Description (Outside) [1d10] | |
Roll | Result |
1 | Worn and cracked, but overall still looks okay. |
2 | Boring and plain, built of cheap steel and wood amalgams. |
3 | Partially rebuilt, with obvious signs of construction. |
4 | Sheet metal, cheap rivets, and covered in grime. |
5 | A mostly wood structure, with an old-timey charm. |
6 | Brick and mortar, old and worn look. |
7 | A mix of old and new, tech elements on brick or wood. |
8 | Dirty, grimy, cracked paint, and littered with junk. |
9 | Semi-ruined, partially blown out or destroyed. |
10 | Nearly destroyed, a lot of rubble and broken glass. |
What’s Inside? [1d10] | |
Roll | Result |
1 | A clean living space, may be lavish or bare-bones. |
2 | Reclaimed living space, disheveled, messy, obvious damage. |
3 | A storage place, random boxes empty or full, nothing else. |
4 | Reclaimed office, desks against cracked walls and paint. |
5 | Abandoned, completely empty with small amount of trash. |
6 | Obvious signs of squatters, stinks of old kibble and urine. |
7 | Signs of gang activity, random furniture, and cheap lighting. |
8 | A drug lab, chemical setups made of reclaimed materials. |
9 | Completely overturned, looks wrecked, signs of a fight. |
10 | Remains of an old gunfight, blood stains and a big mess. |
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 a communal living space for working poor, either set up or in the process of moving in. |
6 | |
7 | This building is inhabited by scavengers, perhaps a place to breakdown scrap, harvest organs, or live. |
8 | |
9 | No one is here. |
10 |
Dangers [1d10] | |
Roll | Result |
1 | Residents have rigged firearms all over the place. |
2 | Traps, barbed wire, and pits are present. |
3 | Even the seemingly peaceful residents are violent. |
4 | The infrastructure has weak points that may collapse. |
5 | There are placed explosives, mines, etc. |
6 | Gangs are nearby and could show up at any time. |
7 | Homemade automated defenses kill anyone who enters. |
8 | Toxic chemicals and gases choke and burn skin and eyes. |
9 | Nomads protect the place from anyone. |
10 | Someone else is already here looting the place. |
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 | Accessible via a tunnel below the street. |
21-25 | A random discreet door on the side of the road. |
26-30 | A large industrial bay door can be opened to a floor area. |
31-35 | Grand double doors on a platform mark the entrance. |
36-40 | An open yard lies on the other side of a tall wire fence. |
41-45 | A large armored sliding door can be opened. |
46-50 | There is an open doorway with a broken door. |
51-55 | A skylight looks down on the main floor area. |
56-60 | A broken door can be forced or blown open. |
61-65 | A small hole in a wall can be crawled through. |
66-70 | There is an obvious window that goes into an upper floor. |
71-75 | A doorway in the floor leads to a basement. |
76-80 | A door or hole on the roof leads inside. |
81-85 | A secret escape hatch or tunnel leads far away from here. |
86-90 | A weak wall can be demolished to get inside. |
91-95 | A recessed garage door may be revealed. |
96-100 | You can drop into the sewers and go through a wall. |