Your path is guided by the hand of fate. Though you come from humble origins, destiny nudges you towards something greater than yourself. At times, you feel as a passenger in your own life, stumbling blindly through the darkness. Perhaps you will be more, in time.

Starting Equipment: Funny rock, Saucepan helmet, Bindle, Ragged clothes, One shoe

Suggested Skills: Precocious Child, Young Lover, Village Idiot

By Pamela Colman Smith

Wheel of Fate

Each Fool Template grants you a random ability dictated by the whims of destiny. The ability may be something you learn, something bestowed upon you, or something that was in you all along. Roll 1d20, reroll duplicates.

 

1 Strong Stomach +2 Might, immune to poison
2 Two Left Feet +2 Agility, +2 Defense while unarmored
3 Beginner’s Luck +2 Discipline, Rank 1 in a random Skill
4 Adept +2 Savvy, learn a random spell, only castable with 1 MD
5 Winning Smile +2 to Reaction Rolls
6 Close Call +2 Mastery Points, useable on self
7 Walk It Off +2 Grit, treat falls as 20 ft shorter
8 Suckerpunch +2 Violence, deal 1d3 Flesh damage on first attack
9 Against Goliath +2 damage to creatures bigger than you
10 Hale and Hearty +2 to Flesh
11 Mostly Harmless Ignored as unthreatening until proven otherwise
12 Duck! Redirect an attempted attack against you to a nearby ally
13 Ignorant Bliss Immune to fear and Stress
14 Street Smart No penalties for not paying Upkeep Costs in town
15 The Old Ways Rank 1 a random Ritual
16 Gift of Gab Rank 1 in a random Tongue
17 Finders Keepers Once per session, find any abandoned mundane object
18 New Best Friend Attract a mundane animal from the nearby area
19 Company of Fools Attract foolish Followers who generate no Stigma upon death
20 Guiding Hand Attract a wise mentor, a Follower one Level higher than you