PDF Download the Ink & Mayhem Universe Guide 24.0 MB
The Prop Department is in the basement of Building Six. You walk down a set of cracked concrete stairs past a sign that says QUIET, PLEASE, LIVE PROPS. The door opens onto the largest warehouse you have ever seen, and beyond the warehouse, a tunnel. The tunnel does not end. The catalog does not end. The Prop Department has every anvil ever dropped in the history of cartoons, every stick of dynamite ever thrown, every portable hole ever stepped on. All of it is billed to your tab. All of it can be yours before Thursday.
Old Murgatroyd the quartermaster looks up from his ledger. He has been running this desk since the Golden Age.
“What do you need.”
The ENDS Prop Department
Every piece of equipment a toon uses on-set comes from the ENDS Prop Department, the in-house supplier of weapons, gadgets, explosives, disguises, vehicles, and every specialty item cartoon production requires. The Prop Department is an institution older than most of the studios in the Valley. It is run by the quartermaster (traditionally one Murgatroyd the Ninth or similar) and staffed by dozens of technicians, armorers, tailors, and specialty craft workers.
Toons requisition equipment against a running tab rather than buying it outright; billing and settlement are covered under The Tab, below.
Prop Credits
All equipment in this chapter is priced in Prop Credits (PC), the studio’s internal unit of account. A new ENDS contract extends a starting line of credit of 500 PC, which is spent during character creation (Chapter Three, Step 9). Unspent starting credit becomes the character’s personal reserve, walking-around money that can be spent mid-campaign.
Beyond the starting allowance, toons earn Prop Credits every session. The rate is set by Contract Tier: what ENDS agreed to pay when they signed you, which reflects how much the studio believes in your continued existence.
| Contract Tier | Who Has It | Rate |
|---|---|---|
| Tryout | New character, unproven concept, pilot not yet picked up | 30 PC/session |
| Standard | Working toon with steady airtime | 50 PC/session |
| Recurring Lead | Established character, show renewed at least once | 75 PC/session |
| Franchise | Beloved character, multi-season run, has their own merchandise | 100 PC/session |
All new characters start at Standard unless their backstory justifies otherwise (a toon returning from a long hiatus might be a Tryout; a toon joining mid-season as a spin-off might negotiate Recurring Lead). A Tryout bumps to Standard after surviving a full Season. Standard bumps to Recurring Lead when the show gets renewed, a story milestone the GM controls.
Each session, the GM designates one character as the Featured Toon for that episode: the one who drove the plot, had the breakdown, or got the spotlight. That character earns a +25 PC Featured Bonus on top of their contract rate. There is exactly one per episode. If no one featured, no one gets it.
Credits can be saved, spent, gambled, lent, or lost; they carry no interest and no expiration.
The Tab
Every character begins each session with a tab balance recorded on their sheet. Gear destroyed in play, property damaged during action, and Rarity 4+ items requisitioned mid-scene are all added to the tab. At session end, the GM deducts as much of the new tab as possible from the PC’s session earnings. Any unpaid amount remains on the tab and carries forward. Quarter-end settlement is a larger audit, contract review, or accountant scene when the GM wants the debt to matter. A toon whose tab regularly exceeds earnings becomes a subplot.
Starting Gear Packages
Players may spend the 500 PC starting line of credit item by item, or choose one package below and start immediately. Any toon may take any package if it fits the concept. Packages assume the character has ordinary clothes and personal odds and ends for free.
| Package | Best For | Contents |
|---|---|---|
| Backlot Trickster | Scheming Little Ones, Brains, Zips | Trap Kit; Costume Trunk; Pocket Hole; two dozen Banana Peels; Sign Paint & Brushes; Disguise Kit; Fake Mustache Kit; three Whoopee Cushions; Grappling Hook & Rope; Stopwatch; Studio ID Badge; Slingshot; Smoke Bomb; Hammerspace Reinforcement |
| Slapstick Tank | Bruisers, Loose Cannons, Chaos Magnets | Oversized Mallet; Frying Pan; Comedy Anvil; Football Helmet; Pillow Suit; Frying Pan Shield; Trap Kit; Grappling Hook & Rope; Megaphone; Studio ID Badge; two dozen Banana Peels; two Grease Tins; Portable Hole; Smoke Bomb; five Water Balloons; Whoopee Cushion |
| Stage Star | Charmers, Spotlight Thieves, Imperturbable Professionals | Costume Trunk; Megaphone; Studio Camera; two Flashbulb Cameras; Fake Mustache Kit; Disguise Kit; Portable Hole; Hammerspace Reinforcement; Bullhorn |
| Lot Professional | Pros, detectives, crew chiefs, serious absurdists | Craft Tool Kit; Mechanic’s Kit; Binoculars; Walkie-Talkie pair; Studio Camera; Stopwatch; Lockpick Set; Studio ID Badge; Forged Studio ID; Dress Sabre; Cardboard Knight Armor; Whoopee Cushion |
| Chase Runner | Zips, Chaos Magnets, road-show episodes | Rocket Skates; Slingshot; Grappling Hook & Rope; Binoculars; Portable Hole; three Pocket Holes; four Grease Tins; four dozen Banana Peels; four Smoke Bombs; Super-Magnet; Studio ID Badge; Fake Mustache Kit; Sign Paint & Brushes; Whoopee Cushion |
Customizing a Package
Swap items freely as long as the final total stays at or below 500 PC and the GM agrees the items are available at the start of play. If a package includes a Rarity 4 item, such as Hammerspace Reinforcement, treat it as already approved by the starting contract; mid-scene requisitions still use the normal Rarity rules.
Rarity
Every item is rated on a Rarity scale of 1 to 10.
- Rarity 1–3 items are stocked on the shelves. Requisition is immediate, no check required.
- Rarity 4–6 items require a requisition slip and a short wait. A successful Streetwise or Negotiation check at Average difficulty retrieves one by the next scene.
- Rarity 7–8 items are in restricted stock. A successful Hard Savvy check using Streetwise or Hard Charisma check using Negotiation retrieves one by the end of the scene; failure means the Prop Department has run out just now, and the item is unavailable this session.
- Rarity 9–10 items are studio archive: one-of-a-kind props, plot items, historical gear. They are GM-controlled and enter play only through the fiction.
Hammerspace vs. Inventory
Ink & Mayhem has two simultaneous rules for where a toon’s equipment is.
Inventory is what the character has actually requisitioned, signed for, and is carrying in the scene. Inventory items are available always and do not cost a resource to access. If you own a Frying Pan, you have a Frying Pan, and it is in your hand the moment you reach for it.
Hammerspace is the cartoon-physics shortcut: props pulled from nowhere under the rules in Chapter Eight. Hammerspace items are summoned rather than owned. They vanish at scene end unless the character explicitly claims one as an inventory item, which immediately adds its Rarity-and-price to their tab.
The Catalog
Melee Weapons
Melee weapon damage is listed as a modifier. When a toon wields one of these weapons, damage equals Might + the listed value before Resistance. Dropped, launched, or environmental versions of the same prop use the flat damage listed in the triggering rule instead.
| Weapon | Skill | Damage | Crit | Range | Qualities | Price | Rarity |
|---|---|---|---|---|---|---|---|
| Fists | Brawl | +0 | 5 | Engaged | Slapstick | — | — |
| Rolling Pin | Brawl/Melee | +1 | 5 | Engaged | Stun 1, Slapstick | 15 | 1 |
| Frying Pan | Brawl/Melee | +2 | 4 | Engaged | Stun 2, Slapstick, Cartoony 1 | 20 | 1 |
| Oversized Mallet | Melee | +3 | 4 | Engaged | Slow, Slapstick, Cartoony 2 | 40 | 1 |
| Boxing Glove on a Spring | Melee | +3 | 4 | Short (Reach) | Knockdown, Cartoony 2 | 60 | 2 |
| Comedy Anvil (dropped) | Melee | +4 | 3 | Engaged | Cumbersome 3, Slapstick, Cartoony 3 | 100 | 2 |
| Dress Sabre (toon-issue) | Melee | +2 | 3 | Engaged | Defensive 1, Pierce 1 | 80 | 3 |
| Giant Scissors | Melee | +3 | 3 | Engaged | Slow, Pierce 2 | 60 | 2 |
| Folding Chair | Brawl/Melee | +2 | 4 | Engaged | Disposable, Slapstick, Cartoony 1 | 10 | 1 |
Ranged Weapons
| Weapon | Skill | Damage | Crit | Range | Qualities | Price | Rarity |
|---|---|---|---|---|---|---|---|
| Pie | Ranged | 1 | 6 | Short | Blind 1, Slapstick, Cartoony 2 | 5 | 1 |
| Water Balloon | Ranged | 0 | 6 | Short | Disorient 1, Slapstick | 3 | 1 |
| Slingshot | Ranged | 3 | 5 | Medium | Limited Ammo | 20 | 1 |
| Stick of Dynamite | Ranged | 6 | 3 | Short | Blast 3, Limited Use, Cartoony 2 | 20 | 2 |
| TNT Bundle | Ranged | 10 | 2 | Short | Blast 5, Limited Use, Cumbersome 2 | 50 | 3 |
| Smoke Bomb | Ranged | — | — | Short | Disorient 2, Blind 2, Limited Use | 15 | 2 |
| Comedy Musket | Ranged | 5 | 4 | Medium | Prepare 1, Limited Ammo, Cartoony 1 | 120 | 3 |
| Cannon (portable) | Ranged | 8 | 3 | Long | Prepare 2, Blast 4, Cumbersome 4, Cartoony 3 | 300 | 4 |
| Rocket Launcher (ACME-pattern) | Ranged | 10 | 2 | Long | Blast 5, Prepare 1, Rocket, Cartoony 3 | 400 | 5 |
| Pocket Pistol (flag only) | Ranged | 2 | 5 | Short | Stun 2, Cartoony 2 | 30 | 2 |
Armor
Protective gear in Ink & Mayhem tends toward the comedic. Proper military armor is unusual; most toons rely on a single ridiculous piece of safety equipment or nothing at all. Armor adds a Resistance Bonus (reducing incoming Elasticity damage) and in some cases Defense (adding Bane dice to attacks against the wearer).
| Armor | Resistance Bonus | Defense | Qualities | Price | Rarity |
|---|---|---|---|---|---|
| Football Helmet | +1 | +0 | Coverage: Head | 25 | 1 |
| Frying Pan Shield (held) | +1 | +1 | Requires off-hand | 30 | 1 |
| Pillow Suit | +2 | +0 | Unwieldy, Cartoony 1 | 40 | 1 |
| Cardboard Knight Armor | +2 | +1 | Clatter, Slow | 100 | 3 |
| Studio Safety Harness | +0 | +2 | Flight-Ready (with rig) | 150 | 3 |
| Oversized Ballistic Vest | +3 | +0 | Unwieldy, Hot | 250 | 4 |
| Full Diving Suit | +2 | +1 | Underwater, Clatter, Slow | 200 | 4 |
Props & Gadgets
These are the signature cartoon items. All are referenced by subsystems in Chapter Eight, Chapter Five (Bits), or both. Items marked (Consumable) are destroyed after use.
Portable Hole
A black disc about three feet across, packaged flat between sheets of waxed paper. Place on any solid surface, wall, floor, ceiling, and it becomes a physically real hole, passable by any character of Scale 1 or smaller. The hole persists until picked up, at which point it folds back into its disc. Portable Holes may be carried in pockets, sat on, or worn as a hat.
**Price:** 60 PC · **Rarity:** 3
Pocket Hole (Consumable)
The Portable Hole’s smaller, single-use cousin. Place, fall through, arrive at the bottom of the fall wherever the GM decides is reasonable. The hole closes behind you. Price: 20 PC · Rarity: 2
Drawn-Door Pencil
Draw a door on any solid surface with this unassuming yellow pencil and the door becomes physically real, opens, closes, and leads to somewhere. The GM determines where. One pencil produces three doors before the lead is exhausted. The third door always leads somewhere surprising. Price: 80 PC · Rarity: 3
Fake Mustache (Kit)
The kit holds spirit gum, assorted hair, and a small mirror. A worn mustache qualifies as a cartoon disguise under the Disguises Work rule (Chapter Eight). A single kit contains three disguises; each is ruined after use. Price: 15 PC · Rarity: 1
Costume Trunk
A full theatrical wardrobe trunk with rapid-change mechanics. Contains up to five pre-prepared disguises that can be assumed as a maneuver. Disguises from the Costume Trunk qualify for the Disguise Master talent’s upgraded Severe Perception check. Trunks are Scale 2 objects; most toons leave theirs on-lot and requisition delivery. Price: 150 PC · Rarity: 3
Hammerspace Reinforcement (Lining)
A specialty garment lining installed in the toon’s coat, dress, or overalls. While worn, the character may use the scene-free Hammerspace pull twice per scene instead of once. This does not stack with the Hammerspace Expert talent; a character with both still draws twice per scene for free. Price: 100 PC · Rarity: 4
Trap Kit
String, pulleys, counterweights, buckets, small springs, and a modest quantity of birdseed, all in one briefcase. Grants three uses per session of the Improvised Booby Trap Bit, even to characters who do not have that Bit in their Repertoire. Characters who do have the Bit stack the kit’s uses with their own. Price: 60 PC · Rarity: 2
Anvil-Attractor Band (Cursed)
A small metal band worn on the wrist. Whenever the GM considers dropping an anvil in your scene, the attractor calls it to you. The band cannot be removed except by a Hard Craft check, and only when an anvil is not currently incoming. Price: 50 PC · Rarity: 2 · (Never requisitioned deliberately. Comes from story.)
Escape Rope
This coil of rope, thrown over any surface, becomes a rope affixed to whatever was needed. Functions for exactly one scene of climbing, descending, or lowering. Infinite length within reason. Price: 30 PC · Rarity: 2
Whoopee Cushion
A whoopee cushion. Successfully placed (Hard Stealth check) causes the target to be Disoriented for one round and grants the placer +1 Boon die on any social check against that target for the rest of the scene. Single use unless recovered. Price: 5 PC · Rarity: 1
Banana Peels (Dozen)
Twelve banana peels in a paper sack. Each peel dropped in a location forces any character moving through that location to make an Average Coordination check or fall prone (and take 2 Strain from the indignity). Peels are single-use; the studio rats eat spent peels by the next scene. Price: 10 PC · Rarity: 1
Rocket Skates (Pair, Consumable)
Wheeled skates with strap-on boosters. When activated, for one scene the wearer gains three extra maneuvers each round that must be used for movement in a straight direction. These extra maneuvers are in addition to the character’s normal free maneuver and the optional Strain maneuver, either of which may also be used for movement. Steering is a Hard Coordination check each round; failure produces a spectacular crash. Price: 80 PC · Rarity: 4
Grease Tin (Consumable)
Industrial studio grease by the tin. Creates a slippery area the size of a large rug. Any character crossing the area makes an Average Coordination check or falls prone. The grease absorbs into the floor after one scene. Price: 10 PC · Rarity: 1
Super-Magnet (Portable)
A magnet powerful enough to attract any metal object, safes, cars, dropped anvils, opposing toons’ dental work. Held or thrown. Single-scene duration. Price: 50 PC · Rarity: 3
Signature Items
A small number of items in the Prop Department are named, legacy props with histories, personalities, and in a few cases, unfinished business. All are Rarity 9 or 10 and enter play through the fiction (see Rarity, above).
Murgatroyd’s Ledger (Rarity 10)
Every tab the Prop Department has ever kept is written in this ledger, including yours. The current Murgatroyd keeps it on the counter. It has been observed that when a toon owes a sufficiently large tab, the ledger begins to hum.
The First Anvil (Rarity 10)
The first anvil ever dropped in cartoon history. Kept in a sealed case in the back of the warehouse. No toon living remembers what will happen if it is dropped again.
Bugsy Mulligan’s Carrot (Rarity 9)
The carrot chewed by Bugsy Mulligan in every short of his career from the Golden Age through his retirement. Still crunchy. Grants permanent +1 Boon die on all Charm checks while held; crumbles to dust if a rival toon ever grabs it from its wielder.
The Script That Writes Itself (Rarity 10)
A typewriter in the Prop Department’s sub-basement that produces new pages every morning. Some toons believe the Script is what everyone in the studio is actually performing; no one has read more than a page.
In This Chapter
- The ENDS Prop Department
- Prop Credits (PC) and Contract Tiers
- Starting Gear Packages
- Rarity 1–10
- The Tab
- Hammerspace vs. Inventory
- Melee and ranged weapons, armor, props and gadgets, tools, and signature items
- Item qualities: Slapstick, Cartoony X, Coverage, Flight-Ready
Tools & Utility
| Item | Effect | Price | Rarity |
|---|---|---|---|
| Craft Tool Kit | Required for most Craft checks; no penalty imposed by lack of tools | 40 | 2 |
| Mechanic’s Kit | As Craft Tool Kit, but specialized for vehicles (Chapter Seven) | 60 | 2 |
| Walkie-Talkie (pair) | Voice communication, short range | 30 | 2 |
| Binoculars | +1 Boon die on distant Perception checks | 15 | 1 |
| Grappling Hook & Rope | 15m rope with hook; aids climbing and descent | 25 | 2 |
| Studio Camera (portable) | Records events; supports Fourth-Wall play in unusual ways | 40 | 2 |
| Signal Whistle | Alerts nearby friendly toons at up to one street away | 10 | 1 |
| Stopwatch | Required for certain timed-bit setups; +1 Boon die on Gag-Craft checks involving precise timing | 15 | 2 |
| Megaphone | Extends vocal range; +1 Boon die on Leadership checks to a crowd | 20 | 2 |
| Flashbulb Camera | Single-use Disorient 2 on one target; takes a photograph | 30 | 2 |
| Lockpick Set | Required for fine lockpicking; no penalty imposed by lack of tools | 35 | 3 |
| Disguise Kit (basic) | Holds up to three simple disguises; see Fake Mustache | 15 | 1 |
| Paint & Brush Kit | Sign-painting toolkit; see Props & Gadgets | 25 | 2 |
| Bullhorn | As Megaphone, plus demands attention; the target must succeed on a Hard Readiness check to ignore | 40 | 3 |
| Studio ID Badge | Grants access to ENDS lots and buildings; no access to competitor studios | 5 | 1 |
| Forged Studio ID | Grants access to any named studio’s lots; requires a Deception check if questioned | 75 | 4 |
Item Qualities
Qualities used in this chapter. Qualities from the Core Rules behave per the Core; qualities unique to Ink & Mayhem are flagged below.
The Crit value in the weapon tables is the weapon’s base threshold for a Perfect Cartoon Moment (Chapter Eight). Because Perfect Cartoon Moments can remove a toon from the scene, the actual Boon cost is Crit + 2 on a successful attack. A Breakthrough counts as 3 Boons toward this threshold. Weapons with no Crit value use a default Perfect Cartoon Moment threshold of 5 Boons.
| Quality | Effect |
|---|---|
| Blind X | Spend 2 Boons to make the target Blinded for X rounds |
| Clatter | Imposes Bane die on Stealth checks while worn or carried |
| Cumbersome X | Min Might X to wield without penalty; otherwise adds X Bane dice |
| Cursed | Cannot be removed, discarded, or neutralized except by the method listed in the item’s entry |
| Defensive X | While wielded, adds X to Defense |
| Disorient X | Spend 2 Boons to make the target Disoriented for X rounds |
| Disposable | Destroyed after a single successful use |
| Knockdown | Spend 2 Boons to knock the target prone |
| Limited Ammo | Weapon exhausts after a small number of uses (GM-tracked) |
| Limited Use | Destroyed after one use |
| Quality | Effect |
|---|---|
| Prepare X | Requires X rounds of setup before use |
| Rocket | Cannot hit Engaged targets; treats Short as minimum range |
| Unwieldy | Adds a Bane die to all non-combat physical checks while worn |
| Cartoony X (unique) | On any Success, spend up to X symbols of Boon to trigger a signature cartoon effect: flattening, stars, dazed staggering, brief off-screen exit. Each Boon spent grants Disorient 1 on the target |
| Slapstick (unique) | The target may choose to take damage as Strain instead of Elasticity. Represents absorbing “dignity damage” rather than physical injury |
| Coverage: X (unique) | Armor protects only the listed body area; GM may rule situational effectiveness |
| Flight-Ready (unique) | Equipment supports the Studio’s rigging system; allows supported flight within the scene |