| Style [1d10] | |
| Roll | Result |
| 1 | Normal, they blend in to the lower classes of society. |
| 2 | Blood and minimal clothing, crazed and wild. |
| 3 | Ascetic and minimalist, clean and striking in its subtlety. |
| 4 | Dirty, grimy, whatever can be found with no fashion at all. |
| 5 | Bones and metal element, animalistic aesthetics. |
| 6 | Unique looking cyberware that each member shares. |
| 7 | Ethnic elements and cultural tattoos adorn every member. |
| 8 | Robes, hoods, and generally creepy cult stuff. |
| 9 | Suspiciously clean and professional, they all smell the same. |
| 10 | Posers, they all look like a famous religious icon/leader. |
| Attitude/Beliefs [1d10] | |
| Roll | Result |
| 1 | Violent and blood-thirsty, they absolutely love sacrifices. |
| 2 | Hedonistic and dedicated to depraved acts of pleasure. |
| 3 | Insular and cloistered, their practices are a mystery. |
| 4 | Open and annoyingly preachy, even converting at gunpoint. |
| 5 | Hypocritical, their beliefs are an excuse for their hate. |
| 6 | Doomsayers that always talk about the END OF THE WORLD. |
| 7 | Cult of personality, dedicated to a charismatic leader. |
| 8 | Extremist split sect of a more popular religious group. |
| 9 | Delusional, they believe they will save humanity by violence. |
| 10 | Caring but controlling. Everyone is welcome, no one leaves. |
| 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 | Complete a grand ritual of some kind. |
| 2 | Kill everyone they consider an infidel or non-believer. |
| 3 | Seek out and punish those whose sins they consider gravest. |
| 4 | Corrupt the people of their city. |
| 5 | Build a massive edifice to their god or leader. |
| 6 | Follow the every word of their leader or high priest. |
| 7 | Convert everyone possible, kill the rest. |
| 8 | Protect a sacred site with their lives and their souls. |
| 9 | Destroy something they believe holds them or society back. |
| 10 | Build an enclave outside of the rule of law and society. |
| Equipment & Tactics [1d10] | |
| Roll | Result |
| 1 | Scrapped and junky weapons, few guns at all. |
| 2 | Ritualistic weapons and armor, strangely adorned. |
| 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 | Enact tithes from its members. |
| 2 | Sell drugs to the non-believers for high prices. |
| 3 | Kill the heretics, take their stuff. |
| 4 | Run a business and funnel all money to the cult. |
| 5 | Smuggle items into the city, sell it at markets. |
| 6 | Extract protection money from local businesses. |
| 7 | Force members to sell their stuff and give money to the cult. |
| 8 | Run checkpoints and tolls for local civilians. |
| 9 | Do work for corps/cop/politicians for kickbacks. |
| 10 | Preach and solicit (force) “donations” from those who listen. |

