Location & Entrance [1d10] | |
Roll | Result |
1 | Underground, enter from stairs in an alleyway. |
2 | Second floor, enter from stairs on the street. |
3 | Standalone building, big doors at ground level. |
4 | In a corner of a megabuilding, doorway in a corner. |
5 | In the back of another building you must pass through. |
6 | Outdoor space in the yard of a restaurant. |
7 | An abandoned tunnel you access from an old public access. |
8 | In an office building lobby, security clears you at the door. |
9 | High up in an abandoned building...it’s a lot of stairs… |
10 | In an old warehouse, access through an open bay door. |
Appearance and Style [1d10] | |
Roll | Result |
1 | Rustic and industrial, with study wood and metal elements. |
2 | High class, modern, and flashy with expensive décor. |
3 | Flashy, with a lot of lights and holographic elements. |
4 | Simple, bare-bones, with little decoration or furniture. |
5 | Clean and corporate, but without any soul or distinctive feel. |
6 | Dirty, dingy, and full of stained/torn furniture. |
7 | Old world pub feel, warm and welcoming. |
8 | Busy, muggy, & claustrophobic. Random stuff on the walls. |
9 | Asian with bright colors, loud noises, and spinning lights. |
10 | Smoky, hazy, and filled with sense of mystery and danger. |
Who Comes Here and Why? [1d10] | |
Roll | Result |
1 | Young people come here to dance and find sex. |
2 | Gangers come here to get drunk and kill each other. |
3 | Average citizens come here to get drunk after work. |
4 | Corporates come here to make deals and show off. |
5 | Mercenaries come here to network for jobs. |
6 | Corp soldiers come here to be loud and start fights. |
7 | Mafia and organized crime come here to scheme. |
8 | Old school types come here to reminisce about the old days. |
9 | People come here to pay for sex or braindance sessions. |
10 | Road types and nomads come here to talk and dust off. |
Owners/Proprietors [1d10] | |
Roll | Result |
1 | A local person who the community trusts. |
2 | A corporation, either directly or through a shell corp. |
3 | A local fixer, through they don’t let anyone know. |
4 | An old edgerunner trying to get out of doing merc work. |
5 | An organized crime outfit. |
6 | A local gang or crew. |
7 | A co-op of local people banded together. |
8 | A rich or famous person, part of their personal branding. |
9 | A nomad pack or nomad organization. |
10 | Ya know? No one really knows who owns this place... |
Dangers [1d10] | |
Roll | Result |
1 | This place is relatively safe, at least for now. |
2 | This club is frequented by a violent boostergang. |
3 | Someone here is a hair away from going cyberpsycho. |
4 | Organized crime goons come here a lot. |
5 | A corp has security agents among the crowd. |
6 | Locals know that some of the drinks are toxic, but don’t say. |
7 | One of the PC’s enemies is currently here. |
8 | There is an unspoken etiquette you must follow or be shot. |
9 | People will try to swipe your stuff constantly. |
10 | The air is laced with mild stimulants, the crowd is drugged. |
Security [1d10] | |
Roll | Result |
1 | There is no visible security. |
2 | Automated turrets that extend from the ceiling. |
3 | Some of the partygoers are mercs hired for security. |
4 | A security company has been contracted. |
5 | The bartender is an old solo with a lot of guns. |
6 | The place is protected by a local gang or crew. |
7 | Organized crime maintains goons here at all times. |
8 | At the first sign of trouble, sleep gas is released throughout. |
9 | The whole place can lock down and compartmentalize. |
10 | Drones/robots with guns can be remotely activated. |