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Ink & Mayhem · Printable cards

Skill Cards

26 cards, taken straight from the book. Print six or four to a page, in colour or black and white, and cut along the card edges.

Four per page gives long entries more room. In the print dialog choose Letter, 100% scale, and turn on background graphics to keep the colour bands.

  • Combat Skills
  • Physical Skills
  • Mental Skills
  • Social Skills
  • Vehicle Skills
  • Cartoon Skills

SkillCombat Skills

Brawl

Characteristic Might

Unarmed fighting, slapstick combat, pies to the face

Brawl damage is almost always non-lethal and recovers at the end of the scene (see Chapter Eight, Elasticity). Bruisers and Loose Cannons rely on it more than any other combat skill.

Ink & Mayhem · Exodus NDScontinues in the book

SkillCombat Skills

Melee

Characteristic Might

Frying pans, mallets, props wielded as weapons

The distinction from Brawl is the object. A fist is Brawl; a fist holding a frying pan is Melee.

Ink & Mayhem · Exodus NDScontinues in the book

SkillCombat Skills

Ranged

Characteristic Agility

Thrown anvils, cartoon firearms, slingshots, dynamite

Short-range thrown weapons use Agility by default; heavier or distance thrown items may use Might at GM discretion.

Ink & Mayhem · Exodus NDScontinues in the book

SkillPhysical Skills

Athletics

Characteristic Might

Running, climbing, lifting, raw exertion

Cartoon chases almost always use Athletics for both pursuer and quarry. When a task could go either way, use Athletics for raw effort and Coordination for finesse.

Ink & Mayhem · Exodus NDScontinues in the book

SkillPhysical Skills

Coordination

Characteristic Agility

Balance, tumbling, acrobatics, dodging

The difference between falling and falling stylishly is a Coordination check; a fall taken deliberately belongs to Pratfall instead (see Cartoon Skills, In Depth).

Ink & Mayhem · Exodus NDScontinues in the book

SkillPhysical Skills

Readiness

Characteristic Willpower

Alertness, nerve, preparedness, resisting surprise

Readiness resists surprise, fear, intimidation, despair, and sudden mental pressure: anything that tests whether the toon keeps their nerve before the gag lands. Where Perception notices the threat, Readiness keeps the toon steady against it.

Ink & Mayhem · Exodus NDScontinues in the book

SkillPhysical Skills

Survival

Characteristic Savvy

Tracking, wilderness sense, animal handling, staying alive off-lot

Survival is the skill for knowing when the painted desert is about to become a real desert for exactly one scene.

Ink & Mayhem · Exodus NDScontinues in the book

SkillPhysical Skills

Subterfuge

Characteristic Agility

Lockpicking, sleight of hand, planted props, covert manipulation

Escaping bonds and disabling simple traps fall under Subterfuge. It handles the physical side of trickery; lying and false faces belong to Deception.

Ink & Mayhem · Exodus NDScontinues in the book

SkillPhysical Skills

Stealth

Characteristic Agility

Tiptoeing, hiding behind lampposts, the silent approach

Cartoon stealth has its own visual grammar: silent footsteps exaggerated to comical height, hiding behind a lamppost while entirely visible, whistling innocently. The GM is encouraged to ask for a Stealth check any time a character moves silently in a scene, even if the check is trivial.

Ink & Mayhem · Exodus NDScontinues in the book

SkillPhysical Skills

Resilience

Characteristic Willpower

Enduring pain, staying on your feet, the will not to faint

Resilience covers ignoring Strain and resisting effects that target the body indirectly. Toons cannot truly die (Chapter Two), so it mostly determines how many rounds of abuse you can absorb before Wiped Out.

Ink & Mayhem · Exodus NDScontinues in the book

SkillMental Skills

Craft

Characteristic Intellect

Building gadgets, props, traps, disguises, explosives

The Prop Department catalog in Chapter Six is effectively a list of things Craft produces.

Ink & Mayhem · Exodus NDScontinues in the book

SkillMental Skills

Lore

Characteristic Intellect

Studio history, comedy theory, who worked with whom, when

Any historical or reference question about cartoon-industry matters defaults to Lore.

Ink & Mayhem · Exodus NDScontinues in the book

SkillMental Skills

Medicine

Characteristic Intellect

Cartoon first aid, smelling salts, fake diagnoses, recovery gags

Medicine keeps a toon functional after a bad scene; the care itself is always the joke version, bandages wrapped around everything except the injury.

Ink & Mayhem · Exodus NDScontinues in the book

SkillMental Skills

Perception

Characteristic Savvy

Noticing what is there, and what should be

Perception often serves as a saving throw against Cartoon Physics: a high Perception check may let you realize you have run off the cliff before gravity remembers.

Ink & Mayhem · Exodus NDScontinues in the book

SkillMental Skills

Science

Characteristic Intellect

Toon science, impossible engineering theory, laboratory logic

Craft builds the gadget; Science explains why it should work, even when it absolutely should not.

Ink & Mayhem · Exodus NDScontinues in the book

SkillMental Skills

Streetwise

Characteristic Savvy

Studio-lot gossip, backdoor deals, the rumor economy

The line against Lore is recency: Lore is what is recorded, Streetwise is what is current on the lots this week.

Ink & Mayhem · Exodus NDScontinues in the book

SkillSocial Skills

Charm

Characteristic Charisma

Winning friends, courting audiences, the warm approach

When the approach turns to lying, use Deception; when it turns transactional, use Negotiation.

Ink & Mayhem · Exodus NDScontinues in the book

SkillSocial Skills

Deception

Characteristic Charisma

Lying, disguises, misdirection, the cold approach

Fourth-wall aware characters may use Deception against the narration itself (see Chapter Eight); most groups rule this requires Fourth-Wall support.

Ink & Mayhem · Exodus NDScontinues in the book

SkillSocial Skills

Intimidation

Characteristic Willpower

Threats, pressure, menace, dominance, cold authority

Intimidation is linked to Willpower by default: the frightening toon is usually the one who refuses to blink first.

Ink & Mayhem · Exodus NDScontinues in the book

SkillSocial Skills

Leadership

Characteristic Willpower

Directing an ensemble, commanding, bossing the set

Leadership is Willpower-linked rather than Charisma-linked because leading an ensemble of unruly toons takes stubbornness more than charm.

Ink & Mayhem · Exodus NDScontinues in the book

SkillSocial Skills

Negotiation

Characteristic Charisma

Contracts, renewals, residuals, studio lawyers

Bribery falls under Negotiation. It is the skill of choice when the scene is set in the executive tower rather than on the soundstage.

Ink & Mayhem · Exodus NDScontinues in the book

SkillVehicle Skills

Drive

Characteristic Agility

All cartoon vehicles: jalopies, rockets, anvil-sleds, rolling bombs

One skill covers every vehicle in the setting, up to and including the back of a giant mechanical ostrich. See Chapter Seven for vehicle statistics and chase rules.

Ink & Mayhem · Exodus NDScontinues in the book

SkillCartoon Skills

Gag-Craft

Characteristic Intellect

Designing bits, setups, payoffs, the architecture of a scene

Ink & Mayhem · Exodus NDScontinues in the book

SkillCartoon Skills

Pratfall

Characteristic Agility

Controlled falls, landing marks, taking the hit with grace

Ink & Mayhem · Exodus NDScontinues in the book

SkillCartoon Skills

Fourth-Wall

Characteristic Willpower

Audience awareness, addressing the camera, screen navigation

Ink & Mayhem · Exodus NDScontinues in the book

SkillCartoon Skills

Performance

Characteristic Charisma

Singing, dancing, acting, the on-camera craft