Clon01 GM ToolsShadow of the Beanstalk

Tables

Rollable charts from Genesys and Shadow of the Beanstalk. Hit Roll on a chart for a random row. The live session has the same charts under Roll on table….

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Mission hook pick

SotB Ch.6 job seeds. Pick one and twist it.

Shadow of the Beanstalk Ch.6

RollResultEffect
1Deadly DataA data packet is worth killing for. Who has it, who wants it, and what happens if it goes public?
2Class-Action LawsuitLegal war with corp stakes. Witnesses vanish; evidence walks; the courthouse is another battlefield.
3No Honor Amongst RivalsTwo factions hire the same problem-solvers. Double-dealing, crossed wires, and a messy middle.
4Corporate AssaultA corp op goes loud — prisec in the streets, cover stories on NBN, collateral in the undercity.
5Escaped PropertyA bioroid or clone walks away. Recovery teams, activists, and the question of personhood.
6Strange AilmentA plague, glitch, or g-mod side effect spreads. Labs want samples; victims want answers.
7The Big ScoreOne job to set the crew up for life — vault, server, or Beanstalk cargo. Planning is half the fun.

Escalation pick

Turn the screws mid-job.

Shadow of the Beanstalk Ch.6

RollResultEffect
1All Over the VirtsNBN and the Net turn the crew into a story. Fame is a spotlight and a target.
2Concerned CitizenA civilian with leverage (or a bodycam) complicates every quiet solution.
3Unfriendly RivalsAnother crew hits the same objective. Race, sabotage, or uneasy alliance.
4Change of HeartA patron, mark, or ally flips motivation mid-job.
5Third PartyNAPD, orgcrime, or a megacorp neither side expected steps in.

Climax pick

How the job blows open.

Shadow of the Beanstalk Ch.6

RollResultEffect
1Control the StoryWin the narrative war — press, leaks, or a carefully staged confession.
2Bring Everyone InAll factions converge on one plaza, station platform, or server farm.
3Cut and RunExtract under fire; success is survival with the prize, not a clean kill.
4Cover UpErase the evidence and the witnesses before sunrise.
5See You in CourtThe final confrontation is legal, televised, and still deadly off-camera.

Critical Injury d100

Genesys Core d100. Add +10 per untreated crit still on the target.

Genesys Core p.114

RollSeverityResultEffect
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).