and you can repair almost everything is working on this town. You got the skill to be a wonderful Clockworker, and maybe you once where, before something happened and you started adventuring, or decided you should “have a life” outside the gears. tier 1: mechanical knowledge [+4 bonus to your intellect]everything is a tool (1 intellect) [ignore penalties for lack of normal tools if can use something else as a substitute] tier 2: hidden city knowledge [got an asset for chasing, finding hiding spots, or when an extensive knowledge of hidden place could be useful] tier 3: tinkerer [after 1 day tinkering with an artefact or cypher it works as 1 level higher. this applies only to the clockworker] tier 4: cyphersmith [after 1d6 days working on a depleted mad science/mechanical/clockwork cypher can create a new one (random generated) working at half level than previous one. Cannot be used on a depleted lvl 1 cypher. Only the clockworker can use it.] tier 5: mechanical resonance (3 intellect) [all clockwork brained, hybrid, or mechanical...

Has a Mechanical Companion

You always had a talent for mechanics and repairing but lack of skill and dedication to be a Clockworker. You where just a child when you built your first mechanical bird, a little brass robin who did nothing else than funny noise while opening and closing his beak, and let you win the smile of a girl.Becoming adult you dediced to use your talent to create full mechanical pet and working mechanisms; the pet you make and sold to other people are no more than toy barely resembling organic pet, but the one you did for yourself are amazing: they can hear your command and act independently, and are a full replacement for organic pet. They also can be repaired, upgraded and if they “die” you can always rebuild from scratch. Some people think you are a genius, and someone think you are a mad, but that’s no problem because you have your companion who can always help you. tier 1: clockwork companion [a level 2, 6 hp, 2 damage; if destroyed can be created again in 1d6 days] tier 2: helping hand [the clockwork companion can help the master giving him an asset] tier 3: steam powered mount [a level 3, 9 hp mount; can’t attack but can defend. if destroyed can be created again in 3d6 days] tier 4: remote eyes [can perceive through sensor of clockwork companion]; improved companion [clockwork companion is lvl 4, 12 hp, 4 damage] tier 5: mechanical swarm [can create from scraps an horde of small creature who act as a level 4 one (or 5+ level 2); must be controlled each turn for no more than 10...

Hide a Clockwork Hearth

[based on “fuses flesh and steel” from Numenera] You replaced a great part of your internal organs with mechanical clockwork ones; this could be a deliberate choice, or conseguencies of an almost fatal injury. Now your body is half mechanics, but this is not a fault in your eyes, but an enhancement of your former human capabilities. You’re not a fanatic, of course, and think everyone is free to choose to stay full organic, but this would’nt stop you from thinking everyone would be better with clockwork organs. tier 1: enhanced body [+1 Armor, +3 Might, +3 Speed]special healing [first 5 points of damage cannot be healed but must be repaired] tier 2: clockwork enhancement [after a few minute working on his modification gain asset on one single speed or might task] tier 3: weaponization [one light or medium weapon can be built inside the frame; user is Trained in using this weapon; this weapon is hidden until used] tier 4: integration [cypher and artifact can be connected to the body and are used as one level higher] tier 5: deep reserve [once day up to 5 points can be transfered from a pool to another one; 1 point/round] tier 6: ultra enhancement [+1 Armor and +5 to each of the three stat...