Random Building Generator
([6-10]d10)
Urban Zones and Concrete Jungles
Description (Outside) What’s Inside
Roll Result Roll Result
1 Glass and metal, looks good but could use a polish. 1 Clean, organized, filled with office supplies and desks.
2 Gray lifeless concrete with a brutal façade. 2 A clean living space, may be lavish or bare-bones.
3 Worn and cracked, but overall still looks okay. 3 An urban market/bazaar, or the remains of one.
4 Cracked and broken glass, a ruined or reclaimed look. 4 Reclaimed office, desks against cracked walls and paint.
5 Brick and mortar, old and worn look. 5 Reclaimed living space, disheveled, messy, obvious damage.
6 A concrete slab covered in graffiti. 6 Abandoned, completely empty with small amount of trash.
7 A building made of sheet metal and rivets. 7 Obvious signs of squatters, stinks of old kibble and urine.
8 Technological, metal with light strips and hologram ads. 8 Signs of gang activity, random furniture, and cheap lighting.
9 Semi-ruined, partially blown out or destroyed. 9 Completely overturned, looks wrecked, signs of a fight.
10 Partially rebuilt, with obvious signs of construction. 10 Remains of an old gunfight, blood stains and a big mess.
Residents Entrances [1d100]
Roll Result Roll 1-3 Times as Desired
1 This is used by a small or medium sized corp, perhaps either Roll Result
2 set up or in the process of moving in.
1-5 A recessed door in an alley leads to a back room.
3 The building is inhabited by a criminal gang, organized crime A main entrance through a marked door on the street.
6-10
4 crew, or independent smuggling/criminal crew.
11-15 A hidden staircase in a wall leads to the main floor.
5 This is a homeless camp, filled with drug addicted or starving
16-20 A random discreet door on the side of the road.
6 homeless squatters just trying to live.
21-25 Grand double doors on a platform mark the entrance.
7 This building is a communal living space for working poor,
either set up or in the process of moving in. 26-30 Revolving doors lead into a lobby area.
8
31-35 A small hidden stairway leads to a door below street level.
9
No one is here. 36-40 You have to go through the back of another joint.
10
41-45 Accessible via a tunnel below the street.
Dangers 46-50 A walkway above the street drops down into the place.
Roll Result
51-55 A broken door can be forced or blown open.
1 The building is filled with automated turrets and lasers.
56-60 An open door on a balcony above you leads inside.
2 A toxic gas leak is leaving the area hazardous to traverse.
61-65 There is an obvious window that goes into an upper floor.
3 There are remnants of explosive chemicals that may go off.
66-70 Ventilation or HVAC ducts lead inside.
4 Traps, barbed wire, and pits are present.
71-75 A trash or laundry chute opens into a back alley.
5 Even the seemingly peaceful residents are violent.
76-80 You can drop into the sewers and go through a wall.
6 The infrastructure has weak points that may collapse.
7 There are placed explosives, mines, etc. 81-85 There is a discreet street level elevator to this place.
8 Malfunctions, slamming doors, sparking wires, etc. 86-90 A weak wall can be demolished to get inside.
9 Someone has hired active security to patrol the place. 91-95 A secure door can be hacked or hotwired to get inside.
10 An edgerunner crew protects the place. 96-100 A false wall may be revealed to be a door instead.
Random Building Generator
([6-10]d10)
Suburbs and Industrial Zones
Description (Outside) What’s Inside
Roll Result Roll Result
1 Worn and cracked, but overall still looks okay. 1 A clean living space, may be lavish or bare-bones.
2 Boring and plain, built of cheap steel and wood amalgams. 2 Reclaimed living space, disheveled, messy, obvious damage.
3 Partially rebuilt, with obvious signs of construction. 3 A storage place, random boxes empty or full, nothing else.
4 Sheet metal, cheap rivets, and covered in grime. 4 Reclaimed office, desks against cracked walls and paint.
5 A mostly wood structure, with an old-timey charm. 5 Abandoned, completely empty with small amount of trash.
6 Brick and mortar, old and worn look. 6 Obvious signs of squatters, stinks of old kibble and urine.
7 A mix of old and new, tech elements on brick or wood. 7 Signs of gang activity, random furniture, and cheap lighting.
8 Dirty, grimy, cracked paint, and littered with junk. 8 A drug lab, chemical setups made of reclaimed materials.
9 Semi-ruined, partially blown out or destroyed. 9 Completely overturned, looks wrecked, signs of a fight.
10 Nearly destroyed, a lot of rubble and broken glass. 10 Remains of an old gunfight, blood stains and a big mess.
Residents Entrances [1d100]
Roll Result Roll 1-3 Times as Desired
1 This is a homeless camp, filled with drug addicted or starving Roll Result
2 homeless squatters just trying to live.
1-5
3 The building is inhabited by a criminal gang, organized crime A simple flimsy doorway at street level opens into the
6-10
crew, or independent smuggling/criminal crew. main lobby of the place.
4
11-15
5 This building is a communal living space for working poor,
16-20 Accessible via a tunnel below the street.
6 either set up or in the process of moving in.
21-25 A random discreet door on the side of the road.
7 This building is inhabited by scavengers, perhaps a place to
breakdown scrap, harvest organs, or live. 26-30 A large industrial bay door can be opened to a floor area.
8
31-35 Grand double doors on a platform mark the entrance.
9
No one is here. 36-40 An open yard lies on the other side of a tall wire fence.
10
41-45 A large armored sliding door can be opened.
Dangers 46-50 There is an open doorway with a broken door.
Roll Result
51-55 A skylight looks down on the main floor area.
1 Residents have rigged firearms all over the place.
56-60 A broken door can be forced or blown open.
2 Traps, barbed wire, and pits are present.
61-65 A small hole in a wall can be crawled through.
3 Even the seemingly peaceful residents are violent.
66-70 There is an obvious window that goes into an upper floor.
4 The infrastructure has weak points that may collapse.
71-75 A doorway in the floor leads to a basement.
5 There are placed explosives, mines, etc.
76-80 A door or hole on the roof leads inside.
6 Gangs are nearby and could show up at any time.
7 Homemade automated defenses kill anyone who enters. 81-85 A secret escape hatch or tunnel leads far away from here.
8 Toxic chemicals and gases choke and burn skin and eyes. 86-90 A weak wall can be demolished to get inside.
9 Nomads protect the place from anyone. 91-95 A recessed garage door may be revealed.
10 Someone else is already here looting the place. 96-100 You can drop into the sewers and go through a wall.
Random Building Generator
([6-10]d10)
Combat Zones and Abandoned Areas
Description (Outside) What’s Inside
Roll Result Roll Result
1 A ruined façade with wide cracks and stripped paint. 1 An urban market/bazaar, or the remains of one.
2 Rusted sheet metal with dents and bullet holes. 2 Abandoned, completely empty with small amount of trash.
3 Ramshackle, made of scavenged parts of random stuff. 3 Obvious signs of squatters, stinks of old kibble and urine.
4 An old brick building riddled with chips from bullets. 4 Signs of gang activity, random furniture, and cheap lighting.
5 Plain building covered in old blood and graffiti. 5 A drug lab, chemical setups made of reclaimed materials.
6 Dirty, surrounded by trash, bloodstains, and scrap heaps. 6 Completely overturned, looks wrecked, signs of a fight.
7 Partially collapsed, supported by makeshift pillars. 7 Remains of an old gunfight, blood stains and a big mess.
8 Mostly destroyed, fallen apart, big holes in the walls. 8 Remains of a recent gunfight, bodies, blood, smell of death.
9 Rubble, large parts of the building collapsed/inaccessible. 9 Signs of a mass execution, gross experiment, or torture.
10 Rebuilt ramshackle, piles of rubble stacked to form walls. 10 A fortified hideout, sandbags, barbed wire, cover, etc.
Residents Entrances [1d100]
Roll Result Roll 1-3 Times as Desired
1 This is a homeless camp, filled with drug addicted or starving Roll Result
2 homeless squatters just trying to live.
1-5
3 The building is inhabited by a criminal gang, organized crime A ruined open doorway looks into a main lobby or floor
6-10
crew, or independent smuggling/criminal crew. area.
4
11-15
5 This building is inhabited by scavengers, perhaps a place to
16-20 A flimsy doorway at street level leads inside.
6 breakdown scrap, harvest organs, or live.
21-25 Accessible via a tunnel below the street.
7 There are scared and trapped people hiding here from the
violence outside. 26-30 A random discreet door on the side of the road.
8
31-35 An open yard lies on the other side of a tall wire fence.
9
No one is here. 36-40 An obvious doorway, blocked with boards.
10
41-45 Barbed wire is laid over an obvious hole in the wall.
Dangers 46-50 A crater and blown out wall opens up a back room.
Roll Result
51-55 Sidle down a pile of rubble onto the main floor.
1 Gangs are nearby and could show up at any time...
56-60 A broken door can be forced or blown open.
2 There’s actually a fight going on right now!
61-65 Rubble filled opening can be cleared.
3 Someone is already here looting the place.
66-70 There is an obvious window that goes into an upper floor.
4 The residents are jumpy and trigger-happy.
71-75 A door or hole on the roof leads inside.
5 Tons of rigged traps from makeshift materials.
76-80 A weak wall can be demolished to get inside.
6 Mines, rigged explosives, and chemical traps.
7 Radiation levels here are incredibly high. 81-85 A makeshift tunnel across the street leads inside.
8 There is unexploded ordinance from the war. 86-90 You can drop into the sewers and go through a wall.
9 The infrastructure crumbles and threatens to bury you. 91-95 A skylight looks down on the main floor area.
10 A cyberpsycho has taken up residence somewhere inside. 96-100 A recessed garage door may be revealed.
Random Building Generator
([6-10]d10)
Outskirts and The Open Road
Description (Outside) What’s Inside
Roll Result Roll Result
1 Dusty concrete building with windblown damage. 1 Nomad safe house, sparse living space, car parts abound.
2 A smooth, sandblasted exterior with nomad graffiti. 2 Abandoned, completely empty with small amount of trash.
3 Covered partially with sand/dirt buildup on every surface. 3 Obvious signs of squatters, stinks of old kibble and urine.
4 Collapsed roof while the rest of the structure mostly stands. 4 Nomad work space, grease, gun, and car parts everywhere.
5 Smooth and sand polished sheet metal. 5 A drug lab, chemical setups made of reclaimed materials.
6 Rusty and ruined metal structure, partially fallen. 6 Completely overturned, looks wrecked, signs of a fight.
7 Mostly destroyed, fallen apart, big holes in the walls. 7 Remains of an old gunfight, blood stains and a big mess.
8 Rubble, large parts of the building collapsed/inaccessible. 8 Remains of a recent gunfight, bodies, blood, smell of death.
9 Building made of wrecked vehicles or compacted cars. 9 A fortified hideout, sandbags, barbed wire, cover, etc.
10 Partially reconstructed, obvious signs of abandoned work. 10 Untouched abandoned building from before the war.
Residents Entrances [1d100]
Roll Result Roll 1-3 Times as Desired
1 There are scared and trapped people hiding here with no- Roll Result
2 where to go.
1-5
3 The building is inhabited by a criminal gang, organized crime A simple flimsy doorway at street level opens into the
6-10
crew, or independent smuggling/criminal crew. main lobby of the place.
4
11-15
5 There are nomads here, or perhaps people who live in and
16-20 A large industrial bay door can be opened to a floor area.
6 around nomads.
21-25 A random discreet door on the side of the road.
7 This building is inhabited by scavengers, perhaps a place to
breakdown scrap, harvest organs, or live. 26-30 An open yard lies on the other side of a tall wire fence.
8
31-35 An obvious doorway, blocked with boards.
9
No one is here. Though there might be animals here. 36-40 A side door in the floor leads to a basement.
10
41-45 A crater and blown out wall opens up a back room.
Dangers 46-50 A makeshift tunnel nearby leads inside.
Roll Result
51-55 A secret escape hatch or tunnel leads far away from here.
1 Nomads protect the building from invaders.
56-60 A broken door can be forced or blown open.
2 A road gang is nearby and could be here at any time.
61-65 Hidden elevator to underground.
3 There are automated defenses from before the war.
66-70 There is an obvious window that goes into an upper floor.
4 The residents will kill you on sight.
71-75 A recessed garage door may be revealed.
5 Wild animals (mutated?) will try to eat your face.
76-80 Rubble filled opening can be cleared.
6 Toxic compounds make the whole place noxious.
7 There is unexploded ordinance from the war. 81-85 A skylight looks down on the main floor area.
8 A cyberpsycho has taken up residence here. 86-90 You can drop into the sewers and go through a wall.
9 The inside crumbles and threatens to bury you. 91-95 A trash or laundry chute opens behind the building.
10 Old electronics malfunction and threaten to kill you. 96-100 Accessible via a tunnel leading to a nearby cave.