Description (Outside) [1d10] | |
Roll | Result |
1 | A ruined façade with wide cracks and stripped paint. |
2 | Rusted sheet metal with dents and bullet holes. |
3 | Ramshackle, made of scavenged parts of random stuff. |
4 | An old brick building riddled with chips from bullets. |
5 | Plain building covered in old blood and graffiti. |
6 | Dirty, surrounded by trash, bloodstains, and scrap heaps. |
7 | Partially collapsed, supported by makeshift pillars. |
8 | Mostly destroyed, fallen apart, big holes in the walls. |
9 | Rubble, large parts of the building collapsed/inaccessible. |
10 | Rebuilt ramshackle, piles of rubble stacked to form walls. |
What’s Inside? [1d10] | |
Roll | Result |
1 | An urban market/bazaar, or the remains of one. |
2 | Abandoned, completely empty with small amount of trash. |
3 | Obvious signs of squatters, stinks of old kibble and urine. |
4 | Signs of gang activity, random furniture, and cheap lighting. |
5 | A drug lab, chemical setups made of reclaimed materials. |
6 | Completely overturned, looks wrecked, signs of a fight. |
7 | Remains of an old gunfight, blood stains and a big mess. |
8 | Remains of a recent gunfight, bodies, blood, smell of death. |
9 | Signs of a mass execution, gross experiment, or torture. |
10 | A fortified hideout, sandbags, barbed wire, cover, etc. |
Residents [1d10] | |
Roll | Result |
1 | This is a homeless camp, filled with drug addicted or starving homeless squatters just trying to live. |
2 | |
3 | The building is inhabited by a criminal gang, organized crime crew, or independent smuggling/criminal crew. |
4 | |
5 | This building is inhabited by scavengers, perhaps a place to breakdown scrap, harvest organs, or live. |
6 | |
7 | There are scared and trapped people hiding here from the violence outside. |
8 | |
9 | No one is here. |
10 |
Dangers [1d10] | |
Roll | Result |
1 | Gangs are nearby and could show up at any time... |
2 | There’s actually a fight going on right now! |
3 | Someone is already here looting the place. |
4 | The residents are jumpy and trigger-happy. |
5 | Tons of rigged traps from makeshift materials. |
6 | Mines, rigged explosives, and chemical traps. |
7 | Radiation levels here are incredibly high. |
8 | There is unexploded ordinance from the war. |
9 | The infrastructure crumbles and threatens to bury you. |
10 | A cyberpsycho has taken up residence somewhere inside. |
Entrances [1d100] | |
Roll 1-3 Times as Desired |
|
Roll | Result |
1-5 | A ruined open doorway looks into a main lobby or floor area. |
6-10 | |
11-15 | |
16-20 | A flimsy doorway at street level leads inside. |
21-25 | Accessible via a tunnel below the street. |
26-30 | A random discreet door on the side of the road. |
31-35 | An open yard lies on the other side of a tall wire fence. |
36-40 | An obvious doorway, blocked with boards. |
41-45 | Barbed wire is laid over an obvious hole in the wall. |
46-50 | A crater and blown out wall opens up a back room. |
51-55 | Sidle down a pile of rubble onto the main floor. |
56-60 | A broken door can be forced or blown open. |
61-65 | Rubble filled opening can be cleared. |
66-70 | There is an obvious window that goes into an upper floor. |
71-75 | A door or hole on the roof leads inside. |
76-80 | A weak wall can be demolished to get inside. |
81-85 | A makeshift tunnel across the street leads inside. |
86-90 | You can drop into the sewers and go through a wall. |
91-95 | A skylight looks down on the main floor area. |
96-100 | A recessed garage door may be revealed. |