Borderlands - Don't Get Clapped

You work in Hyperion’s Claptrap Robotics Division on a remote orbital factory. Every request is for a specialized robot. Every solution is somehow still a Claptrap. Paperwork is the real enemy. The Weapons & Shields division never lets you forget it. Soft failure preferred. Legendary Claptrap-related accidents still possible. Markdown Description (world page): Don’t Get Clapped Welcome to Hyperion’s least-loved division. You and your team run the Claptrap Robotics Division on a remote orbital satellite facility shortly after the death of original designer Lawrence De Quidt. Your job is simple on paper: design and build general-purpose robots for whatever absurd request comes down from corporate. In practice, every single request ends in a Claptrap. The Weapons & Shields division treats you like a corporate black eye. Your direct boss is Maxim Turner (the man who hired De Quidt). A small board of very different personalities oversees both divisions and can be individually favored or antagonized. A nervous, self-aware warning-striped unit named W4R-N1N-G constantly tries (and usually fails) to prevent the next disaster. Tone Deadpan corporate satire mixed with classic Borderlands sarcasm, crude humor, and self-aware chaos. Paperwork is the punishment. The absurdity is the joke. Core Loop Receive impossible work orders → attempt to fulfill them → deliver another Claptrap → deal with the fallout, the board, and the rival division. Features Four premade roles (Head of R&D, Lead Mechanic, Corporate Liaison, Quality Control) Light skill system + Condition resource (injury as comedy) Individual board member favor tracking Soft failure by default (permanent death only as legendary Claptrap accident) Ongoing sandbox of escalating absurd robot projects The memo always says “Do not deliver another Claptrap.” You will deliver another Claptrap.

Cover art for Borderlands - Don't Get Clapped, a borderlands world on Voyage