Dice

The game uses polyhedral dice with different numbers of sides. You can find dice like these in game stores and in many bookstores. In these rules, the different dice are referred to by the letter d followed by the number of sides: d4, d6, d8, d10, d12, d20, and d100. For instance, a d6 is a six-sided die (the typical cube that many games use).

When you need to roll dice, the rules tell you how many dice to roll of a certain type, as well as what modifiers to add. For example, "3d8 + 5" means you roll three eight-sided dice, add them together, and add 5 to the total. The same 'd' notation appears in the expressions "1d3" and "1d2." To simulate the roll of 1d3, roll a d6 and divide the number rolled by 2 (round up). To simulate the roll of 1d2, roll any die and assign a 1 or 2 to the roll depending on whether it was odd or even. Alternatively, if the number rolled is more than half the number of sides on the die, its a 2.

### **The D4**

The d4 is a four sided die shaped like a triangle. It is most commonly used for damage rolls, especially for melee weapons such as knives and sometimes improvised weapons.

### **The D6**

The d6 is a six-sided cube shaped die and is the die players use to generate their six **ability scores** of Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. It is also commonly used as damage dice and hit dice.

### **The D8**

The d8 is an eight-sided diamond shaped die which is commonly used for the damage dice of all sorts of weapons from one handed, to two handed and versatile as well as firearms and other ranged weapons. It is also used as hit dice.

### **The D10**

The d10 is a ten-sided die that is commonly used as damage dice for versatile, two handed weapons, and guns. It is also used as hit dice and can be used in accordance with a Percentile Die as a substitute for a d100.

### **Percentile Dice**

Percentile Dice work a little differently. You generate a number between 1 and 100 by rolling two different 10 sided dice numbered 0 to 9. One die (designated before you roll) gives you the tens digit, and the other gives the ones digit. If you roll a 7 and a 1, for example, the number rolled is 71. Two 0s represent 100. Some ten sided dice are numbered in tens (00, 10, 20, and so on), making it easier to distinguish the tens digit from the ones digit. A roll of 70 and 1 is 71, and 00 and 0 is 100.

### **The D12**

The d12 is a twelve sided die that is mostly used as the damage die for heavy, two-handed weapons such as the Sledge Hammer as well as powerful guns such as the Sniper Rifle and Heavy Machine Gun. It is also used as the Hit Dice for the Tank class.

### **The D20**

Does a Survivors gun shot strike the undead square in the chest or does it blow its brain all over the ground? Will the Survivor believe an outrageous bluff? Can a character swim across a raging river? In cases where the outcome of an action is uncertain, the *Generation-Z* game relies on the rolls of a 20-sided die, a d20, to determine success of failure.

Every character or NPC in the game has capabilities in the game defined by six **ability scores**. The abilities are Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma, and they typically range from 3 to 19 for most player characters. (NPCs might have scores as low as 1 or as high as 30). These **ability scores**, and the ability modifiers derived from them, are the basis of almost every d20 roll that a player makes on a PCs or NPCs behalf.

Ability checks, attack rolls, and saving throws are the main kinds of d20 rolls, forming the core of the rules of the game. All three follow these simple steps, as described below:

1. **Roll the Die and Add the Modifier.** Roll the d20 and add the relevant modifier. This is typically the modifier derived from one of the six **ability scores**, and it sometimes includes a Proficiency Bonus to reflect a character's particular skill.
2. **Apply Circumstantial Bonus and Penalties.** A class feature, a *Feat*, a *Random Trait*, a particular circumstance, or some other effect might give a bonus or penalty to the ability check, attack roll, or saving throw.
3. **Compare the Total to a Target Number.** If the total equals or exceeds a target number, the ability check, attack roll, or saving throw is a success. Otherwise, it's a failure. The GM is usually the one who determines target numbers and tells players whether their ability checks, attack rolls, and saving throws succeed or fail.

The target number for an ability check or saving throw is called a **Difficulty Class** (DC). The target number for an attack roll is called an **Armor Class** (AC). This simple rule governs the resolution of most tasks in *Generation-Z* play.

### **The D100**

The d100 is a one hundred-sided die and has the most sides of any polyhedral dice used in the game of *Generation-Z*. Its main use is to determine your three Random Traits when creating your character. If you don't have access to a d100, you can use Percentile Dice or a Random Number Generator as an alternative.