Loccan Tahgit

## Identity Information

### Affiliation

Ami, Tammy, Engineer, Doc Acne, Minty, Loopsie, Danny, Floofty, Ami Fibbious, Axis, Harvey, Perrin, B.R.O., Thom, Frank, Barrow

## Biographical Information

### Birth Place

New Scribwik

A bizarre Toonkind who, while humanoid in stature, has a pistol for a head. While objecthead toons aren't necessarily rare, it appears that Loccan was not always the glockhead he appears to be.

## Personality

Surprisingly soft-spoken for having a firearm attached to his shoulders, Loccan does his best to remain amicable and friendly. He can get frustrated, but unless it's necessary, he prefers to avoid using force. Or his face. Totally a mobster cowboy.

His hobbies include target practice, muttering about his warlock patron, and drawing characters in his notebook.

## Appearance

A relatively tall toon, with not many true body features actually visible. The most noticable attribute is his firearm-shaped head, which should be noted is completely functional as a weapon. His eyes have Rubberhose styled pupils, while his expressions can look a bit closer to Warne. While hard to notice due to the nature of guns, his head is entirely grayscale while the rest of him has the potential for color.

His outfit is somewhat eclectic yet somehow works together quite well. He wears a cowboy hat on his head, carefully poised on his pistol slide. He bears a white business shirt and red tie alongside a black trenchcoat. Upon his chest is a golden sheriff's badge for the town of New Scribwik. He wears traditional Rubberhose gloves. His pants are actually cowboy chaps, with a large belt around his waist. He carries two seemingly empty gun holsters, one for ammo and one for his hammerspace. He also wears fine dress shoes.

## Backstory

Loccan was born and raised in the town of New Scribwik, located out in the Warne Desert. Little is known of his life back home, perhaps even he has forgotten. What he does remember is waking up one day to find his head replaced by a gun, with no understanding as to how or why. After a brief panic, New Scribwik was beset by bandits, which Loccan semi-intentionally drove away. After this he became the sheriff of the town, protecting it from further threats.

After time passed, however, he wanted to figure out the answer to a simple question. Why. He left town to go on adventures, and hopefully find out the truth about his transformation.

Nobody but Loccan knows what he saw on his travels, but ever since he has grown to curse the name of the one he refers to as "That Mad Artist." This is potentially the being to blame for Loccan's weapon face, however it hasn't been outright confirmed. The identity of That Mad Artist also remains a mystery.

He has recently picked up the hobby of drawing, specifically toon-styled characters. These characters range across art styles, and are mostly of people Loccan has met on his travels around Einquell and beyond. For unknown reasons, he used to believe this was a taboo among Toonkind, but now understands that if anything, toons are encouraged to draw toons.

## Shenanigans

**Neverending Train: Teleporter Carriage**

Due to a mistake in timing, Loccan arrived into the formerly conflicted and doorless train carriage after it had already been saved by Tammy and Ami. He was completely oblivious to the events, and he could barely squeeze in a hello or a goodbye before the next carriage opened up and he was sent on ahead.

**Neverending Train: Train Carriage**

After visiting a couple of carriages, he proceeds to be dropped off into an incredibly smokey space, causing him to cough. Being a gun, his coughs were so loud that it easily caught the attention of the Engineer, who helped him with a handkerchief. They barely had time to introduce themselves before they ran into Doc Acne, who had gotten stuck on some miniaturized train tracks. Loccan worked to help Doc, while the Engineer focused on a small train which had been derailed by Doc's presence.

After some more introductions, they discover the entire carriage is a miniaturized train network, with tunnels leading into a massive shipment hub area. Due to the single unplanned derailing (alongside some other mishaps), the entire network of small trains had been thrown off balance. Engineer lead the group to try and fix the mess, specifically sending Loccan to clean up a tiny pile of spilled coal. This does not work. In a fit of rage, he attempts to shoot the coal, only to accidentally shoot the rail instead. After twice failing, he's swapped out for the less physically involved role of trying to figure out where and when each set of trains is going, during which he discovers this train hub delivers resources to the entire Neverending Train ecosystem. He draws out a map of the various tunnels, and begins working on funneling traffic while Doc and Engineer focus on the more mechanical aspects of the job.

Eventually the train station is restored to full functionality, and they spot a peculiar, seemingly important red train. Loccan hails it down, and upon the polite gesture, it delivers the group a set of golden skeleton keys. It also provides them a path out of the carriage, which sends Loccan off to the future carriages. Loccan recieves a business card from the Engineer before they leave.

**Neverending Train: Hot Chocolate RP**

Loccan manages to reconnect with Ami and Tammy, while also meeting Minty for the first time. He makes plenty of small talk, although his first impressions with Tammy are a bit tenuous for the duration of the discussion. They share stories from the train and their lives, with Loccan learning about Blissland and also discovering that the art of drawing is not as forbidden as he thought for some reason. After Minty exited to encounter her next carriage, he also met Loopsie and reunited with the Engineer, sharing more stories and discussing their fates on the Train before leaving again.

**Neverending Train: Racing Carriage**

After a nasty string of unpopulated carriages, Loccan is left with a slight hit to his sanity, and a scribbled face taped to a pot that he's named Potson. Upon walking into the latest carriage, he meets Danny and Floofty, two relatively new passengers. They find themselves in a desert canyon with a drag race track within it. After getting introductions out of the way (and Floofty entering quite the pyromania state), they decide to enter the race as the "Purple Flames of Perdition" upon designing a cart being pulled by a goat. Loccan takes the wheel while Floofty and Dan handle most of the offense and defense. The other teams put up a decent effort, but all (except for the Pink Panthers) eventually get taken out through various explosive means.

During the race, the team hears an announcement play that was recorded by Engineer that announces that the engine has been taken over and a rebellion is beginning aboard the Train against the one known as 'Father.' Loccan is the only one to recognize his voice, and contemplates joining the rebellion upon explaining the situation to the others. Upon winning the race, they look up to find the exit hatch in the roof, granted without much of a way to get up there. Loccan gets the group to search for a set of small train tracks, looking for a connection to the Train Carriage itself. Upon finding it, they try to send a message to the trains within to join the resistance. Instead, a short, very grumpy man comes out of the track tunnel, who proceeds to ask what's happened to "his train."

***SPOILERS FOR NEVERENDING TRAIN FINALE***

**Neverending Train: ??? (Private RP)**

Loccan finds himself, Danny, and Floofty led by this mysterious gnome man to the Engine, where they discover a few new things about the train, as well as meet Zelda and Eos/Abigail. The figure known as "Father" is actually the apprentice of this man named Appalayachus, who proceeded to build automatons to do his work for him while also sabotaging the train on purpose. Upon getting things cleared up, Loccan decides that if "Father," now known to be Klimek is still out there, then it's worth risking his skin to fight him instead of sitting around and doing nothing.

**Neverending Train: Stage Carriage**

Minty and Higgs are both downed. Engineer is on his last legs, facing against Klimek, but not having much luck. The horde of passengers fighting the Stewardess are starting to lose hope. When suddenly, crashing onto the scene, Appa, Loccan, and the rest of the Engine group arrive to turn the tables in the passengers' favor. Appa takes care of Klimek, while Loccan helps shoot down the horrific robotic monstrosity.

After the battle, Loccan reconnects with Tammy, Ami, and Minty in the Hot Chocolate Carriage once more, where he's offered to help with the reconstruction of the Train under Appa's management and Engineer's temporary apprenticeship, thanks to time being wonky on the train itself. Loccan respectfully passes, recognizing he isn't one for physical reconstruction work if his last experience with trains was anything to go by. He also shares that he has decided to draw each of the passengers he's met on the train in his sketchbook, which he does for many of the other people he meets on his travels. Engineer's sketch is specifically marked with his business card as a sort of physical memory.

***SPOILERS END***

**Post-Neverending Train**

Loccan, while not remembering much from the Train, did still hold on to the business card and the sketchbook. While he hadn't watched many films before, the card somehow appearing in his possession convinced him that this guy was important... somehow. He has been spending time catching up on Engineer's films, and one day dreams of visiting the studio. The other toons he drew inside are still unknown to him, but if he finds them along his travels again, he imagines he'll check in on them.

**Romeow & Mewliett Pt. 1**

Loccan, Ami Fibbious, Harvey, and Axis are hired to break up a wedding intended to unify a kingdom of cats with a kingdom of dogs, as the bride-to-be Mewliett has eyes for someone else, a gentleman known as Romeow. Upon making it to the ball where the wedding will be found, the group splits up to look for clues or gossip to try and get the wedding cancelled... mostly. Loccan kind of hangs back as everyone else gets ideas of where to look for clues. After some digging, the group discovers a potential plot to poison the drinks, and so split up once more to get more understanding of the situation. Loccan and Ami move over to the drinks table to investigate the aged juices in case they were already poisoned. Unfortunately, they attract a bit much attention, and Ami gets the brilliant idea of stealing the bottle of old juice used to celebrate the wedding ceremony. They're rapidly caught in the act and have to make a break for it. Loccan jumps out a window in his escape, while Ami is less successful in her breakout.

**Romeow & Mewliett Pt. 2**

Loccan bolts into the garden to hide from the guards, and eventually is pulled up into a tree by the also-hiding Romeow himself, also seeking to shut the wedding down. After a chase scene with Axis and Harvey, Ami causing a flood within the grand hall, and Harvey unleashing a flock of peacocks inside, the group gathers together to hash out a plan B. Ami proceeds to take over the place of the wedding officiant, while Loccan and Axis dressed up as a massive ghost to try and freak out the superstitious members of the dog family. Harvey handled the special effects. After chaos breaks out, love letters are revealed, and things generally go toonishly, the group is somehow successful! Mewliett does however tell the group to never come back.

**Protect the Town Pt. 1**

Loccan is taking a stay in Wardsburg, when the town is suddenly dropped into a blackout and ransacked by a pair of massive robots. Loccan joins up with Thom, Perrin, and B.R.O. to take the machines down (with the help of some Serious Putty). Once the dust settles, the group decides to look into why the robots attacked to begin with, heading towards the old warehouse district. Once there they find a sort of ramshackle lab/lair, where they gather evidence and other potentially useful things, seeing as how the base is probably abandoned. Loccan in particular gets a bit of a fright as he discovers that whoever was staying here had his hometown of New Scribwik marked off as a potential attack site. The group then moves towards the factory district, where they manage to catch the culprit, a reelkind half-elf named Barrow, attempting to make an escape. Loccan and Perrin work to interrogate him, discovering that he was trying to find his lost sister. Police sirens begin blaring, and with a word of warning from Thom, the group decide that instead of incarcerating the villain, they'd instead escape with him in tow!

**Protect the Town Pt. 2**

The group rests at a park for a moment, before Thom directs the group to the seemingly abandoned convenience store Styx. Once there, it's revealed that Thom is actually the deity Frank, and the building has a phantom security force. It's a bit of a hassle to take the ghosts down, and Perrin manages to spell out the code for Loccan to say. After that is dealt with, the group try to make their way into Frank's apartment, with even more hassle. Turns out the door needs 'cooperation' to open, and the group begrudgingly manage to shove the door open. Upon crashing in the apartment, the group finally have a safe chance to talk. Perrin reveals that he is *the* Agent P, getting Barrow to have a small breakdown in the confusion of toon logic. He then explains that the robots were intended to be a calling card to summon his sister, and that would be his key to reuniting with her. The group all fall asleep, and the next morning they work to come up with a plan. Remembering what was on Barrow's map, Loccan suggests they try to try the maneuver again, but in a less populated area, such as his hometown of New Scribwik. Loccan also adds a caveat that if things get taken too far, they would still be arrested, but Frank directly objects to this. Having the fear of a god struck into him, Loccan makes the split second decision to pinky promise to not split up the siblings or harm them in any way. The group toasts with some slushies before heading out.

**The Long and Short Arms of the Law (FPS)**

Loccan and Perrin are plotting out a route from Wardsburg out to New Scribwik, when the two begin to talk with each other about their pasts in their respective fields. Loccan being a small-town sheriff doesn't have many major stories to tell besides some encounters with bandits and thieves trying to rob the town, while Perrin shares more of his own adventures as a secret agent. They definitely outclass Loccan's stories, but it also leads Perrin to realize that he's been doing this his whole life, that his normal might be more extreme than he first thought. After a while of bonding over work, they eventually wander into the topic of... passing out for a day or two. Somehow they both seem to have experienced this, and Loccan matches it with some drawings that mysteriously appeared in his book after he woke up. Perrin recognizes one of them from somewhere, and they both wonder what might have happened, their experiences on the Neverending Train completely wiped. Loccan begins drawing the rest of the group for the memories, but trips up when it comes to sketching Barrow. Perrin helps out, thanks to his ability to make suspect sketches. They also scribble on Barrow's face in permanent marker for the heck of it, because they are still toons. They consider Loccan's admittedly foolish promise to a god, and realize that maybe instead of imprisoning the villains... they could try to convince them to partake in less consequential villainy, something more... cartoony. Being reelkind, it may be difficult, but at the same time it would be the best option to let everyone leave this situation happily.

## Gallery

Loccan failing to push a small pile of coals.Loccan being surprised by a very short Engineer.Confused LoccanEnjoying hot cocoa between carriages.The Purple Flames of Perdition.Enjoying a beverage.