SotB

Android GM ToolsShadow of the Beanstalk

Rules Reference

Genesys core mechanics + Shadow of the Beanstalk notes. Personal table use.

No matching sections.

Dice & Symbols

Boost

Light blue d6. Positive situational.

Setback

Black d6. Negative situational.

Ability

Green d8. Characteristic or skill ranks (lower).

Difficulty

Purple d8. Task difficulty.

🔶 Proficiency

Yellow d12. Upgraded ability (trained).

🔶 Challenge

Red d12. Upgraded difficulty.

Symbols
  • Success ★ — Needed to succeed. Net ≥1 success = success.
  • Advantage ▲ — Positive side effect; spend per rules/GM.
  • Triumph ◎ — Counts as success + powerful positive effect.
  • Failure ✶ — Cancels success.
  • Threat ▼ — Cancels Advantage; negative side effects.
  • Despair ╳ — Counts as failure + powerful negative effect.

Difficulty Ranks

RankDiceDescription
SimpleNo difficulty dice (rare; still may have setbacks).
Easy1 DifficultyRoutine for trained characters.
Average2 DifficultyStandard challenge.
Hard3 DifficultyDemanding; specialists shine.
Daunting4 DifficultyVery difficult even for experts.
Formidable5 DifficultyNearly impossible without help/upgrades.

Building a Basic Pool

  1. Assemble Ability dice equal to the higher of characteristic or skill ranks.
  2. Upgrade a number of Ability dice to Proficiency equal to the lower of characteristic or skill ranks.
  3. Add Difficulty dice for task rank; upgrade to Challenge for opposing skill or severe conditions.
  4. Add Boost/Setback for situational modifiers.
  5. Cancel symbols: Failure cancels Success; Threat cancels Advantage. Triumph/Despair remain special.

Structured Play

  • Initiative: each PC rolls Cool (aware) or Vigilance (surprised); NPCs as a group or individuals.
  • Slots alternate by side based on results; players may assign slots to any PC.
  • On a turn: 1 action + 1 maneuver (may suffer 2 strain for an extra maneuver; max 2 maneuvers/turn).
  • Incidentals (drop item, speak briefly, etc.) are free at GM discretion.

Maneuvers

Aim

Gain □ on next combat check; may aim twice. Can target a specific item/limb (increase difficulty).

Assist

Help an engaged ally: they gain □ on their next check.

Guarded Stance

+1 melee defense until end of next turn; add ■ to combat checks while active.

Interact with Environment

Open doors, take cover (+1 ranged defense typically), flip switches, etc.

Manage Gear

Draw, ready, load, or stow gear (some weapons need Prepare).

Mount / Dismount

Mount or dismount a vehicle/animal (may cost more if difficult).

Move

Change range band relative to a target/object (engaged ↔ short, short ↔ medium, etc. per table).

Drop Prone / Stand

Become prone or stand from prone.

Preparation

Spend maneuvers for Prepare quality weapons/items.

Actions

Attack (Melee/Brawl/Ranged)

Combat check vs. target; damage = weapon damage + net success, reduced by soak.

Exchange for Maneuver

Take a second maneuver instead of an action.

Skill Check

Any other skill use that requires an action (Medicine, Computers, etc.).

Activate Ability

Some talents/abilities require an action to activate.

Range Bands

BandNotes
EngagedArm's reach; melee range.
ShortUp to several meters; across a room.
MediumAcross a street / large hall.
LongDown the street / across a field.
ExtremeCity-block scale and beyond.

Defense & Soak

  • Soak reduces wound (or strain, for stun) damage by its rating (minimum 0 damage after soak unless effects say otherwise).
  • Soak = Brawn + armor soak + other bonuses.
  • Melee / Ranged defense upgrade the difficulty of incoming attacks of that type (or add Setback depending on optional rules; Core uses defense as upgrade difficulty by default in FFG NDS).
  • Cover typically grants +1 ranged defense.

Critical Injuries (rules)

  • Spend Triumph or enough Advantage (weapon critical rating, default 4 Advantage if none listed) to inflict a Critical Injury.
  • Roll d100 + 10 per existing Critical Injury still affecting the character.
  • Criticals persist until treated (Medicine / appropriate care).

Conditions & Status

Dead / Dying

A character who exceeds their wound threshold is incapacitated and suffers a Critical Injury. Critical Injuries can kill outright or leave lasting effects until treated.

  • See Critical Injury table and healing rules.
Disoriented

Add ■ (Setback) to all checks the character makes.

  • Duration is usually a number of rounds set by the effect (e.g. Disorient quality).
Engaged

Within arm's reach of another character or object (range band).

  • Engaged with an opponent is required for melee / brawl attacks.
  • Ranged attacks while engaged with an enemy increase difficulty (and may risk hitting allies).
Hidden / Concealed

Narrative state usually granted by Stealth checks and environment.

  • Attacking from concealment often upgrades the difficulty of opponents' Perception or Vigilance checks to spot you; first attack may gain Boost or treat target as unaware per GM.
Immobilized

Cannot perform maneuvers (including those granted by spending Advantage or other effects that provide free maneuvers).

  • Can still perform actions.
Incapacitated

Wound threshold or strain threshold exceeded (or other effect).

  • Incapacitated characters cannot perform actions or maneuvers until healed/recovered as appropriate.
  • Exceeding wound threshold also inflicts a Critical Injury.
Prone

Lying on the ground.

  • Melee attacks targeting a prone character gain □ (Boost).
  • Ranged attacks targeting a prone character add ■ (Setback).
  • Prone characters add ■ to melee combat checks.
  • Dropping prone is a maneuver; standing is a maneuver.
Staggered

Cannot perform actions (including downtime actions), but can still perform maneuvers.

  • Often inflicted by Concussive weapons or other effects for a set number of rounds.

Critical Injury Table

Roll d100 + 10 per existing Critical Injury still affecting the target.

d100SeverityResultEffect
01–05EasyMinor NickThe target suffers 1 strain.
06–10EasySlowed DownThe target can only act during the last allied Initiative slot on their next turn.
11–15EasySudden JoltThe target drops whatever is in hand.
16–20EasyDistractedThe target cannot perform a free maneuver during their next turn.
21–25EasyOff-BalanceAdd Setback to the target’s next skill check.
26–30EasyDiscouraging WoundMove one Story Point from the player pool to the GM pool (reverse if NPC).
31–35EasyStunnedThe target is staggered until the end of their next turn.
36–40EasyStingerIncrease the difficulty of the target’s next check by one.
41–45AverageBowled OverThe target is knocked prone and suffers 1 strain.
46–50AverageHead RingerIncrease difficulty of all Intellect and Cunning checks by one until healed.
51–55AverageFearsome WoundIncrease difficulty of all Presence and Willpower checks by one until healed.
56–60AverageAgonizing WoundIncrease difficulty of all Brawn and Agility checks by one until healed.
61–65AverageSlightly DazedThe target is disoriented until this Critical Injury is healed.
66–70AverageScattered SensesThe target removes all Boost from skill checks until healed.
71–75AverageHamstrungThe target loses their free maneuver until healed.
76–80AverageOverpoweredAttacker may immediately attempt another attack as an incidental using the same pool.
81–85AverageWindedCannot voluntarily suffer strain to activate abilities or gain extra maneuvers until healed.
86–90AverageCompromisedIncrease difficulty of all skill checks by one until healed.
91–95HardAt the BrinkSuffer 2 strain each time they perform an action until healed.
96–100HardCrippledOne limb impaired (GM chooses). Increase difficulty of checks requiring that limb by one until healed.
101–105HardMaimedOne limb permanently lost unless prosthetic/cybernetic. Other actions gain Setback until healed.
106–110HardHorrific InjuryRoll 1d10 for characteristic (1–3 Br, 4–6 Ag, 7 Int, 8 Cun, 9 Pr, 10 Will). Treat as 1 lower until healed.
111–115HardTemporarily DisabledImmobilized until this Critical Injury is healed.
116–120HardBlindedUpgrade difficulty of all checks twice; Perception/Vigilance three times until healed.
121–125HardKnocked SenselessStaggered until this Critical Injury is healed.
126–130DauntingGruesome InjuryRoll 1d10 for characteristic; permanently reduce by 1 (min 1).
131–140DauntingBleeding OutEach round at start of turn: 1 wound + 1 strain. Every 5 wounds beyond threshold: additional Critical.
141–150DauntingThe End Is NighDies after the last Initiative slot next round unless this Critical is healed.
151+DeadComplete death (or destroyed CPU for androids/bioroids).

Healing & Recovery

Wounds
  • Natural rest: heal 1 wound per full night’s rest.
  • Medicine check (once per character per encounter for first aid): difficulty based on current wounds vs threshold (Easy if under half, Average if over half, Hard if over threshold / critical state — see Core table).
  • Success heals wounds equal to Intelligence (or Medicine ranks synergy per Core); Advantage may heal more / reduce strain.
  • Bacta / medical facilities / slap-patches and setting gear may provide automatic or bonus healing (SotB meds).
Strain
  • End of encounter: recover strain equal to Presence or Willpower (player choice / Core rule).
  • Natural rest recovers all strain.
  • Some talents and gear recover strain mid-encounter.
Criticals
  • Critical Injuries persist until treated even if short-term effect ended.
  • Each untreated Critical adds +10 to subsequent Critical rolls.
  • Medicine check difficulty = severity of the Critical (Easy / Average / Hard / Daunting).
  • Once per week of rest: Resilience check vs Critical severity to recover without medical care.
  • Triumph on healing may recover an additional Critical.
Android notes
  • Bioroids and machines may use Mechanics instead of Medicine for repairs (GM discretion / archetype abilities).
  • Inorganic beings may not need to breathe/eat/sleep — still track wounds/strain per profile.

Item Qualities

Accurate passive rated

Add Boost dice equal to the rating to attack checks with this weapon.

Auto-fire active

Increase difficulty by 1. On success, may spend 2 Advantage to hit an additional target within range (or the same target again), dealing the same damage. May trigger multiple times.

Blast active rated

Spend 2 Advantage to deal damage equal to the Blast rating to all other characters engaged with the original target. On a miss, may spend 3 Advantage to still trigger Blast at the target's location.

Breach passive rated

Ignore 1 point of soak for each rating when dealing damage (vehicle scale: ignore 10 soak per rating).

Burn active rated

Spend 2 Advantage to make the target suffer weapon damage (ignoring soak) at the start of their turn for a number of rounds equal to the rating. May be extinguished as an action.

Concussive active rated

Spend 2 Advantage to stagger the target for a number of rounds equal to the rating.

Cortical passive

This quality appears on some setting gear; see item text. (SotB / Android items may use specialized qualities.)

Cumbersome passive rated

Must have Brawn equal to or greater than rating or suffer Setback equal to the difference on checks with the item.

Defensive passive rated

Increase melee defense by the rating while the item is wielded/worn as appropriate.

Deflection passive rated

Increase ranged defense by the rating while the item is wielded/worn as appropriate.

Disorient active rated

Spend 2 Advantage to disorient the target for rounds equal to the rating (add Setback to the target's checks).

Ensnare active rated

Spend 2 Advantage to immobilize the target for rounds equal to the rating. Target may attempt a Hard Athletics check as an action to break free early.

Guided active rated

On a miss, may spend 2 Advantage to make the weapon attack again at the end of the round with Ability dice equal to rating (and no other dice).

Inaccurate passive rated

Add Setback dice equal to the rating to attack checks with this weapon.

Inferior passive

Generate automatic Threat on checks using the item; reduce base damage or soak by 1 as appropriate (see Core for full effects).

Ion passive

Damage is dealt as system strain to vehicles/droids rather than hull trauma / wounds, as appropriate to the target.

Knockdown active

Spend Advantage equal to the target's silhouette (minimum 1) to knock the target prone.

Limited Ammo passive rated

May be used a number of times equal to rating before needing a maneuver to reload.

Linked active rated

Spend 2 Advantage to hit again with the weapon, up to a number of additional times equal to rating.

Pierce passive rated

Ignore soak equal to the rating when dealing damage.

Prepare passive rated

Requires a number of preparation maneuvers equal to rating before it can be used.

Slow-Firing passive rated

After use, cannot be used again for a number of rounds equal to rating.

Stun active rated

Spend 2 Advantage to inflict strain equal to the rating (ignoring soak).

Stun Damage passive

Attacks deal strain damage instead of wounds (still reduced by soak).

Sunder active

Spend Advantage to damage an item the target is wielding (1 Advantage per step on the item damage track).

Superior passive

Generate automatic Advantage on checks using the item; improve damage or soak by 1 as appropriate.

Tractor passive rated

On a hit, the target is immobilized and may be pulled/held; silhouette limits apply per rating (vehicle-scale quality).

Unwieldy passive rated

Must have Agility equal to or greater than rating or suffer Setback equal to the difference on checks with the item.

Vicious passive rated

Add the rating to the Critical Injury result roll when a critical is triggered with this weapon.

Session XP & rewards

Genesys Core advancement. SotB uses the same XP awards; setting loot is extra.

After each session the GM awards experience points (XP) that players spend between sessions on skills and talents.

Characteristics are normally only bought with starting XP during character creation. After play starts, raising a characteristic usually requires a talent such as Dedication (or a rare setting ability).

This tool tracks earned XP as xp_bonus on the character (Edit → Motivation / Earned XP) and spends it on skills after finalize; talents/characteristics lock after finalize in the app.

Awarding XP after a session
AwardWhen
15 XPShort session (roughly under ~2 hours of play)
20 XPStandard session (Genesys default recommendation)
25 XPLong or milestone session
  • Award the same XP to every PC who participated; Genesys expects the party to advance together.
  • Adjust for table pace: some GMs use 10 XP for one-shots or very short scenes, or 20–25 as a fixed house default.
  • Optional small bonuses (e.g. +5) for outstanding roleplaying or completing a major story arc — keep bonuses modest so the table stays roughly even.
  • Story rewards that are not XP: credits, gear, favors/debt, corporate access, clone/bioroid legal status, Network credentials — handle narratively or as gear on the sheet.
Shadow of the Beanstalk notes
  • Shadow of the Beanstalk does not replace the Core XP award; use Genesys session XP and layer setting rewards (corp favors, black-market gear, ICE, contacts).
  • Chargen debt/favors (Step 6) is separate from session rewards — that is starting XP or starting credits only.
Non-XP rewards
  • Credits and gear — add as free or paid equipment on the Gear step / sheet glossary.
  • Favors and debt — Motivation & Favors / debt fields; call in as story hooks.
  • Reputation / access — narrative, or notes (NAPD clearances, corp badges, runner handles).
  • Training montages — if you award a free skill rank as a story prize, add the rank and note it as free (GM tools: free equip mode for gear; skill ranks still edit manually).

Spending XP

Spending XP — skills
  • Buy ranks one at a time; you cannot skip ranks.
  • Career skill (listed on your career): cost to buy the next rank = rank × 5 XP (rank 1 costs 5, rank 2 costs 10, … rank 5 costs 25).
  • Non-career skill: cost to buy the next rank = rank × 5 + 5 XP (rank 1 costs 10, rank 2 costs 15, …).
  • Free ranks from archetype or career free picks do not cost XP; they set a floor. Further ranks above the free floor cost as normal.
  • Dice pool: proficiency (yellow) = min(characteristic, ranks); ability (green) = |characteristic − ranks|.
Next rankCareer skillNon-career skill
Rank 15 XP10 XP
Rank 210 XP15 XP
Rank 315 XP20 XP
Rank 420 XP25 XP
Rank 525 XP30 XP
Spending XP — talents
  • Talent cost = tier × 5 XP (Tier 1 = 5, Tier 2 = 10, … Tier 5 = 25).
  • Ranked talents: each additional rank costs the same as buying that talent again at its tier.
  • Pyramid (Genesys Core): you may freely buy Tier 1. For higher tiers, keep a pyramid — you should not have more talents of a higher tier than of the tier below (e.g. at least as many Tier 1 as Tier 2, as many Tier 2 as Tier 3, and so on).
  • Some tables enforce “to buy a talent of tier N you need N talents of lower tiers”; either reading keeps the pyramid honest — pick one and stay consistent.
  • In this app, talents are mainly selected during chargen (draft). After Finalize, spend earned XP on skills; add post-chargen talents by editing with GM approval or future unlocked talent spend.
Talent tierCost
Tier 15 XP
Tier 210 XP
Tier 315 XP
Tier 420 XP
Tier 525 XP
Characteristics (during chargen only)
  • During character creation only: cost to raise a characteristic from current to current+1 = new rating × 10 XP (2→3 costs 30, 3→4 costs 40, 4→5 costs 50).
  • Cap at 5 for player characters unless a talent/ability says otherwise.
  • After character creation, do not buy characteristics with session XP unless the GM allows a house rule or the character purchases Dedication (or similar).
  • Cybernetics / g-mods that raise characteristics are not XP spends — they are gear effects (and do not raise Wound/Strain thresholds after chargen; soak still tracks current Brawn).

Applying XP in this tool

Applying XP at the table (and in this tool)
  1. End of session: GM announces XP (usually 20). Note it for each character.
  2. In Android GM Tools: open the character → Edit → Motivation step → increase Earned XP (xp_bonus) by the award → Save.
  3. If the character is finalized (Active): spend available XP on skill ranks on the Skills step (characteristics/talents locked).
  4. If still a Draft: you may still adjust chargen spends; Finalize when ready for play.
  5. Sheet live preview / sheet XP chips show XP spent vs total (start + debt XP + earned).
  6. Optional: write what the XP was for in Notes (e.g. “Session 4 — Beanstalk heist +20”).

See also Character forge (Earned XP field) and the live XP chips on the character sheet.

Skills

Android setting list (Genesys Core + SotB knowledge/computers). Sorted by category, then name.

Athletics Brawn general core

Climb, jump, swim, force doors — raw physical feats (Brawn).

Covers running, jumping, swimming, climbing, lifting, and other feats of strength and endurance that are not purely combat. Broad “physical excellence” skill instead of separate climb/swim/run skills.

Use if… Climbing a wall or Beanpod strut; forcing a door; swimming a channel; outrunning pursuers in open ground.

Not if… Fine balance or acrobatics (Coordination); enduring poison or disease (Resilience); stealthy movement (Stealth).

Cool Presence general core

Stay calm under fire; initiative option (Presence).

Composure under pressure: staying calm when charmed, flattered, or surprised, and keeping a polite or professional face. Often used for initiative when the character is prepared and waiting for trouble.

Use if… Resisting Charm / flattery; keeping composure in a crisis; initiative when coolly ready for a fight.

Not if… Resisting fear or interrogation (Discipline); passive awareness of ambush (Vigilance).

Coordination Agility general core

Balance, acrobatics, squeeze through (Agility).

Balance, acrobatics, tumbling, squeezing through tight spaces, and catching yourself when you fall. Complements Athletics with precision movement rather than raw power.

Use if… Walking a narrow beam; diving through a window; landing after a fall; slipping cuffs with flexibility.

Not if… Raw strength tasks (Athletics); hiding from sight (Stealth).

Discipline Willpower general core

Resist fear/coercion; mental grit (Willpower).

Mental fortitude: resisting fear, interrogation, orders you refuse, and other psychological pressure. The usual opposed skill against Coercion and Leadership.

Use if… Facing fear effects; resisting threats or torture; disobeying an order under pressure.

Not if… Staying charmingly composed under flattery (Cool); noticing a lie (Vigilance).

Driving Agility general core

Ground vehicles and hoppers (Agility).

Operating ground vehicles and hoppers under stress — chases, bad weather, damaged systems. Routine daily driving usually needs no check.

Use if… High-speed chase; landing a hopper on a tight pad; driving while under fire.

Not if… Aircraft/spacecraft (Piloting); huge industrial machinery (Operating).

Mechanics Intellect general core

Repair devices, vehicles, bioroids (Intellect).

Repairing and modifying machines: vehicles, weapons, electronics, and bioroid hardware. Requires tools (portable toolkit avoids tool penalties).

Use if… Fixing a hopper, PAD, weapon, or bioroid chassis; jury-rigging a system.

Not if… Healing organics (Medicine); writing/breaking software (Computers skills).

Medicine Intellect general core

Treat wounds, criticals, slap-patches (Intellect).

Diagnosing and treating organic injury and illness. Used to heal wounds and Critical Injuries; difficulty scales with severity. Kits and slap-patches interact with this skill’s checks.

Use if… Field trauma care; surgery; treating disease or toxins medically.

Not if… Repairing bioroids (Mechanics / repair patches); pure endurance of poison (Resilience).

Operating Intellect general core

Large industrial systems (Intellect).

Running large or complex systems: industrial machinery, factory lines, beanpod systems, capital-scale equipment — bigger than personal tools, different from Driving/Piloting.

Use if… Running a foundry console; operating dock cranes; piloting industrial plant systems.

Not if… Personal vehicles (Driving/Piloting); hacking a server (Computers).

Perception Cunning general core

Notice details while searching (Cunning).

Active searching and noticing details when you are deliberately looking — crime scenes, hidden compartments, oddities in a room.

Use if… Searching a room; examining a body or terminal; spotting a hidden object while investigating.

Not if… Passive ambush awareness (Vigilance); tracking in the wild (Survival).

Piloting Agility general core

Aircraft and spacecraft (Agility).

Flying aircraft and spacecraft under stress. Plotting a theoretical course may use Knowledge (Science); actually flying it is Piloting (or Operating for some large systems).

Use if… Atmospheric dogfight; docking under pressure; emergency re-entry.

Not if… Ground hoppers and cars (Driving); pure navigation math (Knowledge Science).

Resilience Brawn general core

Endure toxins, disease, harsh environments (Brawn).

Physical toughness: resisting poison, disease, harsh environments, exhaustion, and some drug aftereffects. Also used for g-mod assimilation checks in SotB.

Use if… Resisting toxin or vacuum exposure; pushing through fatigue; g-mod installation checks.

Not if… Mental fear (Discipline); treating injuries (Medicine).

Skulduggery Cunning general core

Pick locks, palm items, security (Cunning).

Sleight of hand, lockpicking (mechanical or with tools), planting or lifting objects, and physical security bypass that is not pure Stealth.

Use if… Picking a mechanical lock; palming a chip; planting a bug; defeating a latch.

Not if… Electronic intrusion without tools (Computers Hacking); pure hiding (Stealth).

Stealth Agility general core

Hide, sneak, avoid notice (Agility).

Moving and remaining unseen or unheard — shadowing, infiltration, and concealment.

Use if… Sneaking past guards; hiding in shadows; following someone unnoticed.

Not if… Blending into a crowd socially (Streetwise/Deception); lockpicking (Skulduggery).

Streetwise Cunning general core

Contacts, black markets, undercity (Cunning).

Knowing how the street works: black markets, gangs, who to ask, and how to get illegal goods or information without formal channels.

Use if… Finding a street doc; learning gang turf; buying restricted gear under the table.

Not if… Formal law or corp structure (Knowledge Society); Net etiquette (Knowledge The Net).

Survival Cunning general core

Wilderness and harsh environments (Cunning).

Tracking, foraging, navigating without maps, and living in hostile natural environments — also scent/track work when enhanced senses apply.

Use if… Finding water offworld; tracking someone through ruins; enduring the wilds.

Not if… Urban contacts (Streetwise); pure physical endurance (Resilience).

Vigilance Willpower general core

Passive awareness; often initiative (Willpower).

Passive awareness and readiness — noticing threats without actively searching. Common initiative skill when surprised. Also the usual opposed skill against Deception (spotting lies).

Use if… Ambush awareness; noticing a tail; sensing something wrong in a room; initiative when unprepared.

Not if… Careful active search (Perception); social composure (Cool).

Charm Presence social core

Persuade through likability (Presence).

Flattery, likability, performance, and sincere persuasion. Opposed by Cool. Not for lies (Deception), threats (Coercion), or formal command (Leadership).

Use if… Winning someone over; seduction; stage performance; making yourself look good to a crowd.

Not if… Lying or omission (Deception); threats (Coercion); orders from authority (Leadership).

Coercion Willpower social core

Threaten and intimidate (Willpower).

Threats, intimidation, interrogation, and force of fear. Opposed by Discipline. Can end fights without bloodshed — or escalate them.

Use if… Issuing threats; interrogating a prisoner; implied violence (hand on a gun).

Not if… Authority-backed orders (Leadership); hard bargains with exchange (Negotiation).

Deception Cunning social core

Lie, bluff, forge (Cunning).

Lies, misleading truths, disguises, and clever omission. Opposed by Vigilance. Even “technically true” tricks still fall under Deception.

Use if… Lying; wearing a disguise; omitting key facts to mislead.

Not if… Sincere persuasion (Charm); threats (Coercion).

Leadership Presence social core

Command allies, bolster morale (Presence).

Command, rally, and inspire through rank, station, or force of personality. Opposed by Discipline. Covers battlefield orders and political crowd work.

Use if… Rallying allies from fear; leading troops; ordering subordinates under stress.

Not if… Empty threats without authority (Coercion); equal bargaining (Negotiation).

Negotiation Presence social core

Bargains, deals, prices (Presence).

Bargaining and exchange: getting more while giving less, always with something offered both ways. Opposed by Negotiation. Not for pure threats or free favors.

Use if… Haggling price; selling goods; brokering a deal or treaty.

Not if… Getting something for nothing (other social skills); giving pure orders (Leadership).

Brawl Brawn combat core

Unarmed combat (Brawn).

Unarmed strikes, grappling, and natural weapons (including some g-mod claws/fangs when used in a fight).

Use if… Fistfights; subduing someone; using cat claws or tooth buds in combat.

Not if… Hand weapons (Melee); firearms (Ranged).

Gunnery Agility combat core

Heavy weapons and mounts (Agility).

Heavy weapons, vehicle mounts, and crew-served or support systems that are not personal longarms.

Use if… Vehicle-mounted guns; heavy support weapons; fixed emplacements.

Not if… Personal rifles (Ranged Heavy); pistols (Ranged Light).

Melee Brawn combat core

Hand weapons (Brawn).

Close combat with handheld weapons — monoblades, bats, knives, katanas, and similar.

Use if… Fighting with a melee weapon while engaged.

Not if… Unarmed (Brawl); thrown or fired weapons (Ranged).

Ranged (Heavy) Agility combat core

Rifles, carbines, shotguns (Agility).

Two-handed personal firearms: rifles, carbines, shotguns, and similar longarms.

Use if… Rifle fire; shotgun work; most personal longarms.

Not if… Pistols (Ranged Light); vehicle/support mounts (Gunnery).

Ranged (Light) Agility combat core

Pistols, SMGs, grenades (Agility).

One-handed and light ranged weapons: pistols, SMGs, thrown grenades, and similar sidearms.

Use if… Shooting a pistol or SMG; tossing a grenade; grapnel launchers that use this skill.

Not if… Longarms and heavy support (Ranged Heavy / Gunnery).

Knowledge (Science) Intellect knowledge sotb

Hard science and biotech (Intellect).

Book smarts: scientific disciplines, mathematics, and how old and new technologies work — fusion, clones, bioroids, the Beanstalk, biotech. School and lab knowledge, not hands-on repair.

Use if… Recall a chemical formula; name a lunar crater; calculate orbital trajectory math; know material strength of buckyweave rope.

Not if… Fixing a fuel cell (Mechanics); flying the course (Operating/Piloting); Fed jurisdiction trivia (Knowledge Society).

Knowledge (Society) Intellect knowledge sotb

Culture, corps, law, history (Intellect).

How societies work (economics, sociology, law) plus local New Angeles / Heinlein culture: districts, plaza vs undercity, celebrities, transit times, corps, and organized crime at a knowledge level.

Use if… Facts about New Angeles; solid legal argument; Loonie attitudes toward NAPD; stock-market manipulation tells; which orgcrime outfits matter.

Not if… Finding the nearest station on the street (Streetwise); Net etiquette (Knowledge The Net); gang block-by-block turf (Streetwise).

Knowledge (The Net) Intellect knowledge sotb

Net architecture and digital culture (Intellect).

Understanding the Network as a place: ice dangers, subservers, Shadow Net chatspaces, corp hosts, and digital legends. Knowing about the Net is not the same as breaking ice.

Use if… Which Shadow Net space to recruit a runner; dangers of a piece of ice; which corp hosts a server; rumors of god ice or ghost runners.

Not if… Breaking ice (Computers Hacking); repairing/activating programs (Computers Sysops); pop culture off the Net (Knowledge Society).

Computers (Hacking) Intellect computers sotb

Intrusion, icebreakers, Net crime (Intellect).

Offensive and destructive computer use: intrusion, codebreaking, running on servers, breaking ice, destroying programs, opening electronic locks via code. Replaces Core “Computers” for attack work in Android.

Use if… Enter a secured server; shut down ice; open an electronic lock electronically; destroy a program.

Not if… Reactivate or repair programs (Sysops); mechanical locks (Skulduggery); backtrace an intruder (Sysops).

Computers (Sysops) Intellect computers sotb

Defend systems, admin, ICE ops (Intellect).

Defensive and constructive computer work: defending systems, activating ice, building programs, repairing code, and tracing runners. Every serious sysop and many programmers need this skill.

Use if… Backtrace a runner; activate ice/countermeasures; repair a damaged program; create a new program.

Not if… Destroy or deactivate a program (Hacking); recall Net lore (Knowledge The Net); crack encryption as intrusion (Hacking).

Talents

Full chargen library (Genesys Core Android list + SotB). Sorted by tier, then name.

Bought Info Tier 1 core
Active (Action)

When making a knowledge skill check, may instead spend currency equal to 50× difficulty to automatically succeed with one uncanceled Success (GM may forbid sensitive info).

Clever Retort Tier 1 core
Active (Incidental, Out of Turn)

Once per encounter, add automatic Threat Threat to another character’s social skill check.

Corporate Drone Tier 1 sotb
Passive

When you take this talent, your character gains Knowl - edge (Society) or Negotiation as a career skill. In addition, once per session, your character may collect a small favor from any other member of a single corporation (chosen when you take this talent), even if they do not owe your character a favor.

Custom Code Tier 1 sotb
Passive

When your character selects this talent they choose one icebreaker or piece of ice that they own. If they choose an icebreaker, whenever they use that icebreaker to override ice, they add Advantage to the results. If they choose a piece of ice, whenever someone else attempts to override it, they add Threat to the results.

Customer Service Experience Tier 1 sotb ranked
Active (Incidental)

After your character makes a Charm check, they may suffer 1 strain use this talent to cancel Threat equal to your character’s ranks in Customer Service Experience.

Custom Rig Tier 1 sotb ranked
Passive

When your character selects this talent they choose one computer (such as a rig, PAD, or spinal modem) that they own. The amount of ice or icebreakers (your character's choice) that they can have on that computer is increased by 1 per rank of Custom Rig. (This may be a mix of ice and icebreakers, as long as the combined total increase does not exceed your character's ranks in Custom Rig). If your character loses their affected computer, they may choose a new computer to be affected by this talent.

Deep Pockets Tier 1 sotb
Active (Maneuver)

Once per session, your character may use this talent to produce a small but narratively useful item from their pockets, backpack, or similar receptacle (it turns out the item had been there the whole time). Your GM has final say as to what items can be produced with Deep Pockets, but generally the item should cost less than 100 credits and have an encumbrance of 0 or 1.

Defensive Sysops Tier 1 core
Passive

When defending a computer system (or when someone hacks a computer you own/programmed), add Setback Setback to opponent’s checks. If you have access during the intrusion, you are automatically aware.

Desperate Recovery Tier 1 core
Passive

Before healing strain at end of encounter, if strain is more than half threshold, heal 2 additional strain.

Disenfrancisto Tier 1 sotb
Passive

When you take this talent, your character gains Streetwise or Survival (your choice) as a career skill. In addition, once per session, your character may collect a small favor from any other disenfrancisto, even if they do not owe your character a favor.

Duelist Tier 1 core
Passive

Add Boost to melee combat checks while engaged with a single opponent; add Setback while engaged with three or more.

Durable Tier 1 core ranked
Passive

Reduce any Critical Injury result suffered by 10 per rank, to a minimum of 01.

Forager Tier 1 core
Passive

Remove up to Setback Setback from checks to find food, water, or shelter; such checks take half the normal time.

Former Professor Tier 1 sotb
Passive

When you take this talent, your character gains one Knowledge skill (of your choice) as a career skill. In addition, once per session, your character may collect a small favor from a member of an institute of higher learning, even if they do not owe your character a favor.

Grit Tier 1 core ranked
Passive

Each rank increases strain threshold by one.

Hamstring Shot Tier 1 core
Active (Action)

Once per round, ranged combat check vs non-vehicle target: on success halve damage (before soak) and immobilize target until end of its next turn.

Hand on the Throttle Tier 1 sotb
Active (Incidental)

Once per round while driving or piloting a vehicle, your character may use this talent to increase or decrease its speed by 1, to a minimum of 0 or a maximum of the vehicle’s max speed.

Iaijutsu Training Tier 1 sotb
Passive

The first time during an encounter that your character draws a Melee weapon, increase the weapon's damage by 2 for the remainder of the turn.

Jump Up Tier 1 core
Active (Incidental)

Once per round on your turn, stand from prone/seated as an incidental.

Knack for It Tier 1 core ranked
Passive

Select one skill (two additional skills each later purchase); remove Setback Setback from checks with those skills. Cannot select combat or magic skills.

Knockout Punch Tier 1 sotb
Passive

Your character adds the Stun quality to their Brawl com - bat checks, with a rating equal to two plus your character’s ranks in Coordination (this does not stack with other instances of the Stun quality).

Know Somebody Tier 1 core ranked
Passive

Once per session, when looking to purchase a legally available item, reduce rarity by 1 per rank of Know Somebody.

Let's Ride Tier 1 core
Active (Incidental)

Once per round on your turn, mount or dismount a vehicle or animal, or move from one position to another on a vehicle, as an incidental.

Net Search Tier 1 sotb
Active (Maneuver)

If your character has access to the Network, they may use this talent to upgrade the ability of the next Knowledge check they make during their turn twice and the difficulty of that check once. Your GM must spend a Despair to have your character learn some seemingly relevant and believable information that turns out to be completely (and possibly maliciously) false.

One with Nature Tier 1 core
Passive

When in wilderness, may make Simple Resilience check instead of Discipline or Cool to recover strain at end of encounter.

Parry Tier 1 core ranked
Active (Incidental, Out of Turn)

When hit by a melee combat check, suffer 3 strain to reduce damage by 2 plus ranks in Parry (to min 0). Must be wielding a Melee weapon.

Proper Upbringing Tier 1 core ranked
Active (Incidental)

When making a social skill check in polite/high society, may suffer strain up to ranks to add equal Advantage.

Quick Draw Tier 1 core
Active (Incidental)

Once per round on your turn, draw or holster an easily accessible weapon or item as an incidental.

Quick Strike Tier 1 core ranked
Passive

Add Boost per rank to combat checks against targets that have not yet acted this encounter.

Rapid Reaction Tier 1 core ranked
Active (Incidental, Out of Turn)

Suffer strain up to ranks to add equal Success to initiative checks.

Resourceful Mechanic Tier 1 sotb ranked
Passive

When your character makes a Mechanics check to repair system strain or hull trauma on a vehicle, they repair one additional system strain or hull trauma per rank of Resourceful Mechanic.

Second Wind Tier 1 core ranked
Active (Incidental)

Once per encounter, heal strain equal to ranks in Second Wind.

Street Fighter Tier 1 sotb
Active (Incidental)

When your character disorients or knocks their target prone while making a Brawl combat check, they may use this talent to cause the target to suffer wounds equal to your character’s ranks in Skulduggery.

Surgeon Tier 1 core ranked
Passive

When making a Medicine check to help heal wounds, target heals 1 additional wound per rank of Surgeon.

Swift Tier 1 core
Passive

Do not suffer usual penalties for moving through difficult terrain.

Toughened Tier 1 core ranked
Passive

Each rank increases wound threshold by two.

Tri-Maf Contact Tier 1 sotb
Passive

When you take this talent, your character gains Melee or Skulduggery (your choice) as a career skill. In addition, once per session, your character may collect a small favor from a member of a single orgcrime group (chosen when you take this talent), even if they do not owe your character a favor.

Union Member Tier 1 sotb
Passive

When you take this talent, your character gains Athletics, Mechanics, or Operating (your choice) as a career skill. In addition, once per session, your character may collect a small favor from a member of Humanity Labor or Human First, even if they do not owe your character a favor.

Unremarkable Tier 1 core
Passive

Other characters add Setback to any checks made to find or identify you in a crowd.

Worlds War Vet Tier 1 sotb
Passive

When you take this talent, your character gains Ranged (Heavy) or Resilience as a career skill. In addition, once per session, your character may collect a small favor from a current or former member of a single country's military (chosen when you take this talent), even if they do not owe your character a favor.

Years on the Force Tier 1 sotb
Passive

When you take this talent, your character gains Perception or Ranged (Light) as a career skill. In addition, once per session, your character may collect a small favor from a current or former member of the NAPD or New Angeles city government, even if they do not owe your character a favor.

Bad Cop Tier 2 sotb ranked
Active (Incidental)

Your character may spend Advantage Advantage from a Coercion or Deception check to use this talent to upgrade the ability of a single ally’s subsequent social skill check a number of times equal to your character’s ranks in Bad Cop. The check must target the same character as your character’s initial check, and it must take place during the same encounter. Only one character may affect a check with this talent.

Big Guns Tier 2 sotb
Passive

Your character’s encumbrance threshold is 10 plus their Brawn, instead of 5 plus their Brawn. Your character reduces the Cumbersome rating of any weapon they carry by 1, to a minimum of 3.

Codeslinger Tier 2 sotb
Passive

When your character performs the activate program maneuver (page 132) in a hacking encounter, they can choose not to deactivate one other active icebreaker. They may have two icebreakers active at once.

Combat Medicine Tier 2 sotb ranked
Active (Incidental)

Before making a Medicine check, your character may use this talent to add Success equal to their ranks in Combat Med - icine to the results. After the check is resolved, the target suffers 2 strain for each rank your character has in Com - bat Medicine.

Coordinated Assault Tier 2 core ranked
Active (Maneuver)

Once per turn, choose allies up to ranks in Coordinated Assault within short range; each adds Advantage to next combat check this turn.

Counteroffer Tier 2 core
Active (Action)

Once per session, make opposed Negotiation vs Discipline targeting one character within short range; on success they are disoriented for rounds equal to net Success.

Daring Aviator Tier 2 core ranked
Active (Incidental)

Before a Piloting check, may add Threat equal to ranks and also add Success equal to ranks.

Defensive Stance Tier 2 core ranked
Active (Maneuver)

Once per round, suffer strain up to ranks; upgrade difficulty of melee combat checks targeting you that many times until next turn.

Defensive Sysops (Improved) Tier 2 core
Passive

Must have Defensive Sysops. When opponent fails to hack a system you are defending/own, they suffer strain equal to your Intellect; you may spend Threat Threat from their check to stagger them for one round.

Determined Driver Tier 2 sotb
Active (Incidental)

You may spend a Story Point to use this talent to have your character heal system strain on a vehicle they are currently driving, piloting, or operating equal to their ranks in Driving, Piloting, or Operating (choose the skill used to direct the vehicle).

Dual Wielder Tier 2 core
Active (Maneuver)

May decrease difficulty of next combined combat check (two-weapon fighting) by one.

Good Cop Tier 2 sotb ranked
Active (Incidental)

Your character may spend Advantage Advantage from a Charm or Negotiation check to use this talent to upgrade the ability of a single ally’s subsequent social skill check a number of times equal to your character’s ranks in Good Cop. The check must target the same character as your character’s initial check, and it must take place during the same encounter. Only one character may affect a check with this talent.

Haughty Demeanor Tier 2 sotb
Passive

Other characters add Threat to social skill checks targeting your character.

Heightened Awareness Tier 2 core
Passive

Allies within short range add Boost to Perception and Vigilance checks. Allies engaged add Boost Boost.

Inspiring Rhetoric Tier 2 core
Active (Action)

Make an Average Leadership check; each Success one ally within short range heals 1 strain; may spend Advantage to heal 1 additional strain on one affected ally.

Inventor Tier 2 core ranked
Passive

When constructing new items or modifying existing ones, add Boost per rank of Inventor to checks.

Lucky Strike Tier 2 core
Active (Incidental)

When dealing damage with a combat check, spend one Story Point to add damage equal to ranks in the combat skill used.

Nethunter Tier 2 sotb
Passive

When your character successfully traces another charac - ter during a Network encounter, your character gains one additional trace.

Parkour! Tier 2 sotb
Active (Maneuver)

Once per round, your character may suffer 1 strain to use this talent and move to any location within short range. This includes locations that are vertically distant or have no easy access route, but there must be an object to move across or path to move along. Your GM may rule some locations cannot be reached (such as ones behind locked doors or walls).

Probing Question Tier 2 sotb
Passive

If your character knows an opponent’s Flaw or Fear motivation, when your character inflicts strain on that opponent using a social skill, the opponent suffers 3 additional strain.

Quick Fix Tier 2 sotb
Active (Maneuver)

You may spend a Story Point to use this talent to have your character temporarily repair one damaged item they are engaged with. For a number of rounds equal to your character's ranks in Mechanics, the item may be used without penalty (see page 89 of the GeneSyS Core Rulebook), even if it is unusable. When the effect ends, the item is damaged one additional step; if it was already suffering from major damage, it is destroyed and cannot be repaired.

Scathing Tirade Tier 2 core
Active (Action)

Make Average Coercion check; each Success one enemy within short range suffers 1 strain; spend Advantage to inflict 1 additional strain on one affected.

Side Step Tier 2 core ranked
Active (Maneuver)

Once per round, suffer strain up to ranks; upgrade difficulty of ranged combat checks targeting you that many times until next turn.

Special Use Permit Tier 2 sotb
Passive

Your character does not treat any Ranged (Heavy) weapons as restricted (R). This also means your character can carry a Ranged (Heavy) weapon that normally would be restricted in public without being arrested. However, they can still be arrested for using such a weapon in an unlawful manner.

Tactical Focus Tier 2 sotb
Passive

When performing a combat check with a Ranged (Heavy) weapon, if your character did not perform a maneuver to ready or stow a weapon or item during this turn, they add Advantage to the results.

Two-Handed Stance Tier 2 sotb
Passive

When performing a combat check with a Ranged (Light) weapon, if your character has nothing in their other hand, they add Advantage to the results.

Undercity Contacts Tier 2 sotb
Active (Incidental)

Once per session, you may spend one Story Point to use this talent to let your character learn if a character of your choice is in New Angeles, and if so, what district. At your GM’s discretion, the information may take up to an hour to come back to your character.

Animal Companion Tier 3 core ranked
Passive

Gain a beast or drone companion (silhouette limited by ranks). Companion acts on your turn. In SotB, typically used for drones.

Applied Research Tier 3 sotb ranked
Active (Incidental)

Your character may use this talent before making a check to use any knowledge skill and Intellect instead of the skill and characteristic the check would normally require. Your character may use this talent a number of times per session equal to their ranks in Applied Research. When your character uses this talent, you should explain how their mastery of knowledge lets them accomplish this task. In addition, your GM may rule that a particular knowledge skill makes the most sense in a given situation, and require your character to use that specific knowl - edge skill.

Bad Habit Tier 3 sotb
Active (Maneuver)

Your character may use this talent to become disoriented for the remainder of the encounter. At the beginning of each of your character’s turns, if they are still disoriented due to this talent, they heal 2 strain.

Barrel Roll Tier 3 core
Active (Incidental, Out of Turn)

When piloting a vehicle and hit by a combat check, suffer 3 system strain to reduce damage by 2 plus ranks in Piloting.

Body Guard Tier 3 sotb ranked
Active (Maneuver)

Once per round, your character may suffer a number of strain no greater than their ranks in Body Guard to use this talent. Choose one ally engaged with your character, until the end of your character's next turn, upgrade the difficulty of all combat checks targeting that ally a number of times equal to the strain suffered.

Distinctive Style Tier 3 core
Active (Incidental)

Before a Computers (Hacking) check, may add Success Success Threat Threat. Threat Threat may identify your style (SotB Net table).

Dodge Tier 3 core ranked
Active (Incidental, Out of Turn)

When targeted by a combat check, suffer strain up to ranks to upgrade difficulty of the check that many times.

Dumb Luck Tier 3 sotb
Active (Incidental)

Once per session, you may spend a Story Point to use this talent after your character suffers a Critical Injury but before the result is rolled. Their opponent must roll two results, and you select which applies to your character.

Eagle Eyes Tier 3 core
Passive

Ignore penalties for long/extreme range due to distance when making Ranged combat checks (see Core).

Field Commander Tier 3 core
Active (Action)

Make Average Leadership check; each Success one ally may immediately suffer 1 strain to perform one maneuver.

Forgot to Count? Tier 3 core
Active (Incidental, Out of Turn)

When an opponent auto-fires, spend Triumph from their check to cause them to run out of ammo.

Full Throttle Tier 3 core
Active (Action)

Make Hard Piloting check to increase a vehicle’s top speed by 1 for rounds equal to Cunning.

Grenadier Tier 3 core
Passive

When using a weapon with Blast, may spend Advantage to ignore the effects of cover when resolving Blast.

Hard-Boiled Tier 3 sotb
Active (Incidental)

When your character makes a check to recover from strain at the end of an encounter (as described on page 117 of the GeneSyS Core Rulebook), your character may make a Simple (–) Resilience check instead of Discipline or Cool. If your character does so, they heal 1 strain per Success and 1 wound per Advantage.

Heroic Will Tier 3 core
Active (Incidental, Out of Turn)

When targeted by a social skill check or fear effect, spend one Story Point to ignore effects of the check.

Hold It Steady Tier 3 sotb
Active (Incidental)

Before performing a combat check using a weapon with the Auto-fire quality, your character may use this talent to use the Auto-fire quality without increasing the difficulty of the combat check. If they do so, each time they trigger an additional hit during the attack, they suffer 2 strain.

Laugh It Off Tier 3 sotb
Active (Incidental, Out of Turn)

When your character is targeted by a social skill check they may use this talent to spend Threat Threat Threat or Despair to reduce any strain the check inflicts by a number equal to their ranks in Charm. If they do so, the character who targeted them suffers an amount of strain equal to the amount of strain reduced.

Martial Weapons Master Tier 3 sotb
Active (Action)

While armed with a Melee weapon, your character may use this talent to make an Average ( ◆ ◆) Melee check. If successful, your character may force one engaged target to either drop one weapon they are holding or move up to one range band in a direction of your choosing. If your character forces a named rival or nemesis into dangerous terrain (or off a ledge or cliff) using this talent, your GM can spend a Story Point to allow them to catch themselves at the edge and fall prone instead.

Natural Tier 3 core
Active (Incidental)

Once per session, reroll any one skill check.

Net Warrior Tier 3 sotb
Active (Action)

While accessing a system using a brain-machine interface (BMI), your character may use this talent to make an opposed Computers (Hacking) versus Computers (Sysops) check tar - geting one other character on the system that they are aware of. The target suffers 1 strain per Success, and if they are using a BMI, they also suffer 1 wound per Success.

Nimble Tier 3 sotb
Active (Incidental)

At the start of your character’s turn, you may spend one Story Point to use this talent to allow your character to perform a move maneuver as an incidental. (This does not count against the limit of two maneuvers per turn.) If you use this talent, your character can only perform one addi - tional move maneuver during this turn.

Painkiller Specialization Tier 3 core ranked
Passive

When a character uses a painkiller (or slap-patch per setting), they heal 1 additional wound per rank.

Parry (Improved) Tier 3 core
Passive

Must have Parry. When you Parry a hit that generated Despair or Threat Threat Threat, after attack resolves you may hit the attacker once with the parrying weapon dealing base damage.

Scathing Tirade (Improved) Tier 3 core
Passive

Must have Scathing Tirade. Affected targets are also disoriented for the remainder of the encounter.

Snare Tier 3 sotb
Active (Action)

Once per session, your character may use this talent to make a Hard ( ◆ ◆ ◆) Computers (Sysops) check. If they succeed, once before the end of the encounter, you may spend a Story Point to force one character in the encounter to make a Daunting ( ◆ ◆ ◆ ◆) Vigilance check as an incidental. If they fail, they are staggered until the end of their next turn, plus one additional turn per Threat Threat.

Suppressing Fire Tier 3 sotb ranked
Active (Maneuver)

If your character does not make a combat check during their turn, they use this talent to target one character (or minion group) within long range. That character must upgrade the difficulty of any ranged combat checks they make once until the end of your character’s next turn. Your charac - ter may choose to affect one additional character for each additional rank of Suppressing Fire. Your character must be holding a ranged weapon to use this talent. Your GM can also rule that your character can’t use this talent if they have no line of fire or range to the target.

Takedown Tier 3 sotb
Active (Action)

Your character may use this talent to make an opposed Brawl versus Resilience check targeting one engaged opponent. If the check succeeds, the target is knocked prone and is immobilized until the end of your character’s next turn. If the target is a minion or rival, your character can spend Triumph to incapacitate (but not kill) the target instead.

Undercity Contacts (Improved) Tier 3 sotb
Active (Incidental)

Your character must have purchased the Undercity Contacts talent to benefit from this talent. When you use Under - city Contacts, you may choose to spend two Story Points instead of one. If you do, your character learns the target's specific location.

You Owe Me One Tier 3 sotb
Active (Incidental)

Once per session, you may spend two Story Points to use this talent to have one NPC in the current encounter owe your character a favor. If the favor is not resolved by the end of the encounter, it is forgotten. It’s up to you and your GM to determine exactly why the NPC owes your character a favor.

Burn Through Tier 4 sotb
Active (Incidental)

After making a successful break ice action, your character may suffer 3 strain to use this talent. If they do, they may perform a second override ice action on the same system as an incidental.

Can't We Talk About This? Tier 4 core
Active (Action)

Make Hard Charm or Deception check targeting all enemies within short range; on success they cannot attack you until end of your next turn (combat/other actions may break).

Deadeye Tier 4 core
Active (Incidental)

After a successful ranged combat check, spend Triumph to change the Critical Injury result to any legal result of your choice.

Defensive Tier 4 core ranked
Passive

Each rank increases melee and ranged defense by 1.

Defensive Driving Tier 4 core ranked
Passive

Increase defense of vehicle you pilot by 1 per rank.

Elementary Tier 4 sotb
Active (Action)

Once per session, your character may use this talent to make a Hard ( ◆ ◆ ◆) Perception check while present at a crime scene. If they succeed, they identify all prominent physical characteristics of one person who was at the crime scene when the crime was committed (as long as the crime was committed in the past 48 hours). This could include a person's height, weight, body type, clothing, and if they are human or not. Your character may identify all the physi - cal characteristics of one additional person present at the crime scene per additional Success.

Enduring Tier 4 core ranked
Passive

Each rank increases soak by 1.

Field Commander (Improved) Tier 4 core
Passive

Must have Field Commander. On success, one ally may spend 1 strain to perform an action instead of a maneuver.

How Convenient! Tier 4 core
Active (Action)

Once per session, make Hard Mechanics check to restore one damaged item to full function until end of encounter.

Inspiring Rhetoric (Improved) Tier 4 core
Passive

Must have Inspiring Rhetoric. Affected allies also add Boost to their next skill check.

Inspiring Rhetoric (Supreme) Tier 4 core
Passive

Must have Inspiring Rhetoric (Improved). Suffer 1 strain to use Inspiring Rhetoric as a maneuver instead of an action.

Offensive Driving Tier 4 sotb
Active (Action)

While driving or piloting a vehicle, your character may use this talent to select one other vehicle within medium range and make an opposed Driving or Piloting versus Driving or Piloting check (depending on whether your character and their opponent pilot are using Driving or Piloting to control their vehicle) targeting the other vehicle’s driver or pilot. If successful, roll twice on Table III.2–19: Critical Hit Result , on page 230 of the GeneSyS Core Rulebook. Choose one Critical Hit result to apply to your character’s vehicle, and the other to apply to the other vehicle. You may spend Triumph to add +20 to one Criti - cal Hit result. Your GM may spend Despair to add +20 to both Critical Hit results.

Overcharge Tier 4 core
Active (Action)

While using cybernetics/powered armor, make Hard Resilience check; on success increase one cybernetic’s benefits (see Core) until end of encounter; Despair/Threat may damage cybernetics.

Parkour! (Improved) Tier 4 sotb
Active (Incidental)

Your character must have purchased the Parkour! talent to benefit from this talent. Once per round, when using the Parkour! talent, your character may suffer 4 strain instead of 1 strain to move to any location within medium range instead of within short range. All other restrictions of Parkour! apply to this movement.

Quick-Witted Tier 4 sotb
Active (Incidental, Out of Turn)

Once per encounter, after another character makes a social skill check, your character may use this talent to make an Average ( ◆ ◆) Vigilance check. If successful, you may add a number of Success or Advantage (your choice) equal to your charac - ter’s ranks in Charm to the other character’s check. If your character fails, your character suffers 3 strain. ANIMAL COMPANION? Although the name of the talent on page 77 of the GeneSyS Core Rulebook is "Animal Companion," the description does note that the companion could just as easily be a drone. In Shadow of the BeanStalk, this talent should be used to operate drones (but can still be used with a pet animal with your GM's permission).

Scathing Tirade (Supreme) Tier 4 core
Passive

Must have Scathing Tirade (Improved). Suffer 1 strain to use Scathing Tirade as a maneuver.

Urban Combatant Tier 4 sotb
Active (Incidental, Out of Turn)

When your character is targeted by a combat check while in an urban environment, you may spend one Story Point to use this talent before the dice pool is rolled. If you do so, your character's opponent removes all ■ added to the check, and instead adds an equal number of Failure to the results.

You Owe Me One (Improved) Tier 4 sotb
Active (Incidental)

Your character must have purchased the You Owe Me One talent to benefit from this talent. Once per session, you may spend two Story Points to use You Owe Me One to have one NPC in the current encounter owe your character a big favor instead of a favor. If the big favor is not resolved by the end of the encounter, it is forgotten.

Dedication Tier 5 core ranked
Passive

Each rank increases one characteristic by 1 (max 5). Separate characteristics per rank.

Drone Master Tier 5 sotb
Passive

Your character may control two drones or minion groups of drones no larger than your character's Willpower (either via the rules found on page 233 or via the Animal Com - panion talent, found on page 77 of the GeneSyS Core Rulebook). Your character resolves each drone’s (or minion group's) turn individually, choosing the order in which they activate.

Ghost in the Machine Tier 5 sotb
Active (Action)

As long as they have some sort of access point to the Net - work, your character may use this talent to make a Hard ( ◆ ◆ ◆) Computers (Hacking) check. If they succeed, they may select one drone, vehicle, or piece of equipment involved in the current encounter and dictate its actions until the start of your character’s next turn. Alternatively, your character can select someone with cybernetic implants or who is wearing powered armor or an exosuit and manipulate it until the beginning of your character’s next turn. This must be approved by your GM but could include shutting off cybereyes, directing the movements of cyberlimbs, or causing an exosuit to eject its occupant. Your character may spend Advantage Advantage Advantage on the check to extend the effects for one additional round, or t

Indomitable Tier 5 core
Active (Incidental, Out of Turn)

Once per encounter, when you would be incapacitated by exceeding wound/strain threshold, spend one Story Point to ignore that and stay at threshold instead.

Master Tier 5 core
Passive

Once per round, suffer 2 strain to decrease difficulty of next check with a chosen skill by 1.

Master Plan Tier 5 sotb
Active (Action)

Once per session, your character may use this talent to make a Hard ( ◆ ◆ ◆) Discipline check . If they succeed, they reveal that whatever terrible circumstances they cur - rently find themselves in are all part of a brilliant plan that they established at an earlier point. They then choose one non-nemesis adversary in the encounter and reveal them to be a close friend or ally who has positioned themselves to help your character at this exact moment. The details of which character turns out to be an ally depend on the type of encounter and your GM’s approval. However, the ally could also have done their work before - hand, such as loading a squadron of drones with blank ammunition, shutting down power to a security system, or planting a tracer in an opponent’s vehicle.

Overcharge (Improved) Tier 5 core
Passive

Must have Overcharge. May use Overcharge as a maneuver; also improve benefits further per Core.

Ruinous Repartee Tier 5 core
Active (Action)

Make Hard Charm or Coercion check targeting one character within medium range; on success target suffers wounds equal to strain suffered from the check (social damage becomes physical).

Trick of the Light Tier 5 sotb
Active (Incidental)

When making a combat check with a laser or maser weapon, your character may use this talent to spend Advantage to inflict one additional hit with this weapon, dealing base damage plus damage equal to the total number of Success scored on the check. This hit may target the original target or another target within short range of the original target.

Web of Knowledge Tier 5 sotb
Active (Action)

Once per session your character may make an Average ( ◆ ◆) Knowledge (Net) check during a Network encounter. If you succeed, your character knows the names, strengths, and other qualities of all ice (active or deactivated) on one system that you currently have access to, as well as all other characters (sysops and runners) that cur - rently are accessing that system. Your character may spend Advantage Advantage Advantage or Triumph from this check (whether or not they succeeded) to add Success to all Computer checks involving that system that they make for the remainder of the encounter.

The Network

Overview
  • Runs on the Network use Computers (Hacking) and Computers (Sysops) against ice and system security.
  • Encounter structure ranges from simple opposed checks to structured rounds with icebreakers.
  • Activate Program maneuver: runners typically have one icebreaker active at a time (unless talents say otherwise); activating a new icebreaker deactivates others.
  • Encountering ice usually forces a break ice action — you cannot simply back out without consequences.
Actions & maneuvers

Access System: Establish or maintain a link to the target system (required before enact command).

Analyze / Sweep: Learn about ice, nodes, or security; sysops may Sweep (Hard Sysops) for intruders.

Break Ice: Override ice with Computers (Hacking); compare override strength (including active icebreaker) vs ice program strength.

Enact Command: Maneuver: perform one system command after access (open doors, loop cams, download data, etc.).

Activate Program: Maneuver: activate/reactivate ice or icebreakers (draw/ready analogue).

Jack Out: End the run; messy disconnects may leave traces or dump shock.

Ice categories

Barrier: Electronic wall. Strong and efficient. Failure usually just blocks the sub-system.

Sentry: Detects and alerts; some destroy software or attack the runner/BMI directly.

Code Gate: Auth/puzzle ice. Failure often boots you from the whole system (must Access again).

Breaking ice
  • Override strength must exceed ice program strength to succeed (after a successful override check — see SotB Network actions).
  • Active icebreaker adds its override strength if it can affect that ice type.
  • Threat/Despair on ice often traces, damages icebreakers, deals strain/wounds, or escalates (see each program).
  • Damaged programs use the gear damage track; repair with Computers (Sysops), not Mechanics.
GM tips
  • Keep runs paced: one key system goal per scene unless the mission is a pure netrun.
  • Pair digital stakes with physical security (guards, cameras, the runner’s body in a coffin hotel).
  • Full ICE and icebreaker lists are on this page and under Equipment → Network software.

ICE (Table 3–4)

Intrusion countermeasures. Also listed under Equipment → Network software.

NameTypeStrRarPriceFail effects (summary)
Archer (R)Sentry55850On fail: sysops notified; one of the runner’s icebreakers is destroyed. Archer deactivates until end of runner’s next turn.
AuthenticatorCode gate32300On fail: lose access to entire system; must Access System again.
EnigmaCode gate32400On fail: lose access to entire system; must Access System again.
Fire WallBarrier63400On fail to break: cannot access the protected sub-system (no further effects).
Great WallBarrier64600On fail: cannot access protected sub-system(s).
Hadrian's WallBarrier85650On fail: cannot access the protected sub-system.
Hawk's EyeSentry44475On fail: sysops notified; provides one successful trace to sysops this encounter. Deactivates until end of runner’s next turn.
Heimdall 1.0 (R)Barrier761,000On fail: cannot access the protected sub-system.
Ice WallBarrier52250On fail: cannot access the protected sub-system.
Janus 1.0 (R)Sentry985,000On fail: destroy the runner’s rig/computer system (kick out). If on BMI: automatic Head Ringer Critical (escalates if already suffering prior Janus crits — see SotB).
Pop-UpCode gate2125On fail: suffer 2 strain. Deactivates until end of runner’s next turn.
SentinelSentry32100On fail: sysops notified. Deactivates until end of runner’s next turn.
Shinobi (R)Sentry33550On fail: runner suffers 6 strain; one icebreaker damaged one step. Shinobi moves to protect a different sub-system if able.
Syn 2.2Code gate651,250On fail: lose access to entire system; must Access System again.
TollboothCode gate32200On fail: lose access to entire system; must Access System again.
Viktor 2.0 (R)Code gate451,000On fail: lose access to entire system; must Access System again.
Archer sentry Str 5
R5 · ₡850 · Restricted

Effects: On fail: sysops notified; one of the runner’s icebreakers is destroyed. Archer deactivates until end of runner’s next turn.

Rules: Threat Threat Threat: damage one icebreaker two steps. Despair: destroy one icebreaker instead.

Authenticator code-gate Str 3
R2 · ₡300

Effects: On fail: lose access to entire system; must Access System again.

Rules: None.

Enigma code-gate Str 3
R2 · ₡400

Effects: On fail: lose access to entire system; must Access System again.

Rules: Before breaking, runner must spend a maneuver studying it.

Fire Wall barrier Str 6
R3 · ₡400

Effects: On fail to break: cannot access the protected sub-system (no further effects).

Rules: None.

Great Wall barrier Str 6
R4 · ₡600

Effects: On fail: cannot access protected sub-system(s).

Rules: Up to three sub-systems may be protected by this ice.

Hadrian's Wall barrier Str 8
R5 · ₡650

Effects: On fail: cannot access the protected sub-system.

Rules: Sysop may spend a maneuver to reinforce: strength becomes 10 until end of sysop’s next turn.

Hawk's Eye sentry Str 4
R4 · ₡475

Effects: On fail: sysops notified; provides one successful trace to sysops this encounter. Deactivates until end of runner’s next turn.

Rules: Threat Threat: also provides one successful trace.

Heimdall 1.0 barrier Str 7
R6 · ₡1,000 · Restricted

Effects: On fail: cannot access the protected sub-system.

Rules: Runner may spend a maneuver to interact: reduce strength by 1 until end of next round. Add Threat per previous encounter with Heimdall this encounter.

Ice Wall barrier Str 5
R2 · ₡250

Effects: On fail: cannot access the protected sub-system.

Rules: None. Common base for custom ice.

Janus 1.0 sentry Str 9
R8 · ₡5,000 · Restricted

Effects: On fail: destroy the runner’s rig/computer system (kick out). If on BMI: automatic Head Ringer Critical (escalates if already suffering prior Janus crits — see SotB).

Rules: Each Threat: 2 strain (or 1 strain + 1 wound on BMI).

Pop-Up code-gate Str 2
R1 · ₡25

Effects: On fail: suffer 2 strain. Deactivates until end of runner’s next turn.

Rules: Annoying spam / marketing compulsion (narrative).

Sentinel sentry Str 3
R2 · ₡100

Effects: On fail: sysops notified. Deactivates until end of runner’s next turn.

Rules: None.

Shinobi sentry Str 3
R3 · ₡550 · Restricted

Effects: On fail: runner suffers 6 strain; one icebreaker damaged one step. Shinobi moves to protect a different sub-system if able.

Rules: Each Threat: 2 strain.

Syn 2.2 code-gate Str 6
R5 · ₡1,250

Effects: On fail: lose access to entire system; must Access System again.

Rules: On fail: add Failure Failure to further attempts against this ice until end of encounter.

Tollbooth code-gate Str 3
R2 · ₡200

Effects: On fail: lose access to entire system; must Access System again.

Rules: May pay a fee (usually 5–50 credits) to automatically succeed on the break check.

Viktor 2.0 code-gate Str 4
R5 · ₡1,000 · Restricted

Effects: On fail: lose access to entire system; must Access System again.

Rules: Each Threat: 1 strain (or 1 wound on BMI).

Icebreakers (Table 3–5)

Runner programs. Host on PAD/rig per item notes. Only one icebreaker active at a time unless a talent says otherwise.

NameAffectsStrRarPrice
Athena (R)Barrier, Code gate572,600
Battering RamBarrier65400
Corroder (R)Barrier44350
Crypsis (R)Barrier, Code gate, Sentry35450
FaerieSentry53300
Femme Fatale (R)Sentry461,200
GarroteSentry22225
Gordian BladeCode gate34400
Remora (R)Code gate, Sentry03475
Sagittarius A* (R)Barrier, Code gate, Sentry682,000
Torch (R)Code gate993,000
Yog.0 (R)Code gate16550
Athena Str 5
Affects: barrier, code-gate · R7 · ₡2,600 · Restricted

While active, may spend Advantage Advantage to identify one unidentified ice on the system. Too large for a PAD — host on a rig or larger.

Battering Ram Str 6
Affects: barrier · R5 · ₡400

None. Classic brute-force barrier breaker.

Corroder Str 4
Affects: barrier · R4 · ₡350 · Restricted

While active, spend Advantage Advantage from a break-ice check to reduce that ice’s strength by 1 (min 1) until end of encounter.

Crypsis Str 3
Affects: barrier, code-gate, sentry · R5 · ₡450 · Restricted

After using Crypsis to break ice, must spend a maneuver or Crypsis is damaged one step. Too large for a PAD — rig or larger only.

Faerie Str 5
Affects: sentry · R3 · ₡300

After attempting to break ice with Faerie, it deactivates and may not be used again this encounter.

Femme Fatale Str 4
Affects: sentry · R6 · ₡1,200 · Restricted

Once per encounter: spend a Story Point to succeed without a check. Once per encounter: GM may spend a Story Point to add Despair to the check.

Garrote Str 2
Affects: sentry · R2 · ₡225

Straightforward sentry choke / logic puzzles (see SotB).

Gordian Blade Str 3
Affects: code-gate · R4 · ₡400

While active, spend Advantage Advantage to raise override strength to 4 until end of following turn.

Remora Str 0
Affects: code-gate, sentry · R3 · ₡475 · Restricted

When a runner uses Remora to break sentries or code gates, the runner may spend Advantage Advantage Advantage or Triumph to avoid suffering any of the effects from failing to override the ice. (This does not apply to anything that might happen due to the ice’s additional rules.)

Sagittarius A* Str 6
Affects: barrier, code-gate, sentry · R8 · ₡2,000 · Restricted

When Sagittarius A* successfully overrides ice, it destroys that ice. When used to break ice, the runner must spend Advantage or Triumph to destroy another piece of active ice on the system, and the GM must spend Threat or Despair to destroy one other icebreaker on the runner’s rig. If no other active ice remains, the runner must spend Advantage or Triumph to destroy the system instead (ends the Network encounter; catastrophic side effects per GM).

Torch Str 9
Affects: code-gate · R9 · ₡3,000 · Restricted

After successfully breaking a piece of ice, the runner may spend Advantage to stop that ice from being reactivated for the remainder of the encounter.

Yog.0 Str 1
Affects: code-gate · R6 · ₡550 · Restricted

While Yog.0 is active, after making a break-ice check the runner may spend Advantage Advantage Advantage or Triumph to override the targeted code gate (even if override strength does not exceed program strength).