| Description and Style [1d10] | |
| Roll | Result |
| 1 | Over stylized and gaudy, no sense of style. |
| 2 | Dirty, grimy, and stinky. |
| 3 | Half-naked with chrome bits everywhere. |
| 4 | Torn, ripped, faded clothing & a face with years of hardship. |
| 5 | Big, scary, and meant to show power. |
| 6 | Crazy, nonsensical, and random. |
| 7 | A poser outfit of some kind. |
| 8 | Simple, cheap, and plain. |
| 9 | Inhuman, creepy, and/or deeply disturbing. |
| 10 | “Nice”, but obviously stolen and they don’t wear it well. |
| Personality [1d10] | |
| Roll | Result |
| 1 | Wild and crazy, they are prone to violence easily. |
| 2 | Tough and stoic, every word is a threat. |
| 3 | Haggard, tired, and desperate. |
| 4 | Paranoid, extremely cautious, and distrustful of everyone. |
| 5 | Callous, cruel, and sadistic. |
| 6 | Slimy, scheming, and duplicitous. |
| 7 | Selfish, debased, and shameless. |
| 8 | Twitchy, scatter-brained, and tweaked out. |
| 9 | Playing a facsimile of culture and refinement. |
| 10 | Calm, collected, and always planning. |
| Secret [1d10] | |
| Roll | Result |
| 1 | They’re working for a corp under the table. |
| 2 | They stole something from their leader. |
| 3 | They caused the death of a lot of other gang members. |
| 4 | They know secrets about one or more of the PC’s. |
| 5 | They are related to/involved in one of the PC’s love story. |
| 6 | They are friends with one of the PC’s enemies. |
| 7 | They are enemies of one of the PC’s friends. |
| 8 | They are hiding good stuff from their gang. |
| 9 | They are dealing with another gang secretly. |
| 10 | They have a secret identity that would get them killed. |
| Goal [1d10] | |
| Roll | Result |
| 1 | Kill one or more of the PC’s. |
| 2 | Steal something very important. |
| 3 | Kill someone powerful and important. |
| 4 | Take over a new territory. |
| 5 | Take over their gang or crew. |
| 6 | Find something that they lost. |
| 7 | Take something that the PC’s have. |
| 8 | Get out of the gang, maybe even out of the gang life. |
| 9 | Protect their crew or territory. |
| 10 | Rescue or recover someone important to them. |
| Reputation [1d10] | |
| Roll | Result |
| 1 | Deadly, mess with them and you will probably end up dead. |
| 2 | Crazy, you should tread lightly around them. |
| 3 | Vindictive, if you are on their shit list, you won’t get away. |
| 4 | Well-Connected, they have more power than you think. |
| 5 | Experienced, they’ve seen it all and you can’t surprise them. |
| 6 | Leader, they have power and respect within their gang. |
| 7 | Cruel, they savor every moment of pain they inflict. |
| 8 | Cool, they never let on what they’re thinking. |
| 9 | Cunning, they’ve always got a back-up plan. |
| 10 | Desperate, there’s nothing they won’t do. |
| Meeting Spot [1d10] | |
| Roll | Result |
| 1 | An abandoned warehouse. |
| 2 | A dirty gutter or storm drain. |
| 3 | The blown-out remains of a building. |
| 4 | A dirty dark alleyway. |
| 5 | An open square or old recreation area. |
| 6 | A reclaimed office building, turned into a gang hideout. |
| 7 | A rooftop in a densely packed slum. |
| 8 | Between the stalls of a local street market. |
| 9 | An underground access tunnel or sewer. |
| 10 | A cheap club or diner. |

