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

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 |