Trying a second version:
The Snake Witch
Presidente, Redman, Belladonna, Cherry, Zombie, Blind, Delacroix, Don, Rum, Thulsa, Jonas.
Rattler, Cottonmouth, Coral, Sidewinder, Cobra, Krait, Adder, Ferdelance.
Cool 0, Hard -1, Hot +1, Sharp +1, Weird +2
Cool -1, Hard -1, Hot 0, Sharp +2, Weird +2
Cool +1, Hard 0, Hot +1, Sharp -1, Weird +2
Cool 0, Hard +1, Hot -1, Sharp +1, Weird +2
Man, woman, concealed, transgressing or ambiguous.
Scrounge wear, casual wear, display wear, snakeskin wear or luxe wear.
Lean face, stoic face, pretty face, cruel face, tattooed face or lined face.
Darting eyes, hypnotic eyes, unblinking eyes, mocking eyes, sad eyes, glass eye or feverish eyes.
Slight body, rangy body, compact body, wiry body, athletic body, sensual body or graceful body.
Pick two snake witch moves:
Bitten by the Ghost Snake: You get +1 Weird (Weird +3).
Charmer: You can roll +Weird instead of +Hot to seduce or manipulate someone as long as you keep close eye contact when you do it. It needs to be intensely personal, nothing you can do while walking around or talking to more than one person.
Fucked-up Voodoo (still working on this) Shit: When someone causes harm to you and you curse their name, roll +Weird if it's an NPC and +Hx if it's another PC. On a hit they immediately take 1-harm (ap) from sudden weakness and sickness. Furthermore, on a 10+ they take s-harm from fear and trepidation as well. On a miss your curse rings empty, but you suffer no negative consequences apart from, you know, being in the middle of getting stabbed.
Medicine Snake: Whenever someone gets bitten by your medicine snake, roll +Weird. On a 10+ they slip into a days-long fitful sleep and emerge healed from mental and physical afflicitions. All damage is healed down to 6 (if over 6) or by one segment (if below). On a 7-9 the same thing happens, but they're acting under fire from the psychic maelstrom the whole while. On a 6-, they take ?-harm.
Slippery: When you try to get into someplace, name your route and roll +Sharp. On a 10+ you get in unharmed and unnoticed, no problem. On a 7-9 you get in unharmed and unnoticed, but you'll have to find some new way out. On a 6-, you get caught, hurt or lost.
Stillness: When you make a harm move, you pick the consequences, not the MC.
Venomous: Whenever you deal harm to someone, through weapons or otherwise, roll +Weird. On a 10+, hold 3. On a 7-9, hold 1. Spend your hold one for one to inflict 1-harm (ap) on that person at any time in the future. If the person seeks help from someone who knows their shit, you or someone else, that counts for all remaining hold.
Snake Witch Special: When you have sex, you can use the psychic energies of yourself and your partner for augury. For purposes of failed rolls, your partner counts as your antenna.
You start with a menagerie, one handy weapon, oddments worth 2-barter and fashion suitable to your look, including at your option a piece worth 1-armor.
Handy weapons: .38 revolver (2-harm close reload loud), 9mm (2-harm close loud), big knife (2-harm hand), sawed-off (3-harm close reload messy), machete (3-harm hand messy), magnum (3-harm close reload loud).
Your menagerie contains two of the following: a huge constrictor (alive worn-optional), a pile of regular snakes (alive infinite worn-optional), a cobra or some other very poisonous snake (alive worn-optional), a rare and pretty snake (alive valuable worn-optional), a freaky mutant snake (alive worn-optional). Decide if you travel with it or keep it somewhere. Your menagerie and your business has also put you into contact with at least these five NPCs: Hyde, Jacker, Boots, Duchess, Maggot.
One of them owes you for something. Who and for what?
One of them covets your menagerie. Who and why?
One of them wants you gone. Who and why?
Go around for Hx. On your turn, choose one or both:
One of them has been under your spell. Tell that player Hx+3.
One of them is clearly uncomfortable around you. Tell that player Hx-1.
Tell all other Hx=0.
On the other's turn:
One of them has come to you for help. Whatever number that player tells you, ignore it; write Hx+3 next to the character's name instead.
One of them is fascinated by you. Whatever number that player tells you, ignore it; write Hx+2 next to the character's name instead.
Everyone else, whatever number they tell you, give it -1 and write it next to their character names. By default, you prefer the company of snakes to that of people.
_Get +1 Cool (max Cool +2).
_Get +1 Hard (max Hard +2).
_Get +1 Hot (max Hot +2).
_Get +1 Sharp (max Sharp +2).
_Get a new snake witch move.
_Get a new snake witch move.
_Get followers (detail) and fortunes.
_Get 2 gigs (detail) and moonlighting.
_Get a move from another playbook.
_Get a move from another playbook.