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Random Building Generators

The document is a Random Building Generator that provides detailed descriptions for various types of buildings across different environments, including urban, suburban, combat zones, and outskirts. Each building is characterized by its exterior appearance, interior contents, potential residents, entrance options, and dangers present. The generator uses dice rolls to create unique building scenarios for role-playing or storytelling purposes.

Uploaded by

oski1312
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
9 views

Random Building Generators

The document is a Random Building Generator that provides detailed descriptions for various types of buildings across different environments, including urban, suburban, combat zones, and outskirts. Each building is characterized by its exterior appearance, interior contents, potential residents, entrance options, and dangers present. The generator uses dice rolls to create unique building scenarios for role-playing or storytelling purposes.

Uploaded by

oski1312
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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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.

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