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….
No matching sections.
Mission hook pick
SotB Ch.6 job seeds. Pick one and twist it.
Shadow of the Beanstalk Ch.6
| Roll | Result | Effect |
|---|---|---|
| 1 | Deadly Data | A data packet is worth killing for. Who has it, who wants it, and what happens if it goes public? |
| 2 | Class-Action Lawsuit | Legal war with corp stakes. Witnesses vanish; evidence walks; the courthouse is another battlefield. |
| 3 | No Honor Amongst Rivals | Two factions hire the same problem-solvers. Double-dealing, crossed wires, and a messy middle. |
| 4 | Corporate Assault | A corp op goes loud — prisec in the streets, cover stories on NBN, collateral in the undercity. |
| 5 | Escaped Property | A bioroid or clone walks away. Recovery teams, activists, and the question of personhood. |
| 6 | Strange Ailment | A plague, glitch, or g-mod side effect spreads. Labs want samples; victims want answers. |
| 7 | The Big Score | One 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
| Roll | Result | Effect |
|---|---|---|
| 1 | All Over the Virts | NBN and the Net turn the crew into a story. Fame is a spotlight and a target. |
| 2 | Concerned Citizen | A civilian with leverage (or a bodycam) complicates every quiet solution. |
| 3 | Unfriendly Rivals | Another crew hits the same objective. Race, sabotage, or uneasy alliance. |
| 4 | Change of Heart | A patron, mark, or ally flips motivation mid-job. |
| 5 | Third Party | NAPD, orgcrime, or a megacorp neither side expected steps in. |
Climax pick
How the job blows open.
Shadow of the Beanstalk Ch.6
| Roll | Result | Effect |
|---|---|---|
| 1 | Control the Story | Win the narrative war — press, leaks, or a carefully staged confession. |
| 2 | Bring Everyone In | All factions converge on one plaza, station platform, or server farm. |
| 3 | Cut and Run | Extract under fire; success is survival with the prize, not a clean kill. |
| 4 | Cover Up | Erase the evidence and the witnesses before sunrise. |
| 5 | See You in Court | The 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
| Roll | Severity | Result | Effect |
|---|---|---|---|
| 01–05 | Easy | Minor Nick | The target suffers 1 strain. |
| 06–10 | Easy | Slowed Down | The target can only act during the last allied Initiative slot on their next turn. |
| 11–15 | Easy | Sudden Jolt | The target drops whatever is in hand. |
| 16–20 | Easy | Distracted | The target cannot perform a free maneuver during their next turn. |
| 21–25 | Easy | Off-Balance | Add Setback to the target’s next skill check. |
| 26–30 | Easy | Discouraging Wound | Move one Story Point from the player pool to the GM pool (reverse if NPC). |
| 31–35 | Easy | Stunned | The target is staggered until the end of their next turn. |
| 36–40 | Easy | Stinger | Increase the difficulty of the target’s next check by one. |
| 41–45 | Average | Bowled Over | The target is knocked prone and suffers 1 strain. |
| 46–50 | Average | Head Ringer | Increase difficulty of all Intellect and Cunning checks by one until healed. |
| 51–55 | Average | Fearsome Wound | Increase difficulty of all Presence and Willpower checks by one until healed. |
| 56–60 | Average | Agonizing Wound | Increase difficulty of all Brawn and Agility checks by one until healed. |
| 61–65 | Average | Slightly Dazed | The target is disoriented until this Critical Injury is healed. |
| 66–70 | Average | Scattered Senses | The target removes all Boost from skill checks until healed. |
| 71–75 | Average | Hamstrung | The target loses their free maneuver until healed. |
| 76–80 | Average | Overpowered | Attacker may immediately attempt another attack as an incidental using the same pool. |
| 81–85 | Average | Winded | Cannot voluntarily suffer strain to activate abilities or gain extra maneuvers until healed. |
| 86–90 | Average | Compromised | Increase difficulty of all skill checks by one until healed. |
| 91–95 | Hard | At the Brink | Suffer 2 strain each time they perform an action until healed. |
| 96–100 | Hard | Crippled | One limb impaired (GM chooses). Increase difficulty of checks requiring that limb by one until healed. |
| 101–105 | Hard | Maimed | One limb permanently lost unless prosthetic/cybernetic. Other actions gain Setback until healed. |
| 106–110 | Hard | Horrific Injury | Roll 1d10 for characteristic (1–3 Br, 4–6 Ag, 7 Int, 8 Cun, 9 Pr, 10 Will). Treat as 1 lower until healed. |
| 111–115 | Hard | Temporarily Disabled | Immobilized until this Critical Injury is healed. |
| 116–120 | Hard | Blinded | Upgrade difficulty of all checks twice; Perception/Vigilance three times until healed. |
| 121–125 | Hard | Knocked Senseless | Staggered until this Critical Injury is healed. |
| 126–130 | Daunting | Gruesome Injury | Roll 1d10 for characteristic; permanently reduce by 1 (min 1). |
| 131–140 | Daunting | Bleeding Out | Each round at start of turn: 1 wound + 1 strain. Every 5 wounds beyond threshold: additional Critical. |
| 141–150 | Daunting | The End Is Nigh | Dies after the last Initiative slot next round unless this Critical is healed. |
| 151+ | — | Dead | Complete death (or destroyed CPU for androids/bioroids). |