Cogs have gotten a lot of love from me recently, so here’s a few of my headcanons for the toons! They’re primarily for Corporate Clash, though I did take a little inspiration from Rewritten as well.
Summary: Under normal circumstances, toons cannot be hurt. You can squeeze them, squash them, zap them, explode them, and they’ll easily live to tell the tale, making them a pain in the rear for any cog who’s attempting to be rid of the little critters. This gleeful defiance of all things natural doesn’t always protect them, though, as silliness is the key to a toon’s health, happiness, and invulnerability. In essence, toons both live and die by vibes alone, and it’s as silly as it sounds.
Whether or not a toon can be physically harmed, or even killed, depends on their silliness level. Happy toons that remain adequately goofy effectively cannot be killed or harmed in any meaningful way. All efforts to do so will just result in some brand of gag, such as being squashed flat or other equivalent Wile E Coyote-esque antics. Toons that lack adequate silliness, however, can be hurt or even killed in the very same situations.
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>> The above is why toons must retreat and return to the playground upon going sad. A sad toon is a toon who has lost a great deal of their silliness, and a toon who has low silliness is vulnerable! Silliness is typically restored upon being in an area full of toony energy for a while.
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Areas that cogs have overtaken have a distinct lack of silly energy, turning them grey and ridding them of all things toony. Toons can remain safe in these areas if they stay silly enough and make sure to bring plenty of gags, though they’re still advised not to hang around for too long, lest their silliness gradually drain away.
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Most of the time, the use of gags in battle and the general demeanor of toons keeps their overall silliness high enough to overcome the cogs and their humorless, business-oriented energy.
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There are some situations where the combined silliness of a group of toons is simply not enough to overpower the seriousness of what’s going on. In these cases, toons tend to become uneasy or find the situation impossible to laugh at, resulting in low levels of silliness in those moments. Unfortunately, by the time toons stop finding a situation funny, they're usually either in trouble, or about to be.
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>> A good example of the above would be the Chainsaw Consultant fight, particularly near the end where the suit lunges in an attempt to do physical harm. By the fight’s conclusion, it’s obvious that the toons are concerned and no longer feel happy, indicating a drop in silliness level that could be dangerous to them.
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Though subtle, an indicator that a toon has low levels of silliness is often their color. If a toon’s natural color becomes dulled or desaturated, there is a good chance that the toon in question is critically low on silliness and could use a bit of cheering up.
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Though silliness is often easily restored, toons that remain too serious (or ‘unsilly’, as the locals would say) for extended periods of time may begin to turn grey. This is known as silliness deficiency, and considered to be a very dangerous diagnosis. After all, a complete lack of silliness is life-threatening to a toon!
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>> Though it was once incredibly rare, the prominence of this condition has risen significantly ever since the invasion of C.O.G.S. Inc. It appears to be most common in resistance rangers who dare to go deep into enemy territory, only to return entirely grey with barely detectable silliness levels.
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Toon doctors would typically prescribe copious amounts of knock-knock jokes, physical gags, and laughter as a treatment for silliness deficiency. However, recent cases of silliness deficiency have proven resistant to such treatments. Toon medical experts are still studying the issue in an attempt to find a reliable cure.
Graham as a LOT of siblings. He's one of the oldest kids in the family
Because of this he's quite good at dealing with younger cogs when need be but is also used to having a lot of responsibility. Having to deal with Cathal's laziness makes him feel like he's stuck helping raise his younger siblings again which adds to his strong dislike of the other cog
Graham barely talks about his family, often leaving it as a mystery to the rest of the managers. He's convinced that thinking too much about the past will stunt any of his future progress
Became bffs with Misty when they met in middle school when they were paired for a class project. They became inseparable until they had to go off to their respective careers
Good at hyping/cheering up others but struggles to pull himself out of slumps despite his constant gloating
Self conscious about his eyes but also has light sensitivity. He views that as a defect of himself
French. Don't ask why, it came to me in a dream.
Very good at picking up languages.
A lot smarter than he lets on, was probably a top student during his academic years. (Brian probably wouldn't believe him)
She was a lot more of a mellow person before being locked up. Though he was still rather excitable, Winston had far better of a hold on his emotions back then. Especially their temper. Some people would've even described her as gentle.
They were always fascinated by toons and their culture. Winston spent a lot of time researching it, both for work, and on her own time. (In fact, it was this fascination that led her to take this job in the first place.) Of course, this interest didn't necessarily indicate any real respect for the toons, and despite his efforts, its attempts to emulate their mannerisms were clumsy at best.
Winston's hobbies included bowling and whittling. He actually bowled competitively, and even won a few awards for it. (Fun fact, this hc spawned from a joke I once made about freeing Winston and taking her to various places, including the bowling alley. It has since been enshrined into my beliefs.) These days, Winston can sometimes be found sitting in the dungeon and carving figures with their knife and whatever happens to be laying around. (Usually, they're of people. Perhaps ones he used to know.) Of course, any skill she once had in this is undermined by her shaking hands.
He will eat just about anything. In my headcanons, cogs can digest anything combustible, but some things are much more healthy and pleasant to eat than others. But Winston's learned not to be picky. Dirt, wood, leftover gags, it doesn't care. If he were to be reintroduced into society, he'd have a lot of table manners to relearn.
Other cogs tended to regard him as being endearingly weird. They found Winston's interests a little strange, and found it especially odd when she'd let some toony phrase or another slip into their speech, but its demeanor was charming enough that most people just saw it as an interesting quirk. Nowadays though... if a cog were to meet it, they'd see her as frightening or uncanny. And/or just plain tragic.
They don't really have a concept of time anymore. Winston's internal clock is pretty much busted, and the only lengths of time that exist in his perception are A Couple Minutes, and Basically Eternity. She knows her sense of time is fucked, but it's only half aware of just how bad it's gotten. Sometimes, a few minutes stretch into infinity, and sometimes, hours pass without him realizing.
i’m gonna give myself away there’s no point in me putting on anon but
duck shuffler either headcanons or an x reader of whatever you’re feeling. i need more content of him so BADE.
all i ask is that if you do the x reader you use the nickname “my rose” for it THAT SO GIVES ME AWAY RUNS AWAY GIGGLING
DUCK SHUFFLER x toon!READER HEADCANONS
Okay. Lets be completely honest with ourselves. He is ABSOLUTELY feral and probably is ten times as much in a relationship.
He does NOT care what the other suits or even the toons think, if he sees you, it's on SIGHT with PDA.
"OHHH ROOOOTHE!!!" And you're instantly scooped up and smooched. Doesn't matter if you're with people, or even if you're already fighting cogs. He's on you in an instant.
He's a lot more mellow in private though. He just REALLY likes seeing you get all flushed and embarrassed when he sweeps you off your feet in front of your friends.
He is a TOUCH-STARVED CUDDLEBUG. If you give him any affection, those slots are rolling to hearts baybee!!! He'll melt in your hands like he isn't made of solid steel and do big loverboy eyes at you.
He'll 100% sneak you into cog places if you ask. Just not the CFO though. He loves to help you, but he's not about to blatantly help a toon to his boss' face. Who knows what might happen to him!? Or you?! He just can't risk it.
He LOVES pet names! He'll call you any sweet shortening of your name, but his favourites can be "doll" and "sweetie"!
All-in-all, he is (quite literally) a wild-card in a relationship! But definitely in the fun way. He just hopes you're up for adventure!
Because I am constantly thinking about cogs in TTCC, I've decided to just start posting a few of my yap sessions to this Tumblr. Some will be long, and some quite short! I'm especially interested in how suits work both physically and within their society, so if you like that kind of thing, I've got a whole lot of it. Starting with something (relatively) short and simple today, though: serial numbers!
Basic Summary: In addition to personnel number for use within specific companies (such as those found on Cogs.Ink), all suits have a serial number that acts like a universal ID—essentially their equivalent of a social security number, birth certificate, and more, all wrapped up into one.
Every suit is given a serial number upon completion, as is legally required by the Suitopian government.
Serial numbers typically include information such as which company or independent entity built them, an identifier of the factory in which they were manufactured, the date they were manufactured, a model / design indicator, and a unique string of numbers at the end to serve as an individual identifier.
>> For example, a C.O.G.S. serial number for your average Flunky could be something along the lines of: COGS-01542-041025-FL001-05382
>> The above Flunky was manufactured by C.O.G.S. in Factory 1542, on 04/10/25. It is the most basic model of Flunky, specifically, and its individual identifier is 05382, differentiating that particular individual from other Flunkies of that model, built on the same day and in the same factory.
Serial numbers do not typically change over time, and are managed by the Suitopian government. On occasion, the version and model identifier may be updated upon submitting proof of extensive upgrades, but the rest is set in stone. This allows every single suit to be effectively traced back for a number of purposes, such as notifying individuals of recalls or manufacturing defects present in specific production batches. It isn’t, however, good news for suits who find themselves tied to companies or entities that they would rather not have any affiliation with.
There is a lot of bureaucracy involved with regard to serial numbers, as is the case with most things in suit society. Some are merely built by factories or companies that are deemed more unreliable or of lesser quality than others, which leaves them with the short end of the dipstick when it comes to getting jobs in highly competitive markets.
The usage of serial numbers to differentiate job candidates is considered very controversial as of late, and workers' rights groups in Suitopia are pushing towards forbidding employers from partaking in this kind of discrimination.