| Description (Outside) [1d10] | |
| Roll | Result |
| 1 | Glass and metal, looks good but could use a polish. |
| 2 | Gray lifeless concrete with a brutal façade. |
| 3 | Worn and cracked, but overall still looks okay. |
| 4 | Cracked and broken glass, a ruined or reclaimed look. |
| 5 | Brick and mortar, old and worn look. |
| 6 | A concrete slab covered in graffiti. |
| 7 | A building made of sheet metal and rivets. |
| 8 | Technological, metal with light strips and hologram ads. |
| 9 | Semi-ruined, partially blown out or destroyed. |
| 10 | Partially rebuilt, with obvious signs of construction. |
| What’s Inside? [1d10] | |
| Roll | Result |
| 1 | Clean, organized, filled with office supplies and desks. |
| 2 | A clean living space, may be lavish or bare-bones. |
| 3 | An urban market/bazaar, or the remains of one. |
| 4 | Reclaimed office, desks against cracked walls and paint. |
| 5 | Reclaimed living space, disheveled, messy, obvious damage. |
| 6 | Abandoned, completely empty with small amount of trash. |
| 7 | Obvious signs of squatters, stinks of old kibble and urine. |
| 8 | Signs of gang activity, random furniture, and cheap lighting. |
| 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 used by a small or medium sized corp, perhaps either set up or in the process of moving in. |
| 2 | |
| 3 | The building is inhabited by a criminal gang, organized crime crew, or independent smuggling/criminal crew. |
| 4 | |
| 5 | This is a homeless camp, filled with drug addicted or starving homeless squatters just trying to live. |
| 6 | |
| 7 | This building is a communal living space for working poor, either set up or in the process of moving in. |
| 8 | |
| 9 | No one is here. |
| 10 | |
| Dangers [1d10] | |
| Roll | Result |
| 1 | The building is filled with automated turrets and lasers. |
| 2 | A toxic gas leak is leaving the area hazardous to traverse. |
| 3 | There are remnants of explosive chemicals that may go off. |
| 4 | Traps, barbed wire, and pits are present. |
| 5 | Even the seemingly peaceful residents are violent. |
| 6 | The infrastructure has weak points that may collapse. |
| 7 | There are placed explosives, mines, etc. |
| 8 | Malfunctions, slamming doors, sparking wires, etc. |
| 9 | Someone has hired active security to patrol the place. |
| 10 | An edgerunner crew protects the place. |
| Entrances [1d100] | |
| Roll 1-3 Times as Desired | |
| Roll | Result |
| 1-5 | A recessed door in an alley leads to a back room. |
| 6-10 | A main entrance through a marked door on the street. |
| 11-15 | A hidden staircase in a wall leads to the main floor. |
| 16-20 | A random discreet door on the side of the road. |
| 21-25 | Grand double doors on a platform mark the entrance. |
| 26-30 | Revolving doors lead into a lobby area. |
| 31-35 | A small hidden stairway leads to a door below street level. |
| 36-40 | You have to go through the back of another joint. |
| 41-45 | Accessible via a tunnel below the street. |
| 46-50 | A walkway above the street drops down into the place. |
| 51-55 | A broken door can be forced or blown open. |
| 56-60 | An open door on a balcony above you leads inside. |
| 61-65 | There is an obvious window that goes into an upper floor. |
| 66-70 | Ventilation or HVAC ducts lead inside. |
| 71-75 | A trash or laundry chute opens into a back alley. |
| 76-80 | You can drop into the sewers and go through a wall. |
| 81-85 | There is a discreet street level elevator to this place. |
| 86-90 | A weak wall can be demolished to get inside. |
| 91-95 | A secure door can be hacked or hotwired to get inside. |
| 96-100 | A false wall may be revealed to be a door instead. |

