[OOC] Kintotech Clank Types:

Sep 27, 2008 02:10

Clanks can come in a variety of forms and shapes, and due to this, there are a large number of different types of Clanks in service for the House of Kintotech. This also concerns various bits about them.

The Master Protocol. Based on the Command Voice idea used by Lucrezia Mongfish, Julian Fennix's father, and Julian Fennix used this idea to ensure that the machines would stay under the control of an heir of the House of Kintotech.

How exactly this was done is unknown, as it became universal among all Kintotech Clanks except those already stolen or missing. Even after the takeover of Kintostown, the Master Protocol remains in the Clanks. Which is what makes Bella suspicious of her brother's betrayal, since the Clanks aren't fighting the control.

Unfortunately for the Alliance, Bella's still alive. Which means she can technically still control any Kintotech Clank she encounters. Which is largely why they're so scattered across the Southern Alliance's forces, instead of being in large groups.

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This list will likely be altered and expanded upon as I continue to add to this.

Boiler Guards - These are a direct reference to the game MediEvil.

The are humanoid clanks with a boiler shaped body, with a hinge door in their belly, small heads, and tall hats that vent smoke in regular intervals. They tend to speak with a metallic echoing German accent. The mark of the House of Kintotech is on their hats. They're black in color, save for a white face.

Boiler Guards are older, sturdy Clanks that were originally used to patrol most of the city. Now, they're pressed into service of acting as guards for various areas of the Southern Alliance.

Capabilities: Boiler Guards are not very intelligent Clanks due to their age (when compared to the average), which is why simple ordered patrol routes or guard positions tended to suit them well. They typically wield rifles that are similar to Blunderbusses, but are known to carry other types of weapons of similar size.

They can also open their bottom boiler intake to vent fire straight out of their bellies. They're good fighters, but typically end up firing before trying to fight melee-wise.

Defensively, they're heavy iron and resistant to most types of weaponry as a result, but unfortunately, they're slow and loud, which makes them anything but subtle (Which, again, makes them good guards. You know an area's guarded if you hear more than one).

Intelligently, they're capable of understanding simple orders or guard positions, as well as having the Master Protocol that was retrofitted into all Kintotech Clanks that were in Kintostown Territory. They tend to speak in phrases, or parts of phrases, prerecorded messages, more or less. But they know which message to use when.

It should be noted that Boiler Guards are also very hot, due to the fact that they are more or less walking boilers that carry guns. As such, when in need of maintenance, one must wait on it to cool down first.

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Soldiers - The step up from the Boiler Guard, and closely resembling a typical Wulfenbach Clank.

These are large humanoid Clanks that are skinnier, taller, and lighter than Boiler Guards, and are made of iron coated with brass, and typically have similar hats to Boiler Guards in that the Kintotech mark is own them.

Captain Copper was one of these.

Capabilities - Fairly intelligent and can understand complicated orders and requests, but will typically act on the most recently given order first ("Carry him!" The clank will carry the guy until a new order's given or the guy's removed, such as "FORM A FIRING LINE", at which point, the guy will be dropped unceremoniously to act on the newly given command).

These Clanks are more recently built than the Boiler Guards, they're smarter, lighter weight, and tend to use more recently constructed weapons (The Gatling cannons they use come to mind, for one). They're durable, and still fairly difficult to knock around. However, they're not without weaknesses, as they're not as heavy as Boiler Guards, and some of their mechanics are more exposed to easy attack.

Defensively, they're quicker than Boiler Guards, and as a result, better at melee and general quick movement.

These were among the first Clanks instilled with the Master Protocol.

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Toolmasters - Clanks that exist for jobs of maintenance and repair. Toolmasters carry no weapons and are largely incapable of fighting. By 'largely', it will attempt to defend itself, although it will generally do so badly, as said method of defense usually involves hitting whatever's attacking it with the heaviest tool in its possession, if this fails, the Clank will attempt to flee the scene. Attempting to order the Clank into battle generally doesn't work unless it's to repair damaged machinery on a battlefield.

They are humanoid, except the fact that they're on three wheels instead of legs, which allows them to move at a quicker rate of speed to whereever they need to be. The House of Kintotech mark is on their breastplates.

They're largely autonomous, knowing what they need to repair by sight and scan alone, and will work together in a fashion similar to ants. They're also capable of repairing each other if the situation arises.

They cannot speak verbally, although they are instilled with the Master Protocol. They communicate in a manner similar to Ding, with clicks, clacks, clangs, and occasionally gesturing with objects and tools to convey their points.

Most of the Toolmasters have remained in Kintostown, although a few of them serve on Alliance Airships.

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This is all I've thought of so far, even if one's shamelessly borrowed from a Videogame XD Expect artwork of them soon.

information: command voice, clanks: toolmasters, clanks: captain copper, clanks: soldiers, information: master protocal, clanks: boiler guards, clanks: ding, places: kintostown, inventions, clanks: unspecified

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