Skip to content

Ink & Mayhem · Play

Rides & Vehicles

Every studio has a garage. ENDS has three. The first is the transportation pool, sensible jalopies, production buses, motorcycles, the vehicles that move toons and equipment between lots. The second is the stunt bay, vehicles built specifically to crash. The third is the back lot, under a tarp, behind the prop warehouse, and that is where the rocket sleds live. That is where the giant mechanical ostrich paces its stall. That is where the Anvil Delivery Truck waits, engine running, eight-cylinder exhaust pipe in the shape of a trumpet. Sign the waiver. Take the keys. The scene opens in five minutes.

How Vehicles Work Here

Vehicles in Ink & Mayhem use the standard Exodus NDS Core Rules for operation and combat. Each vehicle has a stat block using the conventions below. For chase scenes, use the Cartoon Chase Rules later in this chapter.

Stat block reference. Each vehicle shows: Scale (size, 0-10), Speed (0-5), Handling (-5 to +5), Crew / Passengers, Armor (damage reduction/protection), Defense (ranged defense modifier), Hull Points (Elasticity-equivalent damage track), System Points (strain-equivalent), and Control Skill.

Control skill. All vehicles use Drive unless noted. Mounted living rides may alternately use Coordination or Charm (talking nicely to the ostrich).

Toons Never Die, Neither Do Their Rides

A vehicle reduced to 0 Hull Points is wrecked for the remainder of the scene. It cannot be used again this scene and its occupants are dumped out in appropriate comedic fashion (rolling tire, upside-down grille, wheels spinning). At the start of the next scene, the vehicle is whole again. The repair bill goes on the studio’s books or the driver’s tab, per GM judgment; wrecks that cost more than a session of earnings end up on the toon’s tab. Explicit destruction as a plot event still persists, but must be narrated as such.

Cartoon Chase Rules

Any scene the GM frames as a chase uses this dedicated structured-play subsystem.

The Lead Track

Every chase involves a Quarry (the one being chased) and one or more Pursuers. The chase runs along a single Lead Track of eight positions:

Position State
+4 Escaped: chase ends in Quarry’s favor
+3 Almost gone
+2 Pulling away
+1 Gaining ground
0 Close: standard starting position
−1 Right behind
−2 Engaged: within arm’s reach
−3 Caught: confrontation begins

The Quarry’s position on the track determines the chase state. The Quarry starts at 0 by default (or wherever fiction dictates, a head start puts them higher; an ambush may put them lower).

Running a Round

Each round of the chase:

  1. Declare intent. Quarry and Pursuer each declare their approach this round: straight pursuit, trap-setting, Bit use, weapon use, Hammerspace. Multiple Pursuers declare in initiative order.
  2. Roll opposed checks. Each side rolls the appropriate movement check, usually Drive (for vehicles) or Athletics (on foot), opposed against the other side’s equivalent. Difficulty dice are the opposing side’s pool.
  3. Resolve. The winner shifts the Lead Track 1 position in their favor. A Breakthrough shifts it 2 positions; a Calamity shifts it 1 position against the rolling side in addition to any other effect.
  4. Secondary effects. Boon and Bane symbols resolve as normal: drop a wheel, spot a shortcut, catch a branch, take an anvil to the head. The GM narrates.

Ending the Chase

The chase ends in any of three ways:

  • Escaped. The Quarry hits +4. The scene cuts.
  • Caught. The Pursuer closes to −3. The chase becomes a confrontation scene, starting in whatever state the chase ended (tangled in a net, pinned against a wall, both rolling down a hill).
  • Exhausted. After six rounds with no resolution, the chase fizzles. Both sides take 3 Strain. The scene changes location (the chase runs off the lot, down the street, and into a train tunnel). Start the next scene as the GM judges.

Traps, Tricks, and Gags

A character may spend their round setting a trap or executing a gag instead of making a movement check. To resolve:

  • The acting character rolls a Hard Gag-Craft check (or the appropriate Bit’s check, if a Bit is being used).
  • On success, the opposing side must pass a Hard Pratfall or Coordination check on their next round’s movement, or the Lead Track shifts 2 positions in the trap-setter’s favor.
  • On Breakthrough, the opponent’s check is upgraded to Severe.
  • On Calamity, the trap catches the trap-setter; 2 positions in the opposing side’s favor.

Bits, talents, and Type abilities like The Dawdle, Crash the Scene, Improvised Booby Trap, Zoom, Elaborate Trap, Pocket Dynamite, and Sign Painter all have an obvious home inside a chase round.

Example Chase Round
**Wile E. (Pursuer, Strapped-On Jet Engine) pursues Bugsy (Quarry, on foot).** Track at **−1** (Wile E. very close).

Wile E. spends the round firing his jet engine, straight pursuit, Drive check. Bugsy instead sets a trap: paints a tunnel on a rock face (Sign Painter talent / Gag-Craft check).

Bugsy rolls Gag-Craft vs Hard, rolls a Breakthrough. The rock-face tunnel is real.

Next round, Wile E. must pass a Severe Pratfall check (upgraded from Hard by the Breakthrough) or the Lead track shifts 2 positions toward Escaped, putting it at +1. Bugsy is now gaining ground.

(Spoiler: Wile E. does not pass.)

The Motor Pool

Studio Fleet, Everyday Vehicles

Studio Jalopy
2 2 +0 1 0 10 6 1 driver / 3 passengers Drive
  • Consumables: 1 Prop Credit per scene (fuel)
  • Price/Rarity: 200 PC · Rarity 1
Special Abilities
  • Studio Livery, Marked with the ENDS Studio logo. Grants +1 Boon die on any Streetwise or Negotiation check made with studio-adjacent NPCs.
Stretch Limousine
3 2 -2 2 0 18 12 1 driver / 8 passengers Drive
  • Consumables: 4 Prop Credits per scene (fuel, polish, chauffeur snacks)
  • Price/Rarity: 1,200 PC · Rarity 5
Special Abilities
  • Absurdly Long, The limo is longer than the street, the alley, or the establishing shot requires. Once per scene, it may block a road, alley, doorway, or chase lane as incidental set dressing. Characters trying to get around it must spend an extra maneuver or succeed on an Average Coordination or Drive check.
  • Important Passenger, When a toon arrives in the limo or steps out of it with confidence, they gain +1 Boon die on the first Charm, Intimidation, Negotiation, or Streetwise check made against anyone impressed by wealth, status, crime, or show business.
  • Privacy Glass, Passengers inside the limo cannot be clearly identified from outside unless the observer succeeds on a Hard Perception check. A failed check reveals only a cigar ember, a diamond ring, a tiny dog, or a suspiciously villainous silhouette.
Studio Bus
3 2 -1 2 0 16 10 1 driver / 12 passengers Drive
  • Consumables: 2 PC per scene
  • Price/Rarity: 500 PC · Rarity 2
Special Abilities
  • Ensemble Transport, Moves the whole troupe at once. Begins each scene in any location the GM deems plausible, no separate arrival roll required.
Prop Truck
3 2 +0 2 0 14 8 1 driver / 2 passengers + cargo Drive
  • Consumables: 2 PC per scene
  • Price/Rarity: 400 PC · Rarity 1
Special Abilities
  • Cargo Bay, Transports Scale 3 worth of props, weapons, or set pieces. Any item pulled from the Prop Truck during a scene counts as inventory rather than Hammerspace.
Production Motorcycle
1 3 +1 0 +1 6 4 1 driver / 1 passenger Drive
  • Consumables: 1 PC per scene
  • Price/Rarity: 150 PC · Rarity 2
Special Abilities
  • Weave, Once per chase round, the driver may re-roll a single failed Drive check; take the new result.

Chase Specials

Strapped-On Jet Engine
1 5 -2 0 0 4 4 1 driver only Drive (Hard)
  • Consumables: 5 PC per scene (rocket fuel; self-igniting)
  • Price/Rarity: 300 PC · Rarity 4
Special Abilities
  • Rocket Propulsion, Once per chase, declare maximum thrust. Shift the Lead Track 2 positions in your favor this round without rolling. On the next round, you automatically lose 1 position.
  • Explosive Failure, On Calamity during any Drive check, the engine detonates. Dismiss the vehicle, apply 6 damage to the rider (Pratfall check to reduce), and set the current scene’s terrain to scorched.
Giant Mechanical Ostrich
2 3 +1 1 +1 10 8 1 rider only Drive or Charm (to calm the bird)
  • Consumables: 3 PC per scene in birdseed
  • Price/Rarity: 250 PC · Rarity 3
Special Abilities
  • Ground Burst, Once per chase, skip a round of pursuit. Neither side rolls that round, and the Lead Track shifts 1 position in the ostrich-rider’s favor.
  • Unpredictable, On any Calamity, the ostrich dumps the rider and runs off. It can be recovered next scene with a Charm check.
Rocket Sled
1 4 -2 0 0 5 3 1 driver only Drive
  • Consumables: Single-use (self-destructs at end)
  • Price/Rarity: 100 PC · Rarity 3
Special Abilities
  • Linear Only, The sled cannot be steered. All Drive checks to change course are upgraded by one difficulty.
  • Blaster at Finish, On arrival at the end of its run, the sled impacts whatever is in front of it. If used as a weapon, deals 8 damage (Blast 3) to the target location.
Personal Jetpack
1 3 +0 0 +1 4 4 1 wearer Coordination (launch) or Drive (flight)
  • Consumables: 1 tank = 1 scene of flight
  • Price/Rarity: 200 PC · Rarity 4
Special Abilities
  • Vertical Takeoff, Ignore ground terrain during chases. The wearer may shift to any altitude at the start of any round.
  • Fuel Anxiety, At the end of each scene involving sustained flight, roll 1 Bane die . On a Failure, the tank is empty until next scene.
Powered Pogo Stick
1 2 +2 0 +2 3 3 1 rider Coordination or Drive
  • Consumables: 1 PC per scene
  • Price/Rarity: 80 PC · Rarity 3
Special Abilities
  • Bounce, Ignore vertical terrain. The rider may skip over obstacles up to Scale 2 as part of normal movement.

Stunt & Production

Stunt Car
2 3 +0 2 0 14 6 1 driver / 1 passenger Drive
  • Consumables: 2 PC per scene
  • Price/Rarity: 600 PC · Rarity 3
Special Abilities
  • Crash-Ready, The Stunt Car takes half Hull Point damage from crashes, rammings, falls, and other impact-based sources. The frame is designed to fold gracefully.
  • Roll Cage, Occupants take no Strain from crash-related damage.
Stunt Biplane
2 4 +1 1 +1 10 6 1 pilot / 1 passenger Drive
  • Consumables: 3 PC per scene
  • Price/Rarity: 800 PC · Rarity 4
Special Abilities
  • Aerobatics, +1 Boon die on Coordination-based chase checks (barrel rolls, loops, inverted flight).
  • Open Cockpit, Occupants may freely fire weapons, throw things, or lean out for visual gags during flight.
Hot Air Balloon
3 1 -2 0 0 6 4 1 pilot / 3 passengers Drive or Athletics (wind-reading)
  • Consumables: 2 PC per scene
  • Price/Rarity: 300 PC · Rarity 3
Special Abilities
  • Altitude, Ignore ground terrain. Cannot participate in ground-level engagements while airborne.
  • Fragile, A single puncture (one failed Pratfall check in flight) sends the balloon into a slow, comedic descent over 1d6 rounds.
Camera Dolly (Production)
2 1 +1 0 0 5 3 1 driver / 1 camera operator Drive (track) or Athletics (pushed)
  • Consumables: (manual)
  • Price/Rarity: 150 PC · Rarity 3
Special Abilities
  • On-Set Only, Functions only on active soundstages. Occupants gain +1 Boon die on any Fourth-Wall check made from the dolly.
  • The Shot Is the Point, While the camera is rolling, the operator may frame one action each round for the audience; that action gains +1 Boon die .

Exotic & Signature

Vehicles marked (Signature) cannot be requisitioned through ordinary channels. They appear in scenes by GM discretion or narrative inevitability.

The Anvil Delivery Truck (Signature)
3 2 -1 2 0 14 10 1 driver Drive
  • Consumables: 3 PC per scene · carries up to 12 anvils
  • Price/Rarity: Not for sale · Rarity 9
Special Abilities
  • Rapid Deployment, As an action, launch an anvil from the back of the truck at a location within Short range. Deals 4 damage, matching the Comedy Anvil in the Chapter Six weapons table. The truck may fire one anvil per round; reloading takes a maneuver.
  • Signature Horn, Horn plays the ACME jingle, audible across the entire studio lot.
The Invisible Roadster (Signature)
2 4 +2 0 +3 8 8 1 driver / 1 passenger Drive
  • Consumables: 4 PC per scene · invisible fuel, visible tire smoke
  • Price/Rarity: Not for sale · Rarity 9
Special Abilities
  • Now You See the Driver, The Roadster is fully invisible. Its occupants remain visible unless concealed by another effect. Attacks against the vehicle add 3 Bane dice from its Defense, but attacks against exposed occupants resolve normally.
  • Where Did I Park It?, Any character trying to find, enter, tow, sabotage, or steal the Roadster must succeed on a Hard Perception check unless they watched it stop. On failure, they interact with the wrong empty space, open the wrong invisible door, or walk directly into the hood.
  • Perfect Getaway, Once per scene during a chase, the driver may spend a Gag Token to make the Roadster vanish from pursuit for one round. The Lead Track shifts 2 positions in the driver’s favor. At the start of the next round, the Roadster reappears with visible tire tracks, engine noise, or a floating passenger giving away its position.
One-Toon Submarine
2 2 +0 3 +1 14 8 1 pilot Drive
  • Consumables: 4 PC per scene
  • Price/Rarity: 800 PC · Rarity 5
Weapons
  • Single Torpedo Tube (Damage 8; Crit 3; Range [Medium]; Blast 3, Limited Ammo, Prepare 1)
Special Abilities
  • Underwater, Operates in water environments. Provides full air supply for one scene.
  • Ping, Once per scene, detects all Scale 2+ objects within Medium range, including those concealed.
The Everything Machine (Signature)
var. 1–4 var. 1–4 -2 1 0 10 10 1 pilot Drive (always Hard)
  • Consumables: 10 PC per scene · refined celluloid
  • Price/Rarity: Not for sale · Rarity 10
Special Abilities
  • Transform, Once per session, the Everything Machine transforms into any other vehicle in the Prop Department catalog for the remainder of the current scene. It reverts at scene end.
  • Unpredictable Transformation, On any Calamity during transformation, roll on the Prop Department’s catalog. The Machine transforms into that vehicle instead, regardless of appropriateness.
  • Studio Legend, Every toon on the lot has a story about the Everything Machine.

Vehicle Combat

Vehicle combat uses the standard Core combat rules with one cartoon-setting modification:

Vehicle Hull Points do not trigger Elasticity damage to occupants. However, when a vehicle is wrecked, occupants take 3 Strain and must pass an Average Pratfall check or take 2 Elasticity damage on ejection. Characters with the Stunt Car’s Roll Cage ability or equivalent ignore this.

Vehicle-mounted weapons resolve per the Core Rules. Unmounted characters shooting from a moving vehicle suffer the standard ranged-from-moving-vehicle penalties.

In This Chapter
  • Vehicle stat block conventions
  • Cartoon Chase Rules: Lead Track, rounds, traps and gags, endings
  • Studio Fleet: everyday vehicles
  • Chase Specials: classic cartoon rides
  • Stunt & Production vehicles
  • Exotic & Signature vehicles
  • Vehicle combat