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genreDiversion i Manual (Generic Quick-Fix RPG Rules)

genreDiversion i Manual (Generic Quick-Fix RPG Rules)

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Go beyond a diversion with the newer, but more expansive genreDiversion 3E Manual. -- or the lighter GDi version below...

These updated rules improve upon the original genreDiversion 2d6-based system with more intuitive and dynamic mechanics in a tidy, generic package. (These rules are also available in HardNova 2, Coyote Trail, and EarthAD 2, or any other stand-alone genreDiversion i game.)

How does the system work?
Using 2 six-sided dice, roll under or equal to your character's ability + skill levels for success. Bonus/penalty dice from the original system are used to alter probabilties with the basic rules. Difficulty levels let you adjust the odds on any given task in the advanced version of the rules.

Features optimized layout for speedy downloads and printing, plus... vehicles, special power skills and gimmicks, and conversion notes for Impresa, Active Exploits, and older genreDiversion titles.

Why another generic system, you ask?
Many fans of the original genreDiversion games expressed interest in a generic version of the rules, so that they could use it for their own custom settings and genres. We also wanted to provide more consistency among our products - characters from genreDiversion i, Impresa-based games like Iron Gauntlets, and Active Exploits Diceless products are virtually interchangeable, offering the freedom to use whichever system you prefer.

Includes reference, character, and vehicle sheets.

genreDiversion i (GDi) Stand-Alone Games
HardNova 2: Space Action Adventures Coyote Trail: Wild West Adventures EarthAD.2 Mean Streets Ghostories The Space Western Bundle

genreDiversion i (GDi) Mini-Games
genreDiversion i Manual (Generic Quick-Fix RPG Rules) Hunger: Zombies Must Feed Home Front Vice Squad: Miami Nights
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Reviews (7)
Discussions (1)
Customer avatar
Dorian Y September 23, 2017 3:37 pm UTC
Would it be possible to get some examples of a combat rounds? There is a lot of conflicting information in this book.
Say a turn begins. Players roll initiative and Billy goes first.
Billy says, 'Im going to shoot Jerry'.
Now does Jerry get to roll defense by using fitness + athletics? Is this Jerry's action for the round or does Jerrry get to do something else? What happens if Jerry shoots back? Some parts of the book make it sound like you can defend yourself by shooting back and the highest margin wins. So what is it? How do you accomplish a simple gun battle?

Extremely confusing.
Customer avatar
Brett B September 23, 2017 3:48 pm UTC
Basic rules: both roll, highest margin is successful. Advanced rules: the range determines the difficulty, only the attacker rolls; or same as basic rules for close combat, using the highest margin.

In either case, each character gets one action; defense doesn't count as an action.
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Electrum seller
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0.68 MB
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File Last Updated:
May 31, 2004
This title was added to our catalog on May 31, 2004.