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Ink & Mayhem · Play

Equipment & Gear

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