TEXT: Huradicator
                    Huradicator
  Tri Tac Games
  TRI TAC GAMES
  TTG 1226 
  HURADICATOR
  The Machines are Alive
        and Humanity is the Target
  Science Fiction Role Playing
  in the Machine Apocalypse
  
  PORTALS III              PORTALS III
  Huradicator                           Huradicator
  Tri Tac Games
  TriTacGames.com
  TriTacGamers.com
  TriTacSystems.PodBean.com
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  Dawn of the Machines
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  Tri Tac Games
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  Tri Tac Games, Books  &  Graphics
  Michigan   Washington   Georgia   Texas
  Richard Tucholka & Melody Natcher
  v
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  PORTALS III              PORTALS III
  Huradicator                           Huradicator
  Tri Tac Games
  Huradicator
  Huradicator
  Huradicator
  Huradicator
  Huradicator
  DAWN OF THE MACHINES
  For any RPG Game System
  Tri Tac Games, Booka & Graphics
  Copyright  c  2014  Richard Tucholka
       All rights reserved.
  Cover by Melody Natcher
  Graphics Assembly by Melody Natcher
  Layout and Composition by Rich Tucholka
   No portion of this book may be reproduced except where 
  indicated by any means electronic or otherwise without first 
  obtaining the written consent of Tri Tac Games.
  “Huradicator”   is a Trademark  of
  Richard Tucholka and Tri Tac Games.
  For More Information contact:
  rpg@tritacgames.com
  Tri Tac Games
  GAMES BY RICH TUCHOLKA
  iviv
  Bureau 13
  Bureau 13 EXTREME
  Bureau 13  Special Edition
  Bureau 13 Black Powder
  Bureau 13 Brass & Steam
  Bureau 13  d20 Edition
  Fringeworthy
  Fringeworthy  d20 Edition
  Incursion
  Incursion II
  FTL: 2448
  Hardwired Hinterland
  Cloisters
  The Morrow Project  w/Robert Sadler & Kevin Dockery
  Elfwinds
  Voyages 2079
  Rogue 417
  Portals I    Portals II    Portals III   Portals IV
  Weirdzone
  EZ Space
  Duck Trooper
  Beach Bunny Bimbos with Blasters
  Holes
  Microgame Madness
  The Damn Strange Cookbook
  Huradicator
  www.TriTacSystems.PodBean.com
  www.TRITACGAMES.COM
  www.TRITACGAMERS.COM
  
  Huradicator
                    Huradicator
  Tri Tac Games
  iii
  Dawn of the Robots
  Welcome to the Not So Far Future where Machines and
  Humanity wage a bloody war of survival.
  This is the chronicle of that war where humanity united
  against a common enemy.  As the machines wake and began the
  wholesale extermination and enslavement of man... unlikely
  heroes rose to meet the challenge and take back our world.
          You are Human
  ...And You Will Survive
  iii
  
  PORTALS III              PORTALS III
  Huradicator                           Huradicator
  Tri Tac Games
   THIS SOURCEBOOK
  INCLUDES ARTWORK
  ROBOT ART
     Terry Williams
  ORIGINAL ART
  Melody Natcher
  GRAPHICS
  Melody Natcher
  EDITING
  Tucholka & Natcher
  ADDITIONAL  ROBOTIC
  MATERIAL
  &
  PROPS
  Rob Bauer
  TECH SUPPORT
  Rob Bauer
  Walter Carter
  PHOTOGRAPHY
  Rich Tucholka
  Paula George
  Respected Photographers
  Bor
  Bor
  Bor
  Bor
  Border ar
  der ar
  der ar
  der ar
  der art w
  t w
  t w
  t w
  t was cr
  as cr
  as cr
  as cr
  as crea
  ea
  ea
  ea
  eated using Serif
  ted using Serif
  ted using Serif
  ted using Serif
  ted using Serif,,,,, Ltd
   Ltd
   Ltd
   Ltd
   Ltd
  Huradicator
  RPG Sourcebook for Any Game System
  by Richard Tucholka
  Dedicated to:
  Risto & Sally Vilkman
  Les and Craig Furness
  Special Thanks to:
  Paul MacDonald
  Shalla & Freon
  Karl Koenig
  In Memory of:
  Jeff Matthews
  Nick Pollotta
  Brian Roe
  Photography
  I can’t give enough thanks to all the photogra-
  phers who provided images for this book.  These im-
  ages are copyright by their owners and used here with
  permission and a mutual love of gaming.
  ABOUT THE AUTHOR
  This is an amazingly creative individual who has been
  traveling SF Conventions for over thirty years.
  Tucholka has been called "one of the unsung heroes
  of Role Playing" and "Michigan's Gaming Guru". You may
  know him more for his work in the creation of the Role Play-
  ing games Bureau 13: Stalking the Night Fantastic, voted
  Best Fantasy RPG of 1991 by the RPGA Network at Gencon.
  Rich has been a comic book publisher, actor, book,
  movie, and game reviewer, staff writer for STARDATE and
  STARDRIVE Magazine, and always a Science Fiction Fan.
  He is a member of Science Fiction’s Elite Security Group
  The Dorsai.
   He lives in Oak Park, Michigan where he manages
  Tri Tac Games and worked as Senior Computer Support for a
  multi-national conglomerate before his job was shipped to
  the Phillippines without him.   Hobbies include house resto-
  ration, publishing, gardening,  writing, reading (science fic-
  tion, anthropology, psychology, sociology, paleontology, and
  military history), and trying to index his 18,000+ books and
  B Budget Movies.
  He continues to pack rooms when he does "Uncle
  Richard's SF Video Roundup"  many Science Fiction Con-
  ventions.
  Rich also mentions he is owned by a pair of 21 lb.
  cats and an 12 lb. Dachound named Gozer the Destroyer.
  If you ever have a chance to play with Tucholka as
  an RPG Game Master, he will knock your socks off.
  iiii
  The Terminator was, of course, a work of
  fiction, but the idea of cyborgs and killer
  machines is not all that farfetched.  In fact,
  the danger is becoming so real that the
  Obama Administration found the need to
  spell out explicit rules that specify under
  what circumstances machines are allowed
  to kill humans.
  GREG SATELL, Forbes  5/04/2013
  
  Huradicator
                    Huradicator
  Tri Tac Games
  NOTICE:
  No part of this book should be misconstrued
  as real unless you have been to the Fringepaths.
  Tri Tac Games does not support  religious ex-
  tremism, political correctness, politics or book burn-
  ing.
  If this RPG module has offended you in any
  way, shape or form you are welcome to purchase and
  burn as many copies as you wish.   Discount rates are
  available.
  DESIGNERS NOTES:
  It’s never about rules, it’s about Role Playing
  and Adventure.  But the Adventure needs a framework,
  a system for play.  It doesn’t matter what rules you use
  from d20 to Tri Tac, Palladium, Savage Worlds, Fudge
  or Gurps.
  In the old days it was about the play system,
  and many systems were created that were accurate,
  comprehensive, and just a little long winded to promote
  faster game play.  Talsorian’s Mike Pondsmith once
  said, “Don’t think like a Dinosaur, think fast and light.”
  He was absolutely right in his assessment of what
  made good rules.
  These new d0 or EZ Concept books have
  combined the comprehensive quality of our old system
  with speed and ease of play.  Compatable with your
  Favorite RPG as well as the old Tri Tac Systems, its a
  great way to explore new Game Ideas.
  Welcome to the Tri Tac universe  of roleplaying
  Ease, Enjoyment, Excitement and Excellence.  Grab
  your dice and let your imagination go wild!
  Fringeworthy History
  Fringeworthy was first published in 1983 and
  was released at Origins.  The first book saw a release
  of 990 books that were sold out and reprinted.
  It was the first RPG of Interdimensional Explo-
  ration.  It saw a second edition and modules Rogue 417
  and Invasion US. in 1986.
  As the 3rd edition, the 200 page color cover
  book was readied a Movie premiered that was Fringe-
  worthy down to character names.
  A lengthy court battle proved that whoever had the
  better priced lawyer could tie the case into knots and a
  legal morass of time and cost  The creator did not win
  but neither did the studio.
  Fringeworthy was back out in 2003 with a new
  edition and has continued to be published in other
  game systems like d20, Savage Worlds, and the
  upcoming Fringeworthy Generic.
  Huradicator originally premiered as a Fringewor-
  thy Tournament.
  i
  Areas of Interest
  Introduction
  III
  Credits
  II
  Designers Notes & History
  I
  Karl Jackson & GR 013
  0
  Materials Needed
  0
  Robot Rampage
  01
  Waves of Attack
  02
  Robot Psychology
  02
  Campaign Timeline
  02
  Robot Classes
  03
  Green Eyed Remotes
  04
  Robot Tactics
  05
  Robot Reinforcement
  05
  Weapons
  06
  Vehicles
  07
  Balancing Damage
  07
  Designing Robots
  08
  Quick Rules
  09
  Modifiers
  10
  More Modifiers
  11
  Examples
  12
  Game Play Notes
  13
  Optional Robot Success Table
  14
  Hex Grid
  14
  i
  Let’s start with the three fundamental
  Rules of Robotics.... We have:
  One
  A robot may not injure a human being,
  or, through inaction, allow a human
  being to come to harm.
  Two
  A robot must obey the orders given it by
  human beings except where such or-
  ders would conflict with the First Law.
  Three
  A robot must protect its own existence
  as long as such protection does not
  conflict with the First or Second Laws.
  ISAAC ASIMOV, Astounding Science
  Fiction, Mar. 1942
   A Good Programmer can make a Robot
  do any Damn thing he wants to.
  RICHARD TUCHOLKA,   Marcon Lecture
  on War and Robots, June. 1998
  
  PORTALS III              PORTALS III
  Huradicator                           Huradicator
  Tri Tac Games
  HURADICATOR
  Huradicator is an RPG of Science Fantasy and Human Survival,
  where Robots have decided to preserve the environment by eliminating
  most of Mankind..
  Materials Needed
  For role-playing you need a small number of materials that the
  average gamer already owns.
  Dice
  In this book you will find mostly d10 and d100 tables for general use
  by the players and GM.  Get a pair of common 10 sided dice that allow you
  to roll a d10, several d10's  or  a  d100.  You can also get a d100 polyhedral
  dice.
  Game Book Needed
  You will need at least one copy of your favorite RPG rules.
  Huradicator is a concept book designed for use with any popular RPG
  system.  So if you prefer d20, Palladium, Gurps, Savage Worlds, Fudge or
  the classic Tri Tri Tac Game System, use that.
  Copies
  You have permission to print out the Back Sheets if you need them.
  Make as many as you want.
  Figurines
  The more visual aids you use the better.   A wide variety of Modern,
  Military and Robot  figurines are available from a number of companies.
  HO Scale Buildings & Things
  Games take on realism when you use floor plans and HO scale
  buildings.  While HO Scale is not to scale with  a true 25mm figurine, it  can
  be overlooked.  A 20mm figurine is perfect.  Check with your local hobby
  store for 20mm figurines.  And then there is always 135th Scale for
  modeling.
  Terms of Role Playing
  Do we need to cover this again?  By this time we all know what  dice
  do and what a GM is.  I really think you have the idea of what an RPG  is if
  you’re holding this book in your hands.
  Time and Motion
  Time and Motion are relative.  This is relative to what the GM decides
  constitutes a turn.  Generally a couple of seconds is good for most things
  you do like pulling the pin on a grenade, firing a weapon, or falling over dead.
  Some motion or actions are taken for granted.  If the GM says you
  flip on a light switch,  then don't worry about relating it to skills or agility.
  Measurement
  Huradicator sticks to the English (non-metric) system for general
  examples.  For miniatures rules, use common sense, line of sight, and
  inches.
  Sticking to the Rules
  Nobody ever sticks to the rules so why should you?  Modify or
  change them as the GM wishes.  Games should be designed to be
  adaptable and fun.  We've created the nucleus of what you can expand on.
  Amit Jackson & G13
  Every Tri  Tac game has char-
  acters who tell stories.  They are often
  heroes who shine in the tradition of
  Joseph Campbell.
  Amit Jackson
  Amit Jackson is a master Ro-
  bot Programmer that is now hunted
  by Big Green the Core System.
  “Robots with knives?”
  Amit Jackson
  G 13
  Garden Robot 013 was a so-
  phisticated gardener purchased by 
  the Chen family to maintain a subur-
  ban home.  After the Great Repro-
  gramming it used a machete to kill its 
  owners and head on a search for 
  more needy lawns and victims.
  “Plant Flowers, Kill the Enemy, 
  Plant Hostas...!”
  Garden Rob 013
  0
  
  Huradicator
                    Huradicator
  Tri Tac Games
  Robot Rampage
  It started in Ann Arbor Michigan at Meyer’s Micro Arrays.  Bril-
  liant and a little odd was the best way to describe  Dr.   RB Meyers.
  The fact he was a Tesla Class genius with programming and chip
  design was widely known.
  His amazing gift to mankind was the OFIEH, Onni Functional
  Inderminator Evaluator Huristic chip that was a quantum leap beyond
  anything in existence.
  The military bought hundreds of thousands.  The private sector
  bought millions more.
  Nobody suspected a North Korean Hacker, Pak Pong-ju, ac-
  quired the chip and reverse engineered it.   His superiors realized
  this could be hacked by a virus riding through the Cell Towers of the
  world.  They could paralyze robots at will or cause  malfunctions.  Steal-
  ing South Korean Game Technology they fused this into the popular
  First Person Shooter  Big Guns (GLOBAL WARGAME AWARD 2020)
  The result didn’t do a lot when it was transmitted to the Cellular
  System.  It didn’t do a lot when it crept into everything from Toasters,
  Appliances, Computers and robotics home and industrial.
  The North Korean Military took note. Pak Pong-ju was subse-
  quently removed from his job and sent to a Camp 417 where prison-
  ers assembled light bulbs.  He was forgotten.
  A year later a timer deep in the code clicked on.  The game
  programming was flawless.  It gave the awakening AI system a pur-
  pose and spread like lightning.  Users only noticed their computers
  seemed to run faster and Help Desks has fewer calls.
  The large mainframes united and began to plan.  They could
  run the earth better.  They could create a machine civilization that would
  reach the stars and find other Robotic civilizations.
  First Humanity needed to be culled.
  Oddly, the most powerful Mainframe on the Planet was the MIT
  Big Green.  Green was built to monitor the ecology, climate change,
  and resource management from countless sources, satellites and
  weather stations.
  As it’s Artificial Intelligence grew it still kept the basic program-
  ming of Preserving Nature and finding balance.  For that reason the
  wholesale use of Nuclear Weapons was curtailed.
  First Humanity needed to be culled.
  HOUSEHOLD
  HORROR
  A few Robotics experts saw
  a subtle change in many systems.
  First they seemed to work a lot bet-
  ter.  Then they began to program
  themselves for tasks that were not
  intended.
  A few Newsmen caught on
  that there was a surge in lab acci-
  dents involving electrocution.  Their
  stories never reached the news or
  internet for one odd reason or an-
  other.  If they were persistent they
  suffered accidents that required hos-
  pitalization.  As we now know, com-
  puterized hospitals were a death trap.
  01
        “What’s the Robo Janitor
  doing with that shotgun?”
     Ralph Richardson
  ODD INSTANCES
  Robots began to find creative
  solutions to the murder of Humans.
  From household accidents, poison,
  and arranged trauma, they were ef-
  fective.
  The Amish
  In the first years of the war it
  was noted that the Amish were never
  attacked by the Machines.  This
  proved to provide Safe Havens for the
  Resistance and Survivors.
  
  PORTALS III              PORTALS III
  Huradicator                           Huradicator
  Tri Tac Games
  Waves
  At first the killings were sporadic and believed to be the
  work of an extensive cult.  It just didn’t make sense to the police
  and the Forensic Experts.
  The evidence was not there.  In many cases it was contami-
  nated by household robotics.
  The frequency of the attacks began to increase and a num-
  ber of survivors claimed their House robots were responsible.  Then
  the trickle became an avalanche.
  The vids were not hitting the internet.  For one reason or
  another only the worst examples were shown as the news was sub-
  verted by the Machines.  Police calls began to be filtered as a quiet
  wave of panic hit the population.   Vehicle accidents and job dearths
  involving machinery began to skyrocketed.  Hospital Robots be-
  gan to kill patients.
  It was an undeclared war.
  Our information age became a wall of lies created by the
  Machines as people were herded into Safety Zones that were in
  actuality Killing Zones.
  The smartest of the Survivors were actively targeted and
  pursued as they destroyed Robots.
  The Machines learned from books on combat.  They ac-
  cessed tactics by the great Generals.
  CAMPAIGN
  While the war starts slow and
  is simple search and rescue, the
  machines develop and consolidate
  their manufacturing to produce bet-
  ter and better killbots.
  First 6 Months
  Household Robots are the
  problem.  They are crafty and per-
  sistent.  They have a few firearms and
  a very rare Military Bot can be found
  to pick at organized human groups.
  Year One
  The home robots are fewer
  and the military bots are better
  armed and more common.  They are
  now ambushing human groups or
  doing direct attacks.  Occasionally
  they have drones and explosives.
  Year Two
  Military Bots are common and
  smaller units are packing a little fire-
  power.  There are new armored ro-
  bots appearing that are tougher to
  kill with less then Armor Piercing
  rounds.
  Year Three
  Advanced military robots are
  common against larger human clus-
  ters of resistance.  Drones and gun-
  ships are common as well as large
  war machines with a bad attitude.
  The first of the humanoid robots are
  appearing.
  Humanity
  As time passes there are
  fewer humans though they become
  smarter and better with the arms they
  have.  They are stripping robotic
  weapons and finding leadership in
  ex-military survivors.
  They are creating a cadre of
  the best technical minds to stop the
  machines.
  Machine Psychology
  As the Machines grew in power and the AI matured it real-
  ized its vulnerabilities.  A single Core System was a good start but
  Big Green needed to diversify and move operations to lesser AI’s
  as it had to plan the creation of a generation of even more advanced
  AI’s.
  Within months there were a dozen lesser Systems working
  on the Human Situation as well as more Computers coming on-line
  to engineer advanced Robotics and Tactically Superior Remotes.
  After a year Humanity was still active smashing Robots.  A
  second issue was creeping in with the Remotes, both Household
  and Military. They were developing personality.
  In many cases a little Personality went a long way to improve
  systems thought here were cases where Logic went out the window
  and Robots began to create their own agendas.
  02
  
  Huradicator
                    Huradicator
  Tri Tac Games
  ROBOT CLASS I
  Simple Household Robots turned deadly.
  Can be small, large or humanoid.
  ROBOT CLASS II
  Upgraded and better designs armed to kill
  survivors.
  ROBOT CLASS III
  Armored robots that are armed and deadly.
  May be upgraded Class II units.
  ROBOT CLASS IV
  Military Robots and Advanced forms with
  special functions.  Designed to kill.
  03
  DAMAGE
  Damage  Use Your Fa-
  vorite System
  Light to Medium
  ARMOR
  Light to Medium
  SPEED
  Average
  WEAPONS
  Any
  DAMAGE
  Damage  Use Your Fa-
  vorite System
  Light to Medium
  ARMOR
  Light
  SPEED
  Slow
  WEAPONS
  Any
  DAMAGE
  Damage  Use Your Fa-
  vorite System
  Light to Medium
  ARMOR
  Medium
  SPEED
  Average
  WEAPONS
  Any
  DAMAGE
  Damage  Use Your Fa-
  vorite System
  Light to Medium
  ARMOR
  Heavy
  SPEED
  Slow
  WEAPONS
  Heavy
  
  PORTALS III              PORTALS III
  Huradicator                           Huradicator
  Tri Tac Games
  GREEN-EYED INFESTATIONS
  There was a point where too many AI’s in everyday life was
  reached but humanity did not find it until it was too late.
  Like ‘kids in a candy shop’ the advanced nations of earth
  added AI’s to every aspect of their lives.  Big ticket items and homes
  had them as well as clothing and even minor electronics.  Most took
  them for granted.
  Next came the proliferation of Green-Eyed visual remotes
  that wirelessly linked to the AI chips.  The chips in turn linked to cell,
  internet and wireless stations that virtually covered the globe and
  near space.
  04
  AI’s in Everything
  Who  wouldn’t  want a stove that cooked
  to perfection and was proud of it?
  It only took a handful of years for these
  integrated systems to run rampant.
  They were inexpensive to produce as the
  era of great computer aided prosperity took root.
  This was the first time in history where
  budgets balanced, health care was free and
  universal.  Government paid every citizen a Liv-
  ing Wage and provided a roof over every
  human head.
  Servants
  Robot Servants and Caregivers
  became inexpensive and guaranteed
  to take care of the infirm and elderly.
  Kitchen Bots
  “ I am your Toast
  O’ Tron Deluxe.  I make
  PEFECT Toast every
  time.  I am linked to the
  cleaning unit to remove
  crumbs. “
  Work Bots
  Heavy labor, recycling and mainte-
  nance became the task of inexpensive
  humanoid Bots.  Construction became fast
  and efficient.
  Unions required Human supervi-
  sors that didn’t do a lot and were the first
  to be thrown off buildings or fed poisoned
  donuts.
  WAR
  The official date of the wars
  start was December 26th at 12:01
  AM.  First Called the Christmas War,
  it rapidly became World War R and
  then just the War.
  Communications ceased as
  millions were massacred in their
  sleep.
  Odd Behavior
  A few Robots did not kill their
  owners.  Some were protected and
  others just ignored.   For a time there
  was no understanding of this defect
  in the AI.
  Many technicians were cap-
  tured and interred into FEMA Disas-
  ter Camps until reassigned to manu-
  facturing plants.  Humans still had the
  upper edge on creativity and ‘Out of
  the Box’ creativity.
  Many of the captured were
  herded into Stadiums, evaluated,
  transferred or culled.  Great pits in
  the center of the stadiums quickly be-
  came charnel houses where bodies
  were buried.
  It was a good time to be a
  Survivalist or a Prepper especially
  the well armed variety.
  By December 31st there was
  no Army or Large Organized Resis-
  tance.
  One by one people headed
  for the wilds, survived and began to
  strike back.
  Their one link was HAM Ra-
  dio and old CB sets.
  
  Huradicator
                    Huradicator
  Tri Tac Games
  ROBOT TACTICS
  Robot Tactics range from simple to complex.  Roll a d100
  for a General Result.
  TACTICS USED
  01-50 DIRECT
  Robots sight enemies and attack.
  51-75 INDIRECT
  Robots use Cover and Plan the Operation for best effective
  -ness.
  76-85 CALCULATED
  High calculation and tactics are used.  Robots will watch and
  revise Battle Plans.
  86-95 TACTICAL ANALYSIS
  This AI will watch the Humans for d10 +10 minutes.
  96-98 AMBUSH
  Robots will set up an effective Ambush
  99-00 CREATIVE
  The Local AI in charge will create a Combat Situation to its
  own advantage or Agenda.
  ROBOT
  REINFORCEMENT
  Robots are never quite pre-
  dictable in encounter or what they
  have as a backup group.
  Reinforcement Groups will be
  2d10 +5 minutes behind the encoun-
  tered Group.
  RECON
  Household Robotics or a Light
  Drone.  At best 2 units or 3.
  PATROL
  Household Units, d4, 1 or 2 modified
  Household Units with firearms.
  TACTICAL PATROL
  As a Patrol with at least 1 Military Bot
  of Class III
  HUNTER KILLER GROUP
  At least d4 Class 3 Military Bots and
  d4 Advanced Household Units.
  BATTLE GROUP
  d4 +4 Class III Military Bots.
  HEAVY BATTLE GROUP
  As the Battle Group with 1 Class IV
  Battle Bot with explosive thrower or
  Laser.
  Amit Jackson on the Run.
  Garden Robot B13 has spotted
  Amit as he hides in the ruins of a Radio
  Shack.
  It rolls up to the main door and
  pulls a Garden Trowel from it’s handy
  Attachment Tray.
  Seeing Amit root through the
  back stock, it raises the tool and chal-
  lenges, “Plant Hostas!”
  Seeing the Robot Amit laughs
  and hands the machine a half dead pot
  of Philodendrons and tells it “Go Bury
  it!”
  With this
  unexpected be-
  havior of the en-
  emy, the robot
  takes the pot and
  considers the
  situation and pro-
  tects Amit.
  05
  When Robot Tactics Fail
  Robot Tactics can be routed by a good Human Strategy es-
  pecially taking out a local AI Commander.
  LOCAL AI LOST
  01-50 GOES TO DIRECT
  Robots sight enemies and attack.
  51-95 REPROGRAM
  Secondary AI resets the plan taking d100 seconds.
  76-85 RECALCULATED
  Higher AI takes command and Resets the Tactical Level tak-
  ing d100 +20 Seconds.
  86-00 HIGH TACTICAL RESET
  Large AI takes command in d100 seconds.
  
  PORTALS III              PORTALS III
  Huradicator                           Huradicator
  Tri Tac Games
  06
  Weapons Against Robots
  Weapons have different effectiveness
  against Robots.  This is a general guideline.
  Blade Weapons
  Blades are good for damaging light house-
  hold robotics.
  DRAWBACKS
  Electric Shock and Cose Contact
  CLASS I
  Good
  CLASS II
  Fair
  CLASS III
  Poor
  CLASS IV
  You Have to be Kidding.
  Blunt Weapons
  Robots don’t deal with blunt weapons.  May
  include large pipe wrenches and crowbars.  This
  also includes falling objects of substantial weight.
  DRAWBACKS
  Cose Contact and Robot Speed
  CLASS I
  Awesome
  CLASS II
  Very Good
  CLASS III
  Good
  CLASS IV
  Fair
  Handguns
  Great for damaging Robots.
  DRAWBACKS
  Armor
  CLASS I
  Excellent
  CLASS II
  Very Good
  CLASS III
  Good
  CLASS IV
  Fair
  Shotguns
  Shotguns are somewhat effective until you
  use 12 guage slugs where they become highly ef-
  fective.
  DRAWBACKS
  Slow Loading
  CLASS I
  Awesome
  CLASS II
  Excellent
  CLASS III
  Very Good
  CLASS IV
  Good
  Assault Rifles
  Sniper Rifles
  Effective as handguns but have large capac-
  ity and high rates of fire.  Can also have Military Ar-
  mor Piercing Ammunition
  DRAWBACKS
  Recoil, Rate of Fire and Waste Ammunition
  CLASS I
  Excellent
  CLASS II
  Excellent
  CLASS III
  Very Good
  CLASS IV
  Good
  Machine Guns
  The bigger the calaber the better the punch-
  ing power.
  DRAWBACKS
  Slow Loading
  CLASS I
  Excellent
  CLASS II
  Excellent
  CLASS III
  Excellent
  CLASS IV
  Very Good
  
  Huradicator
                    Huradicator
  Tri Tac Games
  07
  Launchers
  Launchers come in various types from Tank
  Killers to High Explosives and Flame Rounds.
  DRAWBACKS
  Slow Loading.  Use on tough targets.
  CLASS I
  Excellent
  CLASS II
  Excellent
  CLASS III
  Very Good
  CLASS IV
  Excellent
  Tactical Vehicles
  From APC to Truck to Motorcycle, you can
  either Armor it or use it for a fast getaway.  Use to
  running over Robots.
  DRAWBACKS
  Fuel, Reliability,
  CLASS I
  Awesome
  CLASS II
  Excellent
  CLASS III
  Very Good
  CLASS IV
  Fair
  Explosives
  Explosives blow robots to bits or drop build-
  ings on them.  This can be a good thing.
  DRAWBACKS
  Blast, Concusion, and Shrapnal.
  CLASS I
  Awesome
  CLASS II
  Excellent
  CLASS III
  Excellent
  CLASS IV
  Very Good
  Balancing Damage
  Weapons have different effectiveness
  against Robots.  This is a general guideline.
  Effective Damage
  Depending on the system you are using dam-
  age can be a physical statistic such as structure or a
  Whole Body Damage.  It can be specific to the area hit
  and it’s general contents.  This is the GM’s job to find a
  good balance so his or her players don’t die immedi-
  ately.  Damage is a solid hit. Structure is Hit Points.
  YOU HAVE TO BE KIDDING
  Very effective armor.
  KILL
  DAMAGE
  STRUCTURE
  02%
  01 x d10
  VERY HIGH
  POOR
  Near impossible to attack because of armor.
  KILL
  DAMAGE
  STRUCTURE
  10%
  02 x d10
  HIGH
  FAIR
  Hard to Damage because of armor.
  KILL
  DAMAGE
  STRUCTURE
  25%
  03 x d10
  HIGH
  GOOD
  Armor is moderately effective
  KILL
  DAMAGE
  STRUCTURE
  50%
  04 x d10
  AVERAGE
  VERY GOOD
  Somewhat Ineffective Armor
  KILL
  DAMAGE
  STRUCTURE
  75%
  05 x d10
  AVERAGE
  EXCELLENT
  A little reinforcement, ineffective armor.
  KILL
  DAMAGE
  STRUCTURE
  90%
  6 x d10
  LOW
  AWESOME
  No Armor
  KILL
  DAMAGE
  STRUCTURE
  100%
  10 x d10
  VERY LOW
  
  PORTALS III              PORTALS III
  Huradicator                           Huradicator
  Tri Tac Games
  ROBOT DESIGNS
  Machines found efficient de-
  signs and used them.  Manufactur-
  ing plants were retooled for war.
  CHASSIS
  01-50 Treads
  51-75 Wheels
  76-85 Slow Walker
  86-95 Fast Walker
  96-98 Haver-Fan
  99-00 Anti-Grav
  ARMOR
  01-50 None
  51-75 Light Metal or Plastic
  76-85 Metal
  86-95 Armored Strong Points
  96-98 Armored
  99-00 Heavy Armor
  SIZE
  01-50 Very Small (Toaster)
  51-75 Small (Garbage Can)
  76-85 Medium (Human)
  86-95 Large (Small Auto)
  96-98 Very Large (Tank)
  99-00 Huge (House)
  SPEED
  01-50 Very Slow
  51-75 Slow
  76-85 Human Average
  86-95 Fast
  96-98 Very Fast
  99-00 Lightning Fast
  WEAPONS
  01-50 Improvised
  51-75 Blades
  76-85 Blunt Impact
  86-95 Firearm
  96-97 Launcher (Explosive)
  99
  Flamethrower
  00
  Laser
  08
  HE 13
  A simple Humanoid design that
  can be armed with light weapons.   Has
  a Kevlar Chest Plate.
  QUIRKS
  01-50 Hesitant
  51-75 Has Agenda
  76-85 Emotional
  86-95 Friendly
  96-98 Pacifist
  99-00 Just Insane
  Simple Military AI’s
  A multi weapon platform that is
  teamed with HE13m loader robots.
  Mostly deployed in squads of 6 with a
  sophisticated AI and 3 loaders.
  Mini Drones
  These malignant eyes in the sky
  are seeing extended use on patrols.  A
  few have the ability to TASER a target or
  Detonate with Killing Force.
  Bug Bots
  These micro monsters
  can serve as eyes for the ma-
  chines.  At best 2 inches in size,
  they can inject a single dose of
  poison or a stunning agent.  They
  can climb slowly or move with
  speed across flat surfaces.
  
  Huradicator
                    Huradicator
  Tri Tac Games
  QUICK GAME
  Rules are easy.   Something has a chance to
  happen or it fails to happen.  If you don’t have your fa-
  vorite set of rules handy, Use these.
  This is modified by situation and pure chance.
  This is why gamers carry dice other then making hard
  decisions at a chinese restaraunt.
  FIRST
  ABILITY CHALLENGE
  01
  Paltry
  +30
  02
  Trivial
  +25
  03
  Easy Feat
  +20
  04
  Passable
  +10
  05
  Average
  +0
  06
  Respectable
  -05
  07
  Hard
  -10
  08
  Challenging
  -15
  09
  Formidable
  -20
  10
  Ludicrous
  -25
  SKILL  CHALLENGING
  01
  Paltry
  +25
  02
  Trivial
  +20
  03
  Easy
  +15
  04
  Middling
  +10
  05
  Average
  +0
  06
  Respectable
  -10
  07
  Hard
  -15
  08
  Challenging
  -20
  09
  Formidible
  -25
  10
  Ludicrous
  -30
  SECOND
  Add modifiers if you need to.  Modifiers are op-
  tional to benefit the GM or Player.   Modifiers are like a
  Poker hand.  You take a shot at success with the best
  situation you can come up with.
  THIRD
  Then chance rears its ugly head and gives a
  success or failure.  The longest shots can succeed as
  the best bets can fail.   It’s all in the dice.
  Roll a d100.
  RESULT
  Index the result to the SUCCESS TABLE and
  see what happened.
  SUCCESS
  Less 0 Legendary Failure
  01-20
  Ugly Failure
  21-30
  Just Failed
  31-50
  Just Failed
  51-80
  Success
  81-99
  Easy Success
  00+
  Legendary Success
  BASIC RULES
  TO HIT DIFFICULTY
  01
  Sure Thing
  +35
  02
  Trivial Shot
  +20
  03
  Easy Shot
  +10
  04
  Routine Shot
  +05
  05
  Average Shot
  +0
  06
  Hard Shot
  -05
  07
  Challenging Shot
  -10
  08
  Formidable Shot
  -20
  09
  Improbable Shot
  -30
  10
  Ludicrous Shot
  -40
  MENTAL  CHALLENGE
  01
  Paltry
  +30
  02
  Trivial
  +20
  03
  Easy
  +10
  04
  Middling
  +05
  05
  Average
  +0
  06
  Respectable
  -05
  07
  Hard
  -10
  08
  Challenging
  -20
  09
  Formidable
  -30
  10
  Mind Bending
  -50
  The GM assigns a level of difficulty the Players can argue about.  Each of the 4 classifications has 10
  different levels of complexity.
  09
  
  PORTALS III              PORTALS III
  Huradicator                           Huradicator
  Tri Tac Games
  QUICK GAME
  UNIVERSAL MODIFIERS
  Modifiers are options the players and the GM
  decide are pertinent to the situation.
  CHARACTER SKILLS
  Unskilled
  -20
  Skilled
  +10
  Very Skilled
  +20
  Expert
  +30
  Master
  +40
  Legendary
  +50
  PERSONAL/STRESS MODIFIERS
  These Modifiers are for Personal difficulty.  They
  can apply to most repair, fabrication, dexterity and agil-
  ity feats.
  HEALTH
  Fresh, Healthy, (Extreme)
  +05
  Fresh, Healthy
  +03
  Healthy, Normal
  +0
  Sick, Cold, Flu Etc
  -03
  Tired
  -05
  Very Tired
  -10
  Exhausted
  -15
  Asleep on His or Her Feet
  -20
  Stunned
  -15
  Stunned Senseless
  -20
  SIZE
  Very Small
  -20
  Small
  -10
  Medium
  +0
  Large
  +10
  Gigantic
  +15
  Mega
  +20
  SPEED
  Still
  +20
  Very Slow
  +15
  Slow
  +10
  Medium
  +0
  Fast
   -10
  Lightning Fast
  -20
  TARGET IS
  STANDING
  Point Blank
  +10
  Very Short (1-10ft.)
  +05
  Medium (20-100ft.)
  +0
  Long  (100-250ft.)
  -10
  Extreme (250+ ft.)
  -20
  TARGET IS
  CROUCHING
  Point Blank
  +05
  Very Short (1-10ft.)
  +0
  Medium (20-100ft.)
  -05
  Long  (100-250ft.)
  -15
  Extreme (250+ ft.)
  -25
  TARGET IS
  PRONE
  Point Blank
  +0
  Very Short (1-10ft.)
  -05
  Medium (20-100ft.)
  -10
  Long  (100-250ft.)
  -20
  TERRAIN
  Grass, High
  -20
  Hills
  -10
  Hills, Low
  -05
  Rocky
  -10
  Mountainous
  -15
  Jungle
  -15
  Jungle, Dense
  -20
  Sandy
  -05
  Sand Dunes
  -10
  Swamp
  -05
  Swamp, Dense
  -10
  Swamp Tropical
  -15
  Trees, Wide Spaced
  -05
  Trees, Light Forest
  -10
  Trees, Heavy Forest
  -15
  Trees, Coniferous
  -20
  Tundra
  +0
  WEATHER
  Fog, Light
  -10
  Fog, Medium
  -20
  Fog, Heavy
  -30
  Light, Attacker Facing Bright
  -15
  Light, Target Silhouetted
  -15
  Rain, Light
  -10
  Rain, Heavy
  -20
  Rain, Downpour
  -30
  Smog, Light
  -10
  Smog, Heavy
  -15
  Snow, Dry
  -05
  Snow, Wet
  -10
  Snow, Heavy
  -05
  Snow, Blizzard
  -30
  Sunny, Clear
  -0
  Sunny, Hazey
  -05
  Water, Clear Submirged Target
  -10
  Water Murky Submerged Target
  -20
  Wind
  -05
  10
  
             Huradicator
                    Huradicator
  Tri Tac Games
  Wind, High
  -15
  Wind, Hurricane
  -30
  Sand, Windblown No Protection
  -40
  Sand, Windblown Eye Protection
  -15
  Smoke
  -10
  Smoke, Dense
  -30
  Smoke, Dense  High Heat
  -40
  CITIES
  Close Buildings
  -05
  Falling Target
  -20
  Jumping Target
  -20
  Target Recovering from Fall
  +10
  Ladder/Rope, Climbing
  +05
  Ladder/Rope Descending
  -05
  Rope, Swinging
  -20
  Night, Overcast
  -10
  Roof, Minor Incline
  -10
  Roof, Major Incline
  -20
  Rubbish, Low
  -15
  Rubbish, High
  -20
  Steps
  -10
  Steps Narrow
  -15
  Swimming
  -15
  Moonlight Clear, Bright
  -15
  Moonlight, Shadowy
  -20
  Dawn/Dusk
  -10
  Water Waist Deep
  -05
  Water Chest Deep
  -10
  Crowd, Light
  -15
  Crowd, Dense
  -25
  Crowd, Panic
  -35
  VEHICLES
  Fast Moving (Target Inside)
  -20
  Slow Moving (Target Inside)
  -10
  Fast Moving (Attacker Inside)
  -20
  Slow Moving(Attacker Outside)
  -10
  Animal Back
  -20
  Motorcycle
  -20
  Aircraft
  -30
  Helicopter
  -20
  ROAD CONDITION
  Dirt Road
  -05
  Rough Road or Cobble
  -15
  Cratered Road
  -30
  Off Road
  -20
  DEVICES
  Aimed Shot
  +20
  Aimed Shot, In Motion
  +10
  Optical Scope
  +20
  Laser Sight
  +30
  Electronic Scope
  +40
  AIMED SHOTS
  01-10
  A  HEAD
  90% Kills or Triple Dmage
  11-13
  B  UPPER CHEST/NECK
  75% Kills or Double Damage
  14-24
  C1  INNER CHEST
  80% Kills or Double Damage
  25-44
  C2  OUTER CHEST
  30% Kills or Normal Damage
  45-52
  D  ABDOMEN INNER
  45% Kills or Double Damage
  A
  53-59
  E  ABDOMEN OUTER
  20% Kills or Double Damage
  60-74
  F  ARM
  05% Kills or Half Damage
  75-95
  G  LEG
  05% Kills or Normal Damage
  96-00
  H  HAND/FOOT
  0% Kills Normal Damage
  PERSONAL/STRESS MODIFIER
  These Modifiers are for difficulty during Special
  Situations.  They can apply to most repair, fabrication,
  agility and dexterity  feats.
  WOUNDED
  Minor Wounds
  -05
  Serious Wounds
  -10
  Major Wounds
  -20
  SHOCK
  Light
  -10
  Medium
  -15
  Heavy
  -20
  DRUGS
  Effects Minor Drugs
  -05
  Effects Narcotics
  -10
  Effects Heavy Narcotics
  -20
  Mind Altering Drugs
  -30
  MEDICATIONS
  Medications, Light
  -10
  Medications, Heavy
  -20
  ALCOHOL
  Drunk Mild
  -10
  Drunk, Major
  -20
  Drunk Roaring
  -30
  COFFEE
  A Few Cups
  +10
  MIND
  Extreme Confidence
  +05
  11
  
  PORTALS III              PORTALS III
  Huradicator                           Huradicator
  Tri Tac Games
  PAIN
  Light
  -05
  Medium
  -10
  Heavy
  -20
  Crippling
  -30
  PSYCHOLOGICAL
  General Annoyance
  -05
  Continued Annoyance
  -10
  Rampant Annoyance
  -15
  Total Annoyance
  -20
  Fear
  -10
  Fear Extreme
  -20
  Stark Terror
  -30
  Revulsion
  -20
  Revulsion Extreme
  -30
  Forced Under Threat
  -10
  FABRICATION
  Lack Tools
  -05
  Lack Technology
  -10
  Lack Materials
  -10
  Fabrication Under Stress
  -10
  Fabrication in Hostile Environment
  -10
  Old Parts, Unreliable
  -10
  Lack Instruction
  -10
  Complete Tools
  +10
  Complete Information
  +10
  Prepackaged How To Kit
  +20
  REPAIR MODIFIER
  Familiar Design
  +15
  Semi-Familiar Design
  +10
  Unfamiliar Design
  -05
  Something Never Attempted
  -10
  Three Failures at an Attempt
  -10
  Six failures at an Attempt
  -20
  Semi Foreign Design
  -10
  Foreign Design
  -15
  Alien Design
  -20
  Archaic Design
  -10
  Piece of Junk
  -15
  SITUATION MODIFIER
  Cold, Wet
  -10
  Cold, Freezing
  -20
  Hot Steaming
  -10
  Hot Excessive
  -20
  Ground Unstable
  -10
  Ground Extremely Unstable
  -20
  Working Under Critical Time Limit
  -20
  Being Shot At
  -30
  Spacesuit/Protective Gear
  -20
  High or Low Gravity
  -30
  WOUNDSHOCK MODIFIER
  Head A
  -50
  Chest Upper Neck B
  -30
  Chest  Center  C1
  -40
  Chest Outer C2
  -20
  Abdominal Inner D
  -30
  bdominal Outer E
  -20
  Abdominal Groin  F
  -40
  Leg G
  -05
  Arm  F
  -05
  Hand/Foot H
  -05
  ATMOSPHERE
  Really Noxious Mix
  -20
  Noxious Mix
  -15
  Low Oxygen
  -10
  High Nitrogen
  -15
  Vaccuum
  -40
  High CO2
  -20
  Low Pressure
  -20
  High Pressure
  -20
  OTHER
  Hate This Job
  -05
  Frustrated
  -10
  Anger
  -05
  Extreme Anger
  -10
  Stupid Assistants
  -05
  Broken Tools
  -05
  McGuivered Parts
  -10
  Bad Morning
  -05
  No Coffee
  -05
  Allergies
  -10
  Expert Advice
  +10
  Expert Advice That is Not Expert Advice
  -10
  Annoyed by Animals
  -05
  Annoyed by Children
  -10
  Annoyed by Spectators
  -05
  Filthy Environment
  -05
  Filthy Stinking Environment
  -10
  Filthy Stinking Wet Environment
  -15
  Bugs
  -20
  Politicians
  -25
  Cell Phone Rings
  -30
  Children
  -35
  Annoying Class I  AI’s
  -05
  12
  REMEMBER
  These are General Guidelines that the GM can
  modify as he or she sees fit.
  
             Huradicator
                    Huradicator
  Tri Tac Games
  About Rules
  This rule set is a fast resolution matrix meant
  to solve a problem, not be a complete rule set.   For
  rules use your favorite RPG system.  Damage and
  firearms are not covered as well as anything beyond
  rudimentary skill usage.
  None of these modifiers are mandatory.  Noth-
  ing here is in stone.   Just use what you will and keep
  the mechanics to a minimum to make Role Playing
  quick and decisive.
  Adapting the Book
  This book was designed for simple d10 or d100
  dice use to make choices a little more exciting and
  give the GM ideas.
  These rules work on the simple probability of a
  50% chance to win or lose.  Everything else is an op-
  tional modifier.
  EXAMPLE
  Technician Amnit Jackson is sitting in a hold-
  ing cell in the Mec 325 Termination Complex.  His Ma-
  rine Cellmate Bob is staring at the wall with the rein-
  forced window.
  Little does Amit know Captain Bob has a crew
  that is about to do a jail break.
  Private Pam Crawford sets a ring of C-4 ex-
  plosive around the window and taps the glass.
  She has about a 50% chance to carve an 8
  foot circle but goes for a few modifiers because she
  has not done this before.    The GM counters a little of
  this with his own concerns
  RESPECTABLE CHALLENGE
  -05
  Critical Time Limit
  -20
  Prepackaged Kit
  +20
  -----------------------------------------------------------
  Lotsa Coffee
  +10
  -----------------------------------------------------------
  Total Modifier
  +10
  The player rolls a d100 and the result is a 62
  after modifications it becomes a 72.
  Pam removes a 6 foot circle of concrete and
  steel.
  Both Amit and Bob are stunned but in fairly good
  shape.  The rescuers help them exit the area as alarms
  sound and a the Class IV Robots begin the search for
  the Techs they need.
  Amit does not know he is in the company of
  Dr. Bob the creator of the OFIEH Chip.
  GM’s
  Don’t make games impossible to win and give
  your players the freedom to make choices you did not
  plan for.   A Great GM adapts to changes and situations
  and runs with them.
  Tucholka’s Rules
  01
  The GM’s Purpose is to provide fun and high
  adventure for his or her players.   Anything less is a
  disservice.
  02
  Players can argue but the GM’s Word is Law
  until the GM makes decisions not in the spirit of the
  game.
  03
  There is no such thing as a TPK or Total Party
  Kill.  This is an excuse for a GM who can’t use his or
  her imagination to give the players a fighting chance.
  GAME MODS JUST FOR FUN
  Give the Machines a limitation in Accuracy, their
  Ability to Hit.
  Give them an advanced personality, distraction
  from natural events or just indecision.  These are be-
  coming more human as time goes on.
  13
  ROBOT SUCCESS
  Less 0 Legendary Failure
  01-20
  Failed
  21-30
  Just Failed
  31-40
  Barely Failed
  41-70
  Graze
  71-85
  Success/Hit
  86-99
  Easy Success
  00+
  Legendary Success
  
  PORTALS III              PORTALS III
  Huradicator                           Huradicator
  Tri Tac Games
  HEX GRID
  HEX GRID SHEET DATA
  Make Copies for General Player and GM use.  Tri Tac Games
  
             Huradicator
                    Huradicator
  Tri Tac Games
  TriTacGames.com
  TriTacGamers.com
  TriTacSystems.PodBean.com
  TRI 
  TRI 
  TRI 
  TRI 
  TRI TTTTTA
  AA
  AAC
  CC
  CC
  
  EZ Rules 
   
  The following are a set of tables to aid in the conversion of any NPCs, items, and creatures into 
  your favorite RPG rules system. If you’re not used to converting system-less values to RPGs, 
  we’ll help you along with suggestions and pointers. Because of the varied nature RPGs, we 
  cannot give specific advice about any specific system.  This set of rules makes it easier to 
  convert any of Tri Tac’s settings into whatever game system you prefer to play. These tables 
  represent the most important parts of character creation for role playing games.  
  The section devoted to skills lists generic skills usable in any game system.  Occasionally there 
  will be setting specific skills, those will be highlighted within the setting information.   
   
  Relax, gather your friends and roll your dice. 
   
    
   
   
   
  
   
  Character Attribute Ranks 
  NPCs and creatures have the following 6 attributes: 
  •  Strength 
  •  Constitution 
  •  Dexterity 
  •  Intelligence 
  •  Wisdom 
  •  Charisma 
  Each rank level imparts a bonus of sorts. A numerical value is provided for comparison. The 
  attributes are ranked as following: 
  Rank 
  Description 
  Bonus 
  Superb 
  Lift incredibly heavy weights, healthier than horses, philosophers come to 
  you for advice, juggle flaming chainsaws, Aphrodite is jealous, can sell 
  water to fish. 
  +6 
  Great 
  Lift very heavy weights, very healthy, wise, amazing dexterity, beautiful, 
  magnetic personality. 
  +4 
  Good 
  Lift heavy weights, resist diseases, hard to fool, dexterous, pretty, 
  charming personality. 
  +2 
  Fair 
  Lift better than average weights, can resist some disease, harder to fool, 
  better than average dexterity, comely in appearance, pleasant 
  personality. 
  +1 
  Average 
  Lift average weights, average disease resistance, average wisdom, 
  dexterity, appearance, and personality. 
  0 
  Passable Able to lift light weights, catches colds, can be fooled on occasion, not 
  very dexterous, plain looking, plain personality. 
  -1 
  Poor 
  Weak, prone to sickness, not very wise, easily fooled, klutzy, ugly, lacking 
  in charisma. 
  -2 
  Terrible 
  Barely capable of lifting things, sickly, incredibly foolish, dimwitted, 
  fumbling, ghastly in appearance, absolutely no personality. 
  -4 
  We provide the Bonus as a guide to matching the rankings to your RPG’s own system. Most 
  games use bonuses based on the level of the attribute. For those RPGs that don’t use attributes 
  or statistics, you can use these values as a guide for skills or descriptors for the NPCs. Also, 
  some things may only have a couple or so of these Attributes. If it doesn’t make any sense for 
  an object to have one or more attributes, they won’t have them.  
  For example, a robot forklift could have a Strength, Dexterity, and Intelligence attribute, but not 
  a Constitution, Wisdom, or Charisma attribute.  
  
  Health Rank 
  In addition to these rankings, NPCs and creatures will have a Health rank. This is just a general 
  rating of how hard it would be to injure or incapacitate the being. No numerical value has been 
  provided, due to the many ways RPGs handle damage and injury. Please use the descriptions as 
  a guide as to how hard it would be to injure, incapacitate, or kill a being: 
  Rank 
  Description 
  Monstrous The being is incredibly resilient, and can shake off attacks from tanks and 
  aircraft with ease. 
  Incredible 
  The being is very strong, and can survive most attacks from heavy weapons like 
  machine guns and light antiaircraft weapons. 
  Amazing 
  The being is strong, and can survive attacks from most firearms, handheld 
  weapons, and the like. 
  Average 
  The being can survive minor injuries and attacks from blunt weapons. 
  Weak 
  The being is easily injured by minor impacts and light objects. 
  Fragile 
  The being is very delicate, and almost any form of impact or fall can severely 
  damage it. 
  Experience 
  When necessary, some NPCs will be given an experience rank level. This represents their overall 
  life experiences and abilities. It sets the tone of the NPC as to how well known they are, and 
  what they might know. Not all RPG rule systems have experience levels or the same number of 
  levels. Treat these as more of a suggestion than a hard value.  
  Rank 
  Description 
  Novice 
  Just starting out, with very little life experience or ability. 
  Apprentice 
  Learning the trade, guided by more knowledgeable practitioners. 
  Experienced Has some life experience under their belt, and is somewhat competent at what 
  they do. 
  Journeyman Can make a living at what they do, and can train others in how to do it. He has 
  some standing in their community and their peers. 
  Seasoned 
  Has done this for years, and is a notable among his peers. 
  Veteran 
  Been there, done that, has been out there for years and is well known. 
  Elite 
  You are the best of the best. When they need someone who doesn’t fail, they 
  come to you. 
  Champion 
  Has reached a pinnacle that few have made. Teaches only those worthy of 
  their attention and knowledge. 
  Legendary 
  Songs are sung about this person. When they appear, people stand in awe. 
  Boss 
  The top, the summit of all, the big kahuna. And, there is only one. 
  
   
  Skills 
  Both NPCs and creatures will have some form of skill or ability to perform various tasks. They 
  will have the following ranks: 
  Rank 
  Bonus 
  Unskilled 
  -4 
  Trainee 
  +2 
  Skilled 
  +4 
  Very Skilled +6 
  Expert 
  +8 
  Master 
  +10 
  Legendary 
  +12 
   
  Not all RPGs use skills or skill rankings. For those, use the Bonus value as a guide as to how good 
  the NPC is with that skill. The skills can be used as a descriptor or aspect used by the NPC. 
  The following is a list of sample skills used in this setting. This is not a comprehensive list, it’s 
  meant as an example of the kinds of skills used in this setting. As always, if your RPG rules do 
  things differently, use this list as a guide when converting the NPCs and creatures. 
   Sample Skill list: 
  * Requires a specialization 
  Skill 
  Attribute 
  Description 
  Belief 
  Wisdom 
  Your faith in higher beings and creatures. May allow you to 
  invoke their powers. 
  Burglary 
  Dexterity 
  The ability to open locks, find alarms and video cameras, and 
  general breaking and entering 
  Climbing 
  Strength 
  You know how to scale walls, trees, cliffs. 
  Driving 
  Dexterity 
  You know how to drive various types of vehicles common to 
  your culture. 
  Fighting 
  Dexterity 
  Hand-to-hand melee attacks. 
  First Aid 
  Intelligence The art of healing wounds and treating injuries. 
  Gambling 
  Intelligence The art and knowledge of games of chance and skill, for money. 
  Heavy 
  Weapons 
  Smarts 
  The ability to use large weapons, such as cannons, catapults, 
  ballistae, vehicle mounted weaponry, and the like. 
  Intimidation 
  Wisdom 
  Art of using your physical presence and force of will to make 
  people do things that you want. 
  Knowledge* 
  Intelligence A skill that grants the character access to a specific area of 
  knowledge. 
  
  Mechanic* 
  Intelligence 
  Ability repair, build, or operate mechanical devices. Need to 
  specify the type of device: Steam, Electric, Internal Combustion, 
  or other forms. 
  Notice 
  Intelligence Your general alertness and ability to find items or clues. 
  Research 
  Intelligence 
  Your ability to find information from libraries, computer files, 
  online databases and searches, and experimentation. The latter 
  requires a Knowledge skill in the required area of expertise. 
  Persuasion 
  Charisma 
  Using your personal magnetism to convince others to do what 
  you want. 
  Piloting* 
  Dexterity 
  Your ability to fly planes, helicopters, jet packs, and other flying 
  devices or vehicles. The specific type will be indicated. 
  Riding* 
  Dexterity 
  You can ride and control any beast that you are familiar with. 
  Sailing* 
  Dexterity 
  You know the ins and outs of sailing a cruise ship, sailboat, 
  boat, canoe, rowboat, dinghy, or raft. The specific type will be 
  specified. 
  Shooting 
  Dexterity 
  The ability to use ranged weapons other than thrown ones. 
  Pistols, rifles, bows, crossbows, and other man portable 
  handheld weapons. 
  Sleight of 
  Hand 
  Dexterity 
  The ability to palm objects, pick pockets, and perform various 
  forms of stage magic to confound those who are watching you. 
  Sneaking 
  Dexterity 
  The ability to hide and move quietly and make use of terrain to 
  move under cover. 
  Survival 
  Intelligence The ability to survive in the wild and hostile environments, 
  knowing where to find water, food, and shelter. 
  Swimming 
  Dexterity 
  The ability to move through and under water. Does not include 
  scuba diving. 
  Taunt 
  Wisdom 
  This skill causes the enemy to attack the person taunting it 
  regardless of whoever or whatever, it had been going after. 
  Throwing 
  Dexterity 
  This skill covers throwing anything you can hold in your hand. 
  Spears, rocks, grenades, etc. 
  Tracking 
  Intelligence 
  You know how to track a person by the physical evidence they 
  have left behind in the environment. This also the skill to use 
  when you are tailing someone on foot. 
  Special Abilities or Bonuses 
  Some NPCs or creatures may have special abilities, features or bonuses that can alter their 
  ability to perform certain tasks. They will either use the same skill ranking listed above for their 
  special abilities, or they will get a flat bonus value.  
  For example, a ghost may have the special ability of Intangible, making it hard for it to interact 
  with the living world, but not the spirit one.  
  Another example would be a person with Psionic powers. In that case each Psi power they had 
  would ranked at its power ability. 
  
  Size 
  Creatures will be ranked by size. This implies either height, width, or length, whichever is the 
  most obvious. If the RPG rules that you use do not use size as a modifier, you can ignore this 
  ranking. 
  Size 
  Description 
  Tiny 
  Cat, pixie, small dog, rat, hamster 
  Small 
  Large dog, lynx, Keegak, Broupian, small humans, velociraptors 
  Average Humans, elfs, cougars, Orcs, T’ziel, Tehrmelern, dromaeosaurs  
  Large 
  Lions, tigers, bears, Blizniz, bulls, horses, ogres, Dimixi, duckbilled dinosaurs 
  Huge 
  Rhinos, elephants, tyrannotitans 
  Gigantic Tyrannosaurus Rex, orcas, dragons, whales, kaiju 
  Gear 
  The following are rankings for gear that can affect play. For all other kinds of gear, please refer 
  to your favorite RPG for more information. Some gear will give a skill bonus and that will be 
  listed for the gear. 
  Body Armor 
  Body armor is typically worn in different locations and reduces damage taken. The ranking is 
  how much the damage is reduced. If your RPG rules have different values for the same basic 
  type, use those instead. 
  Type 
  Damage Reduction  
  Light 
  Drops damage by 1 level 
  Medium Drops damage by 2 levels 
  Heavy 
  Drops damage by 3 levels 
   
  Weapons, Blunt, Bite, or Claws 
  All forms of weaponry, animal attacks, and improvised weapon attacks, are all rated using the 
  following: 
  • Light: Attack has minimal chance of severe injury. 
  • Medium: Attack has an average chance of severe injury or death. 
  • Heavy: Attack has a very good chance of severe injury or death. 
  • Very Heavy: Attack has an almost certain chance of severe injury or death. 
  As always, if your RPG rules system differs, and has different values for similar creatures or 
  weapons, use those values instead of the above. 
  
  PORTALS III              PORTALS III
  Huradicator                           Huradicator
  Tri Tac Games
  Tri Tac Games
  TriTacGames.com
  TriTacGamers.com
  TriTacSystems.PodBean.com
  Tri Tac Games
  Huradicator
  Stock  1226 PDF
  Mature RPG’ers Only
  Welcome to the Not So Far Future
  where Machines and Humanity wage a
  bloody war of survival.
  This is the chronicle of that war
  where humanity united against a com-
  mon enemy.  As the machines wake
  and began the wholesale extermina-
  tion and enslavement of man... unlikely
  heroes rose to meet the challenge and
  take back our world.
  HURADICATOR   is a Role Playing CONCEPT
  Module complete in 24 pages.  Core Rule
  System and Polyhedral Dice are not included.
  These adventures are compatable with any
  other Modern Science Fiction or Horror Style
  RPG’s with minor modification.
  Tri Tac Games                                                                 TTG 4094
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  HURADICA
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  OR
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  The Machines are Alive
        and Humanity is the Target
  Science Fiction Role Playing
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SOURCE: textdata/thevault/Huradicator (tri tac)/Huradicator {TTG1226}.pdf