Zero-level play is the funnel stage before a character has found their class. It is meant to be quick, dangerous, and a little strange: make several ordinary people, throw them into a terrible situation, and see who becomes worth naming in the songs.

Human characters are recommended for the simplest version unless the GM permits other species. A good starting point is four characters per player, with an opening party of roughly sixteen zero-level characters.

Creating Zero-Level Characters

StepWhat to DoResult
1Roll occupationRoll D100 on the standard occupation table, or D200 if using the expanded table. This gives starting profession, weapon, equipment, and sometimes a bonus ability.
2Name the characterA plain name is fine now; survivors will earn better stories.
3Roll hit pointsRoll D3. This is the character's starting HP.
4Roll starting abilitiesRoll D% twice on the ability table. These are inherited abilities and do not count against later class ability totals.
5Check for psitalentMake the wild talent check below if the GM is using that rule.

When a zero-level character survives their first adventure and selects a class, roll the class hit die. If the new class HP total is higher than the zero-level total, keep the higher number.

Starting Abilities

Zero-level characters have two randomized abilities and no class prowess. Roll D% twice on the ability table.

SituationRule
Duplicate abilityRoll a die: even means take the next ability on the table; odd means take the prior ability.
Delayed choiceA player may roll one ability and leave the second open until a good moment in play.
Class-restricted resultThe character may keep it; mark it as a prodigy or inherited level-0 ability.

These inherited abilities are free. If the character later gains a class, they remain on the sheet but do not count toward the class's ability count or rank total.

Zero-Level Capabilities

CapabilityZero-Level Rule
AttackHit on 16+.
CheckMost checks succeed on 16+.
Trained weaponThe occupation weapon is the character's trained weapon.
Other weaponsAttacking with any other weapon is untrained: -1 to hit and the attack may provoke threat/reaction.
DeflectDeflect with a trained weapon only on 20, or with a shield on 19 with no bonus.
Deflect attemptsOne deflect attempt per round.
ThreatZero-level characters are non-threatening: they cannot capitalize on enemies who provoke threat and do not get an AGL check from that trigger.
Long combatsLong fights may cause fatigue at the GM's discretion.

If a player describes an attack or approach before rolling, the GM may grant a bonus for a clever or risky idea.

Critical Hits and Telling Blows

RollResult
Exact natural number needed to hit 16Critical hit; bypass armour.
Natural 20Telling blow; choose either to reroll damage, or keep the damage roll and add D3.

Psitalent Check

For each zero-level character, make a WIL check. If the result is a natural 16, make another WIL check. If the second check succeeds, the character gains a Scion wild talent power as a free bonus.

D20 ResultWild Talent
15Object Echo
16Fast Metabolism
17Aura Sight
18Sense Aura
19Telepathy
20Spirit Healing

The 15 result is included for characters with a benefit such as Will of Iron that can push the qualifying result lower.

Occupation Framing

Occupations should usually be former, failed, persecuted, abandoned, or disgraced professions. A blacksmith might have burned down the forge. A noble might be pretentious rather than powerful. A healer may have failed someone important. The profession is the hook; the reason it went wrong is the story.

Choosing a Class

How a survivor becomes first level is deliberately flexible. The GM may use apprenticeship, self-determination, conscription, happenstance, divine intervention, exile, bargain, trauma, or any other event that explains the new class.

If a former zero-level character helps other zero-level characters survive and reach first level later, the GM may award bonus XP.

Optional Rule: Fight, Flee, Freeze, or Freak

For each combat encounter, each zero-level character chooses one response: fight, flee, freeze, or freak. A character must use all four responses before repeating one. In a large funnel, this means only about a quarter of the group can fight at once.