Style [1d10] | |
Roll | Result |
1 | Cool, professional, clean, and almost corporate. |
2 | Dirty, grimy, whatever can be found with no fashion at all. |
3 | Ethnic elements and cultural tattoos adorn every member. |
4 | Flashy fashion, LED cloth, revealing clothing, bright colors. |
5 | Unique looking cyberware that each member shares. |
6 | Poser gang, made to look like a famous person. |
7 | Wicked leathers, spikes, and intimidating fashion. |
8 | Urban lowlife clothing, wide, sagging, cheap material. |
9 | Old-school, wearing old-fashioned styles and hats. |
10 | Crazy, random, made of stuff that isn’t really clothing... |
Attitude/Type [1d10] | |
Roll | Result |
1 | Calm, cool, and willing to do business before shooting. |
2 | On edge at all times, and always willing to shoot. |
3 | A cultural/ethnic gang that protects and abuses their people. |
4 | Vindictive, cruel, and loves to kill in interesting ways. |
5 | A drugged up gang that are all addicted to stimulants. |
6 | Crazy, psychotic, hard to predict or reason with. |
7 | Skittish, easy to spook, runs and attacks from the shadows. |
8 | Proud, boasting, and like to dominate every space. |
9 | Destructive, wild, violent, and breaks everything. |
10 | Mysterious, secretive, and addresses problems indirectly. |
Turf [1d10] | |
Roll | Result |
1 | A single apartment building and surrounding block. |
2 | A few blocks around their hideout. |
3 | An underground network of tunnels with few access points. |
4 | A few connected buildings and area between. |
5 | A neighborhood and all buildings within it. |
6 | A ruined block or collection of ruined buildings. |
7 | A slum or collection of shacks and hovels. |
8 | Spread around the streets of a city district. |
9 | They exist only in the combat zones. |
10 | They meet up in secret at random points in the city. |
Goals [1d10] | |
Roll | Result |
1 | Secure their turf and keep everyone else out. |
2 | Just have fun and kill a lot of people. |
3 | Protect a specific ethnic group or ethnic neighborhood. |
4 | Protect themselves from another gang or crime outfit. |
5 | Make a lot of money as fast as possible. |
6 | Break a corps control over a place or area. |
7 | Bring down another gang, crime outfit, or corp. |
8 | Indulge themselves in any way they please. |
9 | Serve the whims of their leader. |
10 | Become famous by making a name for themselves. |
Equipment & Tactics [1d10] | |
Roll | Result |
1 | Scrapped and junky weapons, few guns at all. |
2 | Weapons stolen from other gangs, they don’t work well. |
3 | Stolen weapons and body armor, but lots of it. |
4 | Makeshift weapons, sharpened street signs, stakes, etc. |
5 | Readily available but poor quality firearms. |
6 | “Blessed” weapons and armor, actually high quality. |
7 | Poor firearms but access to lots of them and some bikes. |
8 | Regular firearms and motorbikes, maybe some armor. |
9 | Actually good quality stuff, some armor, and some cars. |
10 | Readily available weapons, armor, and cars. |
Regular Hustle [1d10] | |
Roll | Result |
1 | Run protection rackets on local small businesses. |
2 | Smuggle items into the city and sell them at markets. |
3 | Deal cheap drugs to the local population. |
4 | Run a prostitution ring in and around their turf. |
5 | Get kickbacks from corps or businesses for doing dirty work. |
6 | Rob and often kill people on the street, then sell the stuff. |
7 | Scavenge for scrap & strip cyberware from the living & dead. |
8 | Buy and move smuggled goods through local fronts. |
9 | Run checkpoints and tolls for local civilians. |
10 | Extract kickbacks from cops/politicians to stay quiet. |