The system designed for CthuluTech

Stated Design Goals:

  • Clever dice mechanics to make even the simplest of task resolutions exciting
  • Simple and intuitive
  • Cinematic
  • Gives players control of their destiny
  • Quick to learn and start

Character Creation


Task Resolution

Called Tests and rolled only when there is a risk of failure. There is a Degree & Difficulty Scale which ranges from easy to legendary. Difficulties for each degree are within a range, such as 7-9 for easy, 10-14 for average, etc. or the standard average can be used. Roll a pool of 1D10 dice equal to your skill expertise (specialization may grant extra dice) and pick the single highest number, all like numbers, or straights of consecutive numbers. Add this to the related attribute to beat the difficulty (or opponent's roll).

  • Attributes: 1-10, with 5 average. Attributes determine a skill's Base and are strength, intelligence, agility, perception, intellect, tenacity. Each skill has an attribute, but this can be changed when it makes sense. Each attribute has a Feat skill which is used for attribute Tests.
  • Result: Result can be highest single roll, highest set of multiples (roll of 4, 4 and 6 could be 8) or if rolling three or more dice a straight of three numbers in consecutive order can be added together.
  • Special Rolls: There are rules for automatic and critical successes (beat target by 10+), botch (half of rolled dice are 1), as well as unskilled tests.
  • Second Chances: Can be attempted three times, but degree and difficulty increases by one each time.
  • Extended Tests: Must accumulate a number os successful tests and can be assisted with Teamwork.
  • Taking Extra Time and Pushing the Limit (+2 bonus for 1 die of Vitality damage)
  • Reactions: Response to external stimuli and can make any number of reactions (such as defence) with no penalty.
  • Actions: 1 - 3 per turn. -2 to per action in a Turn to all Test that round. So all three actions means -4 to all actions.
  • Drama Points: Can increase number of dice by one, increase ally's dice by one or rob an enemy of one dice.
  • Fear & Insanity: There is a table with 12 fear effects and rules for fear, getting used to it and insanity, along with disorders and rules for regaining sanity, playing insane characters and going beyond (basically becoming a monster).

Combat Resolution

Turns (5 seconds). There are lots of fairly straight forward rules on called shots, cover, entangling, firing into combat, opportunity attacks, regeneration, reloading, run & gun, etc, etc. Indirect Fire has a table for deviation direction for things such as lobbed grenades and simple rules for lobbing something at an unseen target.

  • Initiative: Based on Agility, Intellect and Perception. Usually 1-10. Initiative is rolled each turn.
  • Declare Number of Actions: No need to declare action, but number of actions must be declared as it causes penalty to all actions that turn.
  • Defence: Any number of attacks can be defended against without penalty. This is justified by defensive actions being a mix of skill and minimizing the chance he'll be shot by capitalizing on the environment and luck.
  • Ranges: 4 ranges from short to extreme. The range is represented as a difficulty modifier from +2 to -6.
  • Damage: Damage reduces Vitality by the total rolled with a number of dice depending on the success, and modified by the weapon and strength for some types of weapons.
  • Wounds: There are six wound levels from unhurt to death's door. Five of the levels are equal to Vitality, so a Vitality of 10 would take 50 points od damage to kill. Wound levels result in a Test penalty and movement reduction. At death's door medical attention is needed and if more than five times vitality of damage is taken, death is instant.
  • Armour: Reduces damage by a number of dice.
  • Breaking Away: Leaving close combat requires a random roll of 6-10 with 1D10. It gets harder with multiple opponents.
  • Integrity Scale: Damage to buildings, beasts, vehicles and mecha are handled using Integrity, where 1 Integrity = 50 Vitality. However, Integrity-Scale armour makes weapons that do Vitality damage useuless.
  • Mecha Combat: Is handled in a similar manner to normal combat, but with some changes.
    • Up to four actions for mortals and more for aliens.
    • Larger mechs suffer a size penalty when firing at smaller mechs.
    • Regeneration: There are rules for mecha internal repair and damage control systems that can regenerate lost Integrity.
    • Mecha Special Situations: There are a number of special rules for mecha combat, such as charge attacks, rockets, stealth systems, system failure, terrain modifiers and weapons in close quarters.

Social Interaction


Character Development

Point buy



Publishing Company

Catalyst Game Labs as of September/October 2008
(was previously Mongoose)



WildFire was created to support the CthulhuTech line.

  • Matthew Grau - Creator
  • Fraser McKay - (Unclear what his contribution is on Framewerk itself, if any)


System Analysis

Solid combat system, but requires three rolls for each attack (including armour) which will slow down resolution. The number of special rules are easily used or ignored as needed and so less of an issue.

Rolling armour dice seem both a strength and a weakness. It's a weakness because it makes combat resolution take more time and makes armours unreliable. It's a strength because it becomes possible to "penetrate" armour by hitting weak points (represented by a poor roll), but it's less clear if this armour unreliability is a good or bad thing.


  • A very successful attack will do more damage.
  • The automatic success may help reduce too many rolls.


  • Finding the higest number for a success is complex and a bit gimmicky.
  • Having to declare number of actions at beginning of a Turn, as it allows for less ability to adapt to the unfolding events.
  • Unlimited reactions and the reasons for it seem a bit contrived.
  • Difficulty ranges are good in that they allow lots of fine grained flexibility, but makes assigning the right number harder for the GM and makes it harder for the players to estimate the chances of success based on difficulty degree.

House Rules


(Framewek may also be used for Weapons of the Gods, needs checking)
In progress

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