Glossary

Every term the book defines, A to Z.

A

Against-Shtick
Playing a scene in a way that contradicts your locked one-sentence Shtick. Chapter Eight
Audience Favor
The Season-scale reward currency. Earned by committing to bits, landing gags, honoring the Shtick, and taking dramatic risks; drives Billing shifts at Season finales. Chapter Eight, Chapter Ten
Audience Reaction
The scene-scale audience meter, tracked when a scene is explicitly performed for the Audience. Chapter Eight
Audience, The
The in-universe viewership watching every cartoon short. Sometimes addressable, always watching. Source of Audience Reaction and Audience Favor.

B

Billing
A Season-scoped PC status with four states: Top Billed, Featured, Supporting, In the Back. Chapter Ten
Bit
A specific, named, rule-backed gag technique a PC can perform. Grouped by Shtick; expanded through advancement. Chapter Five
Bond
A relationship tracker between two PCs, rated from −3 (Archenemy) to +3 (Soulmate / True Ally). Moves in play through shared peril, conflict, and reconciliation. Chapter Three, Chapter Eight

C

Cartoon Physics
The in-universe ruleset by which physical impossibilities become available. On-Set physics are permissive; Off-Set physics are roughly real. Chapter Eight
Chaos
The GM-side narrative-currency track, reskinned from Peril in the Exodus NDS Core Rules. Chapter Eight
Cold Open
The opening scene of an Episode; short, gag-driven, rewards energy over setup. Chapter Ten

E

Eight Conceits, The
The core premises the universe is built on; if a proposed rule violates a Conceit, the Conceit wins. Chapter Two
Elasticity
The setting’s rename for Wounds; a toon’s ability to bounce back from cartoon harm. Chapter Eight
ENDS
Exodus NDS Studios, the in-universe studio the PCs work for. Also the acronym for the core system.
Episode
The cartoon-industry equivalent of a session: roughly three hours, one arc, one payoff. Chapter Ten

F

Featured
One of the four Billing states. Chapter Ten
Fourth Wall, The
The boundary between the cartoon fiction and its audience, treated in this book as a traversable subsystem. Gated by the Fourth-Wall skill. Chapter Eight

G

Gag Token
The setting’s rename for Fortune (the PC-side narrative currency). Chapter Eight
Gag-Craft
The cartoon-unique skill governing the architecture of a bit: setup, escalation, payoff. Chapter Four

H

Hammerspace
The inaccessible cartoon pocket dimension from which toons pull props mid-scene. Governed by Cartoon Physics; contrast Inventory. Chapter Six
Hiatus
The bookkeeping period between Seasons. Advancement, Bit swaps, and Billing recalculation all happen here. Chapter Ten

I

In the Back
The lowest of the four Billing states. Chapter Ten
In-Shtick
Playing a scene in a way that commits to your locked one-sentence Shtick. Chapter Eight
Inventory
The tracked, mundane side of a PC’s gear. Contrast Hammerspace. Chapter Six

L

Lead Track
The opposed positioning system used in the Cartoon Chase Rules. Chapter Seven

M

Mice House
Rival studio; family-friendly, brand-protective, corporate, legally terrifying. Polished public face; ironclad counsel. Chapter Two (Dossier), Chapter Nine (Penny Periwinkle, Mice House Security, Studio Lawyer Team)
Minion / Elite / Nemesis
The three adversary tiers. Minions are grouped pools (3–6); Elites are named mid-tier opponents; Nemeses are signature recurring antagonists. Chapter Nine

N

Network, The
The off-set corporate body that pays the studio and writes the cancellation slips. Represented in-fiction by the Executive. Chapter Two, Chapter Nine

O

Off-Set
The mode PCs are in when not filming an active short. Cartoon Physics are muted; off-set consequences accumulate. Chapter Eight
On-Set
The mode PCs are in during an active cartoon short. Cartoon Physics are fully available. Chapter Eight

P

Prop Credits (PC)
The setting’s currency for gear. Starting PCs begin with 500 PC; sessions typically award around 50 PC. Chapter Six
Prop Department
The in-universe quartermaster, run by Old Murgatroyd. Source of all requisitioned gear. Chapter Six

S

Season
A run of four to eight Episodes. The middle scale in the Session/Season/Studio Loop. Chapter Ten
Session / Season / Studio Loop
The three nested time scales at which the game’s economies operate. Sessions resolve gags; Seasons resolve arcs; the Studio accumulates. Chapter Eight
Shtick
A PC’s locked one-sentence identity; the mechanical hinge of the game. Does not change during a Season. Chapter Three, Chapter Eight
Shtick Paradox, The
The core design tension the book is built around: cartoons resist change, RPGs demand progression. Resolved by the layered time scales of Bits, Bonds, and Wants. Chapter One, Chapter Eleven
Signature Item
A named, plot-significant prop uniquely bound to a character. Cannot be generically restocked. Chapter Six
Standards Board
The in-universe censor’s office, run by J. Lemington Crust. Chapter Two, Chapter Nine
Sting
The final gag after an Episode’s credits. Non-negotiable. Chapter Ten
Strain
The Core Rules’ mental/emotional fatigue track. Used in this setting for stress, composure, indignity, panic, Fourth-Wall pressure, social overwhelm, and similar non-Elasticity harm. Chapter Eight
Studio, The
The in-universe cartoon studio premise; ENDS for PC-side, with rivals at Warped Bros., Mice House, and others. Chapter Two
Supporting
One of the four Billing states. Chapter Ten

T

Tab, The
The ongoing prop-damage tally the PCs owe the Prop Department. Accumulates; non-blocking; eventually collected. Chapter Six
Toon
A cartoon character. The PCs. Subject to Cartoon Physics, Elasticity, and the studio contract. Chapter Two
Top Billed
The highest of the four Billing states. Chapter Ten
Type
A starting mechanical archetype: Bruiser, Brain, Zip, Charmer, Pro, or Wildcard. Chapter Three

W

Want
A PC’s current driving desire; the long arc. Resolves, then a new one takes its place. Chapter Three, Chapter Eight
Warped Bros.
The primary rival studio. Home of Bitsy Malone and the Pie Squad. Chapter Two, Chapter Nine
Wiped Out
The setting’s rename for Incapacitation. Chapter Eight