INK&MAYHEM
Exodus NDS · Cartoon Universe
TOON CONTRACT
Type
Bruiser
Brain
Zip
Charmer
Pro
Wildcard
Shtick Name
Type Signature Ability
Shtick Identity — "I am…"
In-Shtick (expresses shtick)
Against-Shtick (contradicts it)
CHARACTERISTICS Fill bubbles 1–5
DERIVED STATS
ELASTICITY
STRAIN
RESISTANCE
INITIATIVE
DEFENSE
Threshold
Current
Threshold
Current
On Guard
Surprise
Melee
Ranged
10 + MIG + Bonus
10 + WIL + Bonus
½ MIG↑ + Armor
SAV + Perception
WIL + Reflexes
0 + Gear
0 + Gear
SKILLS
5 rank bubbles, fill left→right
Red outline = Cartoon Skills (all profession)
Cartoon Skills · All Profession
Knowledge & Social
ENDS STUDIO
INK & MAYHEM
BITS, TALENTS & STORY
Toon Name
BITS 6 slots · once per scene unless noted
WEAPONS & ARMOR
Weapons
Name
DMG
Range
Properties
Armor & Protection
Name
DEF
Properties
BONDS +1 Boon when serving a bond
Bonded Character
Bond Value (circle one)
HAMMERSPACE pull one improbable item from your toon's impossible pocket
ITEM
Used this scene
RUNNING TAB
(studio debt — Prop Credits owed)
PC
ENDS STUDIO
INK & MAYHEM
TALENT TREE & ADVANCEMENT
Toon Name
TALENT PYRAMID RULE
To purchase a talent of Tier N , you must already own at least 2 talents of Tier N−1 .
T2 requires 2× T1 · T3 requires 2× T2 · T4 requires 2× T3 · T5 requires 2× T4
SYMBOL KEY
® Ranked — may be purchased multiple times; +5 XP each after the first
★ Choose One — each purchase must apply to a different skill or choice
† Universe-Restricted — I&M explicitly permits Growth & Greater Growth
TIER 1 — FOUNDATIONAL
5 XP each
I&M cartoon talents → Page 4
Hardy ®
+2 Elasticity; +1 per repeat (max 20+MIG)
Steadfast ®
+2 Strain; +1 per repeat (max 20+WIL)
Keen Eye
1/scene: remove 1 Bane from Perception (visibility/clutter)
Fast Hands
1/turn: draw/stow item as Quick Action
Guarded
Maneuver: attacks vs. you add 1 Bane until your turn
Wayfarer
Remove 1 Bane from Survival (travel/terrain/weather)
Skilled ® ★
Gain 1 rank in one skill (diff. skill each purchase)
Specialist ★
1/scene: upgrade Ability→Mastery for one narrow use
Cool Head
Remove 1 Bane from Readiness vs. panic/fear/surprise
Helpful
Your assist counts as 2 dice (not 1)
Momentum
1/turn: spend 1 Boon on failed check for minor advantage
TIER 2 — ADEPT 10 XP each
Catch Breath
Catch Breath Maneuver restores 2 Strain (not 1)
Conditioned
Remove 1 Bane from Fortitude vs. fatigue/environment
Strong Arm
Spend 1 Boon on Athletics/Melee/Unarmed to move target
Twist of Fate
1/session: reroll one die; keep second result
Low Profile
Remove 1 Bane from Stealth/Subterfuge in crowds
Convincing
+1 Boon on Charm/Deception/Negotiation (plausible)
Danger Sense
1/scene: Perception/Readiness check before ambush fully lands
Unshaken
Remove 1 Bane vs. fear/intimidation/despair/coercion
Quick Recovery
+1 Strain on rest recovery; healer adds +1 Boon to Medicine
Practical Expertise ★
Remove 1 Bane on Craft/Medicine/Science/Operate w/ poor tools
Boon Reader
2+ Boons on Perception/Readiness/Lore etc.: ask GM one yes/no
TIER 3 — EXPERT 15 XP each
Growth †
Pay upgrade cost: raise 1 characteristic +1. Once only.
Unbroken
1/session: stay functional 1 turn past incapacitation threshold
Hardened ★
+1 Boon + effective +1 Resistance vs. one chosen damage type
Rallying Words
Action + Leadership: ally at Short range recovers 1+ Strain
Expert Care
+1 Boon on Medicine; 2 Boons = extra Wound recovery
Skeptic
Remove 1 Bane vs. deception/illusion/manipulation
Mental Fortress
1/encounter: downgrade 1 neg die vs. mental/fear effects
Crowd Fighter
−1 Bane outnumbered; spend enemy Bane to reposition
Reliable Skill ★
Calm Average checks: 0 net Successes = success w/ minor cost
Resourceful
1/session: declare a plausible item, contact, or minor edge
Mastery Spend ★
1/session: spend 1 Gag Token, convert 2 Boons → 1 Success
Silver Tongue
1/scene: downgrade 1 neg die on social vs. personal stakes
Master Infiltrator
+1 Boon Stealth/Subterfuge infiltration; 2 Boons = extra effect
TIER 4 — MASTER
20 XP each
Commanding Presence
Leadership affects +1 ally; 2 Boons = extend duration
Defensive Operator
Remove 1 Bane from vehicle/mount checks vs. hazards
Masterful Recovery
1/encounter: +2 Strain, +2 Wounds, or −1 condition step
Exploit Opening
1/round: +1 Boon vs. enemy that suffers condition/Calamity
Tactical Mind
Start of encounter: Perception/Readiness → 1 ally gets +1 Boon
Greater Growth † ®
Pay upgrade cost: raise 1 characteristic +1. Diff. char each time.
Signature Skill ★
1/session: succeed + 2 Boons = extra narrative benefit
Peril Turner
1/session: spend 1 Gag Token when GM spends Chaos → 1 Bane→Boon
TIER 5 — DEFINING
25 XP each
Rare · Campaign-defining · "Other toons tell stories about this"
Defiant Will
1/session: take 1 Action before defeat consequence lands
Legendary Skill ★
1/session: declare legendary attempt, upgrade 1 die; failure still memorable
Signature Technique
Design one named character-defining move (with GM)
Mythic Presence
1/session: +1 Boon social, force NPC hesitation, or establish rep
Last Stand
1/session: +1 Boon all checks + ignore incap; consequences after turn
Impossible Turn
1/session: escape/survive/save ally/turn plan — always at a cost
Fatebreaker
1/session: roll Calamity? Also trigger a Breakthrough. Both happen.
ENDS STUDIO
INK & MAYHEM
CARTOON TALENTS & ADVANCEMENT
Toon Name
These 17 talents are unique to Ink & Mayhem. They follow the same Tier Pyramid Rule as universal talents (page 3) and count toward that pyramid — an I&M Tier 1 talent satisfies the prerequisite for any Tier 2 talent, universal or cartoon.
Pyramid Rule: To buy Tier N, own at least 2 talents of Tier N−1.
FOURTH WALL TALENTS
Require Fourth-Wall Awareness — see Chapter Eight
Aside to the Audience T1
Action 1/scene: Easy Fourth-Wall check → +1 Boon + recover 1 Strain. Req. Fourth-Wall Awareness.
Walk Through the Screen T2
Walk Through usable 2×/session (not 1×); return where you choose. Req. permanent FW Awareness.
Narrative Override T3
Action 1/session, costs 1 Gag Token: rewrite one small recent scene detail. Req. permanent FW Awareness.
SHTICK TALENTS
Deepen your locked Shtick identity
In Character T1
Passive: In-Shtick bonus gives +2 Boon dice instead of +1.
Committed to the Bit T2
1/session: ignore the Against-Shtick penalty (Trial→Crisis) on one check.
Bit Virtuoso T2
Passive: Bit slots 4–6 cost 5 XP each (instead of 10 XP each).
Shtick Hero T3
If In-Shtick every meaningful scene this session, gain +3 XP at end (not +2).
CARTOON PHYSICS TALENTS
Master the rules that don't exist
Hammerspace Expert T1
Passive: use Hammerspace 2×/scene free (not 1×); extra uses still cost Gag Token or Hard check.
Disguise Master T1
Passive: your disguises are 1 difficulty step harder to see through + 1 extra Bane die on detection checks.
Sign Painter T2
Action 1/scene: paint/hold a sign — it becomes physically real and behaves as labeled (GM discretion).
Gravity Is Optional T3
Passive 1/scene: ignore one declared falling effect entirely — your choice, made after the fall is declared.
GENERAL TALENTS
Character Voice T1
First time/scene speaking in a committed distinctive voice: recover 1 Strain.
Comic Timing T1
Incidental 1/round: dramatic pause before action → +1 Boon on the following check.
Unbreakable T2
Passive: max Elasticity +3.
Second Wind T2
Action 1/session: recover 5 Strain + 5 Elasticity.
Contract Renegotiation T2
Passive: starting Gag Tokens each session +1.
Star Power T3
Passive 1/scene: when spending a Breakthrough, resolve one additional Breakthrough-scale narrative effect.
ADVANCEMENT COSTS
I&M starting XP: 80 · 1 free Tier 1 talent at creation
Characteristics (creation only)
Rating 2 20 XP
Rating 3 30 XP
Rating 4 40 XP
Rating 5 Growth/Greater Growth + upgrade cost
Profession Skill Ranks
Rank 1 5 XP
Rank 2 10 XP
Rank 3 15 XP
Rank 4 20 XP
Rank 5 25 XP
Out-of-Profession (+5 each rank)
Rank 1 10 XP
Rank 2 15 XP
Rank 3 20 XP
Rank 4 25 XP
Rank 5 30 XP
Bit Costs
New Bit slot 10 XP
Learn/replace Bit 5 XP
Talent T1 5 XP
Talent T2 10 XP
Talent T3 15 XP
CATCHPHRASES & NOTES
ENDS STUDIO