Just a little something I was musing on today. I'd like others' feedback. It seems different enough from the other weird based characters to me but an outside opinion is always good. Who knows, maybe it'll be an LE release someday. :)
Introducing: The Rust Shaman
Some guys, they can't take the shithole we call society these days. They walk themselves right out into the dust and the sand and the psychic meat grinder with nothing but a pair of shoes. Most of 'em die. The ones that come back, though, soimething's not right about 'em. Eyes are all glassy, one foot in this world and one in the next.
cool Hard Hot Sharp Weird
-1 +1 +1 0 +2
0 +1 -1 +1 +2
+1 0 +1 -1 +2
0 -1 +1 +1 +2
Moves - Pick 2:
Warp and Weft - When you roll to read a situation, roll +weird instead of +sharp
One Foot in the Other World - Weird +3
Sending a Conjure - Roll to help or interfere with someone, regardless of range. If you can't see the person or otherwise don't know what they're up to, the modifier applies to their next roll.
Dust in the Wind - at the beginning of the session, roll+weird. On a 10+, hold 3. On a 7–9, hold 1. At any time, either you or the MC can spend your hold to have you already be there OR to escape your current scene (or both if your timing is really good). You just step behind a rock or into a dust storm and step out the other side. On a miss, the MC holds 1, and can spend it to have you already be there, but somehow pinned, caught or trapped. Note that this does not assume that you're prepared or know what's going on where you're headed. That's your problem.
Voice of the Spirits - You can seek the advice of the spirits of the maelstrom. Roll +weird to see what they want you to do. On a 10+ mark experience and take a +1 if you do as your
they wish. On a 7–9, take a +1 if you do what they want and act under fire
if you don’t. On a miss, they have their own agenda and act under fire if you don’t
follow it.
Guidance of the Spirits - You can seek the advice of the spirits on behalf of others. Tell them what you honestly think the best course is. If they do it, they take +1 to any rolls they make in the doing, and you mark an experience circle.
Advancement
New Rust Shaman move (x2)
New Other Move (x2)
Get followers and fortunes
+1 Cool
+1 Hard
+1 Hot
+1 Sharp
Add an oralce (tarot cards, bones etc) and gain +augury when using it
Good other playbook powers
Just Give Me a Motive
Visions of Death
Healing Touch
Inspiring
Visionary
Honestly, I wouldn't mind swapping out one of the moves above for something similar to Visions of Death or Indomitable, I just didn't want to copy either of those wholesale.