TEXT: The Fool
  You don't really understand why your companions make you sleep on the other side of the 
  camp, or why they all shout "No!" when you go to investigate some curious thing. You're not 
  sure if the big one has forgiven you for tripping them while they were fighting that huge beast 
  yesterday. And you keep meaning to ask the one with the oily grin why they keep calling 
  you 'scapegoat'.
  You mean well, or you have grand designs, but nothing seems to go right. Disaster seems to 
  follow you around, things often break or don't work right when you touch them, and people 
  always seem either irritated or amused by you. There are a lot of things you don't understand, 
  but you don't mind. you'll just keep bumbling through, and everything will turn out fine!
  ...probably.
  Name
  Choose one or write your own:
  Gervais, Legume, Phaidin, Flynn, Angelo, Felix, Romeo, Eldon, Jeong, Emerson, Ricky, Eric, 
  Brian, Chapman, Gil, Jones, Cleese, Spike, Peter, Vicas, Simon, Jack, 
  Look
  Vague Eyes, Laughing Eyes, Confused Eyes
  Pretty Face, Goofy Face, Smiling Face
  Fancy Clothes, Raggedy Clothes, Impractical Clothes
  Drive
  What drives you to continually tempt fate? Choose 1:
  Amends
  make amends to someone for  a terrible mistake you made in your past that hurt a lot of people.
  Ambition
  Act unwisely to acquire wealth, or power.
  Validation
  Prove to someone that you have some redeeming quality.
  Foible
  Nothing ever works how you intend, choose the source of your misfortune:
  
  Cursed
  Someone cursed you out of revenge. You may always use your leaving and taking your bad 
  luck with you as leverage for Parlay.
  Thoughtless
  You never really think your actions through and just react with the first idea that comes to your 
  head. Problem is, it’s usually the worst idea. When you act without thinking, you gain 1 extra 
  Calamity regardless of what happens.
  Ineptitude
  You’re a consummate bungler and a buffoon. You may act intelligently or with good intentions, 
  but your execution is always terrible.  Whenever a plan or idea you come up with fails, you 
  gain 1 extra Calamity.
  Bonds
  Fill in the name of one of your companions in at least one:
  __________ thinks I’m useless. I’ll prove them wrong!
  __________ Doesn’t understand the depth of my genius.
  I hope __________ doesn’t find out what I did.
  __________ likes having me around. I Wonder what “Scapegoat” means?
  Gear
  Your load is 6+Str. You start with a homemade Staff (close, reach, 1 weight) and a Personal 
  Feast. (Ration, 1 use, 1 weight)
  Choose 3:
  ⃞Magical white rose.
  ⃞Bag of trinkets. (5 uses, 1 weight, mark 1 use when you need a specific unusual item.)
  ⃞Strange puzzle. toy (unknown use, 1 weight)
  ⃞Juggling clubs. (Near, close, 2 weight, 3 ammo)
  ⃞Deck of Tarot cards. (1 weight)
  ⃞23 Coin.
  Starting Moves
  Fool’s Fortune
  When you gain Calamity, fill on an empty box on one of the below options.  (If all boxes are 
  full, you lose the Calamity) When an option has all the boxes filled, you may empty all of the 
  boxes for that option to use it once.
  ⃞Choose 1 less or 1 more from the list of choices on any Fool move
  ⃞⃞Give +1 to someone else’s roll.
  
  ⃞⃞⃞⃞Shift the result of any roll, yours or an ally’s, from a 6- to a 7-9, or a 7-9 to a 10+.
  Out of your Depth
  When you attempt a task beyond your capabilities, roll+Cha. *On a 10+, it kinda works! 
  choose 2, *On a 7-9, it seems ok... choose 1:
  ●
  You gain 1 Calamity.
  ●
  No-one will know it was you.
  ●
  You didn’t cause permanent damage.
  ●
  Someone else is initially implicated.
  Get Lost
  When you try to find your way through somewhere that isn’t an obvious, direct route, 
  roll+Int. *On a 10+, you got there! choose 2. *On a 7-9, this looks like the place, choose 1:
  ●
  You gain 1 Calamity.
  ●
  It didn’t take too long.
  ●
  You’re not getting pursued.
  ●
  You accidentally found an interesting secret!
  Gullible
  When you believe someone you should question, roll+Wis. *On a 10+, choose 2. *On a 7-9, 
  choose 1:
  ●
  You gain 1 Calamity.
  ●
  They assume you are more competent or important than you are.
  ●
  You gain access to somewhere or something you shouldn’t.
  ●
  You don’t lose something important.
  Advanced Moves
  When you gain a level from 2-5, choose from these moves:
  Don’t Touch That
  When you try to operate a device or machine of magical or mundane nature, roll+Int. *On a 
  10+,it was pretty good! Choose 2. *On a 7-9, it wasn’t too disastrous, choose 2:
  ●
  You gain 1 Calamity.
  ●
  You didn’t break it or something else.
  ●
  You didn’t put a friend in danger.
  ●
  It did what it is supposed to do.
  Comedian
  When your antics make someone laugh, gain 1 Calamity.
  Uncommon Sense
  
  When you give seemingly nonsensical or inappropriate opinion or advice, roll+Wis. *On 
  a 10+, hold 2. On a *7-9, hold 1. When your uncommon sense can be interpreted to apply to a 
  situation, you may spend hold, 1 for 1, on the following:
  ●
  You gain 1 calamity.
  ●
  An ally takes +1 to the situation your uncommon wisdom applies to.
  ●
  Someone of your choice is baffled, hesitates or laughs.
  Foolproof
  When you devise or contribute to a plan, roll+Int. *On a 10+, you stay on task and think it 
  through, choose 2. *On a 7-9, well, it seems to be going ok, choose 1. *On a miss, you prove no 
  plan survives contact with you.
  ●
  You gain 1 Calamity.
  ●
  You don’t let news of the plan slip to someone you shouldn’t.
  ●
  You don’t get distracted or preoccupied at a crucial moment.
  ●
  A fatal flaw in the plan doesn’t get exposed.
  Pity the Fool
  When your actions cause you embarrassment or shame, roll+Cha. *On a 10+ someone 
  takes pity on you and helps you somehow without asking for anything. *On a 7-9 you may use 
  their pity as leverage for Parlay.
  Out of the Frying Pan...
  Whenever you roll a miss, you gain 1 Calamity.
  Lucky Break
  Add this option to Fool’s Fortune:
  ⃞⃞ Add an extra D6 damage to another player’s attack.
  Miss Information
  Add this option to Fool’s Fortune:
  ⃞ Ask one question from Discern Realities, The GM will tell you one truth and one lie.
  Murphy’s Law
  When your careless or ill conceived actions escalate into greater mishap, roll+Cha. On a 
  10+, hold 2. On a 7-9, hold 1. Spend hold, 1 for 1, on the following:
  ●
  Something explodes or is smashed.
  ●
  You discover an alternate route.
  ●
  Someone is distracted by a conspicuous noise.
  The Fool’s Journey
  On any Perilous Journey you join, You will always encounter a strange, new person or 
  creature who will offer you an interesting challenge with an unusual reward.
  Wildcard, Witches!
  
  When you reveal an act of sabotage you unwisely committed earlier, you may reassign up 
  to 3 calamity from one option in Fool’s Fortune to any other option.
  When you gain a level from 6-10, choose from these moves or the level 2-5 moves:
  Unconventional Wisdom
  Requires: Uncommon Sense
  When you give your special kind of advice, you gain 1 extra hold, even on a miss. In addition, 
  add this option to the list for Uncommon Sense:
  ●
  You gain something useful.
  ...Into the Fire
  Replaces: Out of the Frying Pan...
  Whenever you roll a miss, you gain 2 Calamity.
  Miss Fortune
  Requires: Miss Information
  Add this option to Fool’s Fortune:
  ⃞⃞⃞ Your bad luck is contagious! Nominate a person or creature. You and your allies take +1 
  ongoing against them until they dispel the bad luck.
  Slapstick
  Requires: Lucky Break
  Add this option to Fool’s Fortune:
  ⃞⃞⃞ Add an extra D8 damage to another player’s attack.
  Joker Wild
  Replaces: Wildcard, Witches!
  When you reveal an act of sabotage you unwisely committed earlier, you may reassign up 
  to 5 calamity from one option in Fool’s Fortune to any other option.
  Guileless
  Choose 1 extra option when you roll Gullible, even on a miss.
  Short Cut
  Choose 1 extra option when you roll Get Lost, even on a miss.
  What could go wrong?
  Requires: Foolproof
  Choose 1 extra option when you roll Foolproof, even on a miss.
  
SOURCE: textdata/thevault/Dungeon World (PbtA) [multi]/Playbooks/Fool.pdf