| Description (Outside) [1d10] | |
| Roll | Result |
| 1 | Dusty concrete building with windblown damage. |
| 2 | A smooth, sandblasted exterior with nomad graffiti. |
| 3 | Covered partially with sand/dirt buildup on every surface. |
| 4 | Collapsed roof while the rest of the structure mostly stands. |
| 5 | Smooth and sand polished sheet metal. |
| 6 | Rusty and ruined metal structure, partially fallen. |
| 7 | Mostly destroyed, fallen apart, big holes in the walls. |
| 8 | Rubble, large parts of the building collapsed/inaccessible. |
| 9 | Building made of wrecked vehicles or compacted cars. |
| 10 | Partially reconstructed, obvious signs of abandoned work. |
| What’s Inside? [1d10] | |
| Roll | Result |
| 1 | Nomad safe house, sparse living space, car parts abound. |
| 2 | Abandoned, completely empty with small amount of trash. |
| 3 | Obvious signs of squatters, stinks of old kibble and urine. |
| 4 | Nomad work space, grease, gun, and car parts everywhere. |
| 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 | A fortified hideout, sandbags, barbed wire, cover, etc. |
| 10 | Untouched abandoned building from before the war. |
| Residents [1d10] | |
| Roll | Result |
| 1 | There are scared and trapped people hiding here with nowhere to go. |
| 2 | |
| 3 | The building is inhabited by a criminal gang, organized crime crew, or independent smuggling/criminal crew. |
| 4 | |
| 5 | There are nomads here, or perhaps people who live in and around nomads. |
| 6 | |
| 7 | This building is inhabited by scavengers, perhaps a place to breakdown scrap, harvest organs, or live. |
| 8 | |
| 9 | No one is here. Though there might be animals here. |
| 10 | |
| Dangers [1d10] | |
| Roll | Result |
| 1 | Nomads protect the building from invaders. |
| 2 | A road gang is nearby and could be here at any time. |
| 3 | There are automated defenses from before the war. |
| 4 | The residents will kill you on sight. |
| 5 | Wild animals (mutated?) will try to eat your face. |
| 6 | Toxic compounds make the whole place noxious. |
| 7 | There is unexploded ordinance from the war. |
| 8 | A cyberpsycho has taken up residence here. |
| 9 | The inside crumbles and threatens to bury you. |
| 10 | Old electronics malfunction and threaten to kill you. |
| Entrances [1d100] | |
| Roll 1-3 Times as Desired |
|
| Roll | Result |
| 1-5 | A simple flimsy doorway at street level opens into the main lobby of the place. |
| 6-10 | |
| 11-15 | |
| 16-20 | A large industrial bay door can be opened to a floor area. |
| 21-25 | A random discreet door on the side of the road. |
| 26-30 | An open yard lies on the other side of a tall wire fence. |
| 31-35 | An obvious doorway, blocked with boards. |
| 36-40 | A side door in the floor leads to a basement. |
| 41-45 | A crater and blown out wall opens up a back room. |
| 46-50 | A makeshift tunnel nearby leads inside. |
| 51-55 | A secret escape hatch or tunnel leads far away from here. |
| 56-60 | A broken door can be forced or blown open. |
| 61-65 | Hidden elevator to underground. |
| 66-70 | There is an obvious window that goes into an upper floor. |
| 71-75 | A recessed garage door may be revealed. |
| 76-80 | Rubble filled opening can be cleared. |
| 81-85 | A skylight looks down on the main floor area. |
| 86-90 | You can drop into the sewers and go through a wall. |
| 91-95 | A trash or laundry chute opens behind the building. |
| 96-100 | Accessible via a tunnel leading to a nearby cave. |

