#C.L.O.
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thebloodykarte 2 years ago
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does a shared train ticket come with a discount?
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gorgugplushie 2 years ago
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metalichotchoco 1 month ago
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I love the way the ceos are designed and it鈥檚 fun that corporate clash went hard on this one
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demonogeny 4 months ago
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Just asking if that鈥檚 alright..
What would the C.L.O look like in your style?
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She would look like this!
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theartistmakesart 10 months ago
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forgot to put these here but here are some C.L.O. doodles i'm pretty proud of! [plus sunny]
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cogsinc-official 4 months ago
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Opinions on the C.L.O? (I know she looks like a Karen and is forced to hang out with the C.E.O-)
I like. lady. 馃檪
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snowydoesthings 1 year ago
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reblog for better results please!
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mudsnapperqna 11 months ago
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Hello, Mr. Mudsnapper!
I was curious, you of course are familiar with the C.L.O Ms. Morsecode. But have you ever met or interacted with the other department heads of C.O.G.S Inc?
As a manager, we and our department heads are expected to appear at meetings at least once a week.
Mr. Allan Bravecog and I have a relatively positive relationship; Cathal and I actually hang out here and there.
Mr. Dolair and I are mostly neutral; it's not so much we cross paths too often, and the fact his loans to even other bosses have such high interest even Ms. Morsecode won't take one out from him for our repairs is a sour starting note.
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...As for Mr. Oilcan we. Do not have a great relationship, given that my father is a frequent flier in his banquets and does not have any intent to stop. Supposedly he has come home numerous times with bruises in the exact shape of a cog boss sized golf club. His anger at my surname tends to extend to me in less professional moments...
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kettle-cover 9 months ago
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I love seeing all your interpretations of the other managers. I'm very curious about how Shapeshifter interacts with them all
Heh, how did you know that I'm thinking about it recently?:)
In particular, I think, that Shapeshifter and William were a pretty close friends quite a long time. You know, this situation, when you have homosexual or bisexual friend, with whom you can communicate like with bestie. They distanced themselves from each other after they both got into relationships, William with mr. Wilde and Shapeshifter with Buck. Also, I think that Shapeshifter work closely with Litigation team and C.L.O., cause one of her main areas of activity is intellectual property.
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themagicalghost 1 year ago
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First OCLO tips Anon here! Just wanna say you've been spotted in game ;D
Here's a hint: "Let's go fight the Overclocked C.L.O.!" "You rock!
I HAD A FEELING that was someone from here when you said that right after friending me
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chanto-love 2 years ago
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Blorbo Showdown: Round 1, Match 10
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bespectacled individuals with banger theme tunes
On the left: The C.L.O., the third mainline boss fight. Girlboss fr! They designed her to replace the slightly nonsensical C.J. fight, and she stole my heart as soon as I found out she exists. She's also the only fight to come with an Overclocked version, in which she's accompanied by four incredibly cool henchmen who I also love.
On the right: The Pacesetter, the hardest boss in the game and tied for the best boss in the game (hello Chip). Has giant portraits of himself hanging around his penthouse apartment, but the biggest one is of him in his boyfriend's arms. Startup asshole with speed powers, ADHD poster boy, also immediately stole my heart.
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thebloodykarte 2 years ago
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TWITTER TREND DRAWING DRONE STRIKE
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weenierufu 1 year ago
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The dnd campaign you've been drawin stuff for is INTRIGUING, would you be willing to share more about the story?
YEAH-- I can try my best to explain what I can remember. I would have to summarize everything, since this campaign has been going on for . I think two years now. KJSHDFGLKJSDFHG And I'm only a player, so I actually have no idea what the DM's are planning LMAO-- but it's still going on--
I also may be incorrect and a little vague with information, so like. Sorry-- KJDSHFGSD
Everything is under the readmore :3c
Couple years into the future, in Toontown, a grand banquet at Bossbot Headquarters is disrupted when mysterious bots attack, capturing the CEO, Robert, and attempting to abduct others, which were all the other Cog Bosses and what not. Faced with a dangerous situation, all of our characters had to fight off bots, discovering they are military-esque and being tracked. The bots belong to a corporation named MECHS. Realizing the severity, Ottoman instructs everyone to meet in Toontown Central in an hour without questions.
Toontown is in chaos, with toons and cogs coerced into working together for MECHS. In Toontown Central, suspicions rise, leading to conflict, but Ottoman convinces them to unite. In a private meeting, Ottoman discloses that MECHS, a ruthless corporation, took over a nearby town, Greytown. To stop the impending takeover of Toontown, our group had to venture to Greytown and find a way to thwart MECHS. We also were tasked on rescuing the other Cogs Bosses while going around, because Ottoman realized they were gone and was just. Help-
We met a lot of NPC's and seen different parts of this world, nearly dying a good chunk of times during the entire adventure. We specifically met two DMPC's named Egosi and Vossler, where we learned things about the two along the way.
We visited three different M.E.C.H.S. Board Committee Headquarters: "TechBot Facilities," "Researchbot Laboratories," and the "Enforcerbot Base." Although "MECHS City Central" existed, we couldn't access the main part, only being on the outskirts during our visits to the other HQs and passing through a "Utopia" on a train in one of the last sessions before everything went wrong.
Our goal was to defeat the bosses of each headquarters, and we succeeded in all three. Enforcerbot HQ was challenging; we were jailed for at least two weeks with collars but managed to escape. We didn't kill the bosses but left the facilities in disrepair. We were menaced by the Board President of MECHS but never met him in person. We also worked with the many resistances that were scattered around Greytown and managed to help them a lot during our time working with them.
Researchbot HQ was the first we visited, and my character got impaled by an exploding trident. (he was fine) Two NPCs died in battle, affecting the main boss and pissed her off. After destroying her, we discovered we were perceived as dangerous individuals through wanted posters and propaganda in Greytown.
Techbot HQ involved psychological warfare, with the boss knowing our past. Some party members broke down, and we faced physical challenges.
Enforcerbot HQ was kind of funny though. Despite being captured and witnessing the Horrors that the MECHS does, and having to go through rigorous BASICALLY TORTURE, and losing a DMPC; Vossler, where he willingly left the party-- When we defeated the boss, he just kind of fell over and initiated a "Self Destruct" sequence that didn't actually work and believed he died. So, we were able to kind of walked out while literally everyone ran away from the HQ, because THEY believed everything was going to explode, so we're not entirely sure how long everything was shut down over there.
We found the cog bosses by the way when going through each Headquarters and rescued them. We did find them, and found V.P. in a cave in some mining town, and C.F.O in a cage in a corner in Researchbot HQ, C.E.O. flunkied at Enforcerbot HQ. but we killed the fuckign C.L.O. in Techbot HQ JKHDSFKLJGHSDF because she was being mean and betrayed everyone lmao-- After concluding at Enforcerbot HQ, we were able to get those collars off of each other and escaped on a train after speaking to a bunch of characters before going off. We traveled through MECHS City Central on a train, only briefly passing through it and being menaced by a giant bot and going into battle briefly before we escaped and went off BACK to Researchbot HQ, because the train just. Took us there.
We got off and wandered around and went into a sewer and found ourselves at some facility. We got cleaned up and was able to stay here for a short while. Our last task we were supposed to do was something related to an investigator, but everything went wrong when we left.
Suddenly, we were ambushed during our next journey by overpowering forces and unfamiliar bots. We faced a choice: fight or flee. Opting to flee required a roll above 12 for a successful escape into obscurity. Choosing to fight meant an unknown fate. If we escaped but stayed to assist others, both players needed a roll above 12. The situation was intense鈥攄o or die.
... EVERYONE LOST THIS ROLL. Which lead to capture and imprisonment, except for my character and a DMPC, Egosi.
Here's the text we were given.
If you rolled a 12 or above:
You manage to get away. Run. Run away and never return. Change your name and your appearance and disappear into obscurity. You will never be safe again as long as you live, so you must never come back. You hear your friends' cries fade into the distance behind you as your legs carry you you know not where - your battle is over, and you lost. But you can still live. If you can live with the guilt.
If you rolled an 11 or below: (I summarized this part, because it's long)
The friends who escaped left them behind, and everyone is subdued, handcuffed, and collared, losing their magical abilities. Transported for hours in a cramped van, they arrived at the imposing MCC headquarters. Gagged and surrounded by a military presence, they're all led to a grand boardroom where the Board President berates them for past mistakes, exposing All of our personal details. Despite wanting to kill everyone, he spares their lives in exchange for his beloved's return; Vossler. However, they're all sentenced to a maximum-security prison beneath the castle, with escape requiring a perfect Natural 20 roll. It's a grim fate, but they're alive, albeit in a cold, dark prison.
And I just... Man. There was a lot of in between stuff that happened in between everything, obviously, but this post would be SO LONG. KJSDFHGLKSJDFH
We all basically failed. Toontown is gone and we have no idea what happened to everyone we knew and saved. We were meaning to rescue even More characters and stop the MECHS, but we just... Never got to it. And never will get to it.
We had to roll for new characters--
So, now the new session starts at some point, 12 years into the future. Here's the last thing that was shared, it's basically a copy-paste from everything.
It's been 12 years since the events of Greytown. Since then, Toontown has been completely absorbed by Greytown, and become what is basically a new territory and industrial sector. The once lively and burgeoning town of Toontown has seen the color drained from its streets and buildings and citizens. Resistances have continuously been squashed over and over and over again. A few have popped up in the interim, but none would be as successful as your initial campaign. Your last characters are heralded as martyrs in some circles where their actions are still felt - but in others, where propaganda has taken hold and twisted and skewed the retelling of events, you are seen as pot-stirrers and criminals and terrorists who went out of your way to hurt people, kill innocent bots, and take several cities out of commission for months, and people's livelihoods with them. The Board President essentially used your failed coup as a launching pad to further scare his citizens into mistrusting outsiders - which extends towards the people of Toontown who have not yet "assimilated". His face is now essentially plastered everywhere, and in the years following the last campaign, he underwent a dramatic shift of being silent and mysterious and never seen, to becoming a public face advertised as someone the people could trust. He talked often about how he was scared for his life, and scared for the livelihoods of his citizens, and flaunts his swift restoration of industry and jobs. The people are further dug into their holes of misery and propaganda, and resistance movements nowadays are extremely few and far between, with minimal outward public support. This is where our new story begins. Your characters currently reside in Greytown - whether you are natives or not is up to you, but you live and work here now and cannot leave. Most people who enter Greytown do not leave, as the, now, country of Greytown has very strict border policies and does not openly communicate or accept the outside world - although it is very much out there. You are all located in Mechs City Central - the heart of Greytown, and where the Board President's presence is felt the strongest. Despite that, there is a very small underground resistance movement rippling throughout the city. You know this, as you will be a part of it. Please ensure to create your characters with this in mind. Despite somehow surviving in the most hostile of environments, the resistance knows they are not strong enough to ever realistically come out of hiding, and so there have been whispers that their sights have been set on brighter horizons. You've been summoned to a resistance meeting. Attendance is mandatory for all members. Secrecy is of upmost importance. Don't be late.
I ALSO WANT TO NOTE THAT MY CHARACTER ONLY KILLED TWO PEOPLE THIS ENTIRE FUCKING CAMPAIGN AND I FIND THAT EXTREMELY FUNNY KDSJFGHLSKDJFGHSDFGSDKFG
He helped, but good lord man, he was just never able to actually Kill someone because my kills kept being stolen, which is okay-- I just find this fact really fucking funny KJSHDFLKGJSHD
But, uhhh. Yeah. That's all I got that isn't me going on a long tangent on every little detail besides the big things I can remember. Redd was there and now he's in jail for the last 12 years--
And my character has just been Out There for those last 12 years, and he's like. 40 when we start up again LMAO--
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lawbotbottomfeeder 1 year ago
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so are all of you bottom feeders built with a banana peel on your heads or did you all conveniently find them and made it a fashion statement? 馃憖
We're built with them, sorta like how Flunkies got their glasses, the only difference with Bottom Feeder's is that we got ours after the big renovation when the C.L.O took charge.
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We didn't have 'em before. Nor did we have the affinity for eating trash.
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shiningsagittarius 2 years ago
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Part 10: (Corporate-Clash Specific)
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isthisatragedy 2 months ago
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Department
Lawbot
Position
Manager
HP
4500
Defense
70
Level
35.mgr
Lowest Damage Highest Damage
30 (24) 45+
Lineage
Associate(s)
Litigator, Case Manager, Scapegoat
Trivia
Real Name
Courtney Case
Honorifics
Mrs.
Employee ID
4552
Likes
Organized Sessions, Simple Vocabulary
Dislikes
Sticky Keys, Typos
The Stenographer is a Lawbot Manager Boss who was introduced in the v1.2.0 update. She can be found in the Overclocked C.L.O. boss battle. Her first appearance was in Corporate Clash's 9th comic: Hired Help.
The Stenographer is a member of The Litigation Team. She specializes in being one step ahead of the Toons, often blocking their chances from using certain Gags.
Contents
1 Attacks
2 Cheats
3 Manager Synergy Cheats
4 Loot
5 Dialogue
6 Music
7 Sound Effects
8 Version History
9 Trivia
10 Gallery
Attacks
Stenographer Attacks
Buzz Word
(Single)
Jargon
(Single)
Mumbo Jumbo
(Single)
Filibuster
(Single)
Pound Key
(Single)
Court Costs*
(All)
Court Sanction*
(All)
Damage 36 30 34 38 45 24+ 25
Damage (Desperation) 51 42 48 54 63 34+ 35
Accuracy 90 95 95 90 85 100 100
Frequency 20 10 30 25 15 Unique** Every 3 Rounds
*Indicates a Cheat Move
**The Stenographer will use Court Costs at the end of round 2, then every 3 rounds after that.
Cheats
Lure resistance.png
The Stenographer can only be lured for 2 rounds.
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The Stenographer will forbid Toons from using a certain level from all Gag Tracks, changing it every single round. These go up from levels six to eight. Toons who use the forbidden levels will be hit with a gavel and will instantly lose 50 Laff. This cheat cannot miss, and will continue to work as long as Stenographer is in battle (even in the same round as she is defeated).
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Every 3 rounds, the least dangerous Toons will quickly be dealt 25 damage and be given the "Sanctioned" effect. Sanctioned Toons will have 50% less Gag effectiveness for two rounds. This is visualized by beige-colored downward arrows. This cheat cannot miss.
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At the end of Round 2, the Stenographer will use a Synergy-like group attack that deals 24 damage. She will continue to use this cheat every 3 rounds after, adding 4 more damage per use. It will reach its maximum output at 255 damage. This cheat will not miss.
Calculating Costs - On the round before any Court Costs can activate, the Stenographer will announce how much damage that the cheat will do. This damage calculation will only factor in the damage boost from Desperation (seen below). If queued, this cheat will not show up but Court Costs will still activate the following round.
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This cheat will trigger once the Stenographer is the last Manager standing on her side. It will increase the Stenographer's Lure Resistance by 1 round and make her deal 40% more damage.
Manager Synergy Cheats
The Litigation Team has unique benefits where different pairing of managers can completely alter how some cheats and its bonuses function.
Stenographer Synergy Cheats:
When paired with the Litigator:
The Stenographer's Court Sanction cheat reduces Toon's Gag effectiveness by 75% from its normal 50% effectiveness reduction.
The Litigator's Snap cheat makes Toons 40% more vulnerable. This does not apply to the Snap cheat that is triggered when he is soaked.
When paired with the Case Manager:
The Stenographer can use Court Sanction on Toons that get off the Legal Bindings, dealing 25 damage and reducing Gag effectiveness by 25%.
When paired with the Scapegoat:
While the Scapegoat is Enraged (including the same round when he Shields Up), the Stenographer will ban two Gag levels instead of one.
(yes I FUCKIN EXIST)
true
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