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Cyberpunk GenIsys: Cyberpunk GenIsys: Cyberpunk GenIsys is the Cyberpunk RPG genre at its best. The technology has a scalable mechanic. It has an excellent point buy system and a dozen optional classes each only having 4 levels. The system comes with all, blood and death you hate to love in your cyberpunk style campaigns. It is a 2d10 system with lots of flexibility and growth for the characters as well as the campaign. The Story from the Razor's Edge begins here.

The GenIsys Tome: The GenIsys Tome: This is a fantasy role-playing system. It is a 2d10 point buy system with a completely customizable spell creation mechanic. The system does not have any classes but offers optional groups (Called paths) that players can join to further their power and role-playing options. It allows them to pursue a path or paths of their choosing to become the baddest sword wielding spell caster on the continent. The magic system is a, build as you go, you can create some truly disgusting spells with our spell system, so have fun.

Intergalactic: As time progresses your depraved world and the Razor's Edge enter a new era in space. This game system will work just fine as a stand-alone, or if you have a Cyberpunk GenIsys campaign, there are two great lead-ins. The two prologs depend on the success of your Razors. The 2nd round of playtesting will start shortly.

Intergalactic is currently in development. I have the most of the mechanics worked out. Finishing up gear and starships, tweeking space combat. Will need an artist.

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Why another game Company

I had several goals in creating these systems, and I achieved a lot of them. The first is that I love two things that seemed to be mutually exclusive; the first is a class based game system, and the 2nd is a complete point buy system for a character. The second was it seemed that classes seemed to penalize in your weaknesses, we did away with that. Then I got a piece of advice a few years ago from Tom. It was this, “if it does not make the game more fun or simplify it, don’t change it.” That was a hard rule to live by, but I think it has helped over the years. Things can get pretty convoluted when you start trying to manage everything a character can do. My final goal was that I wanted to give the character a real sense of power as their character advanced.

For GMs, we offer mechanic to alter one (or several) game sessions called Campaign Qualities. these change the tone of the session when applied, creating a more dynamic campaign setting. We also have some ways to help you as the GM save time and money. We are working on our Fantasy one currently. Finally, we are here for you we have a forum to answer your questions.

But now I want to say we are not perfect. We make mistakes. We will admit them and fix them, so point them out.

Finally, we hope you will not only be happy with the vision we have for our products. But, we hope you will chime in with your thoughts and ideas about what we have or have not done. We also want your help. If you have ideas or new directions, we want to hear them.

Updated 6/4/2018

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