Indrid Cold

Indrid Cold is a clairvoyant seer, and a native of Sylvain, who contacts the gang in order to warn them about impending catastrophes.

Physical Appearance
Indrid is described as "fascinating to look at": somewhat withering and gaunt, yet confident and strong; he appears both young, yet somehow wrinkled. He has short silver hair, with hints of black peeking through, and wears a tank top and jeans as well as a pendant comprised of an orange, crystalline material. His most noticeable feature however is a pair of large, round, opaque red glasses that easily reflect whatever is in front of them.

In actuality the glasses are a magical disguise: when not worn, Indrid is described as being huge and terrifying, with a white body and red eyes, resembling that of an incredibly large moth. Due to the horrific nature of his natural visage, Indrid is loath to reveal his true form but has done so on occasion, both willingly and under duress.

History
While native to Sylvain, Indrid currently resides on Earth, living in a Winnebago RV at the Eastwood Campground and RV Park in Kepler, West Virginia. He was formerly the Court Seer of Sylvain over a century prior to the events of Amnesty, and had previously been to Earth - specifically the Crescent Territory - around a century before coming to Kepler. (See Dust season two.)

Though he is careful to avoid raising people's suspicions nowadays, he was not always so cautious; at various points in the past Indrid was spotted in his natural form, which came to be known locally as the Mothman.

He was seen escaping from his goatman captor after Duck punched him in the nose during the final confrontation with the The Calamity.

He returned to Kepler in episode 30 to help the Pine Guard in their final confrontation. In the finale he is seen with Leo Tarkesian, who is the new Seer.

Powers and Abilities
Indrid naturally sees many possible futures and upcoming events, both near and far, though he does not see or know the true path of time. Complicating matters is the fact that, should an unexpected or unforeseen event occur, Indrid's visions will completely reset, laying out a whole new web of potential outcomes.

In addition to his visions, Indrid is also a skilled enchanter, with the ability to imbue ordinary objects with magical properties, including the ability to completely disguise an artifact's bearer.

Powers and Abilities in Dust
For the purposes of Dust, Indrid has the Oracle archetype. This involves a relationship with a benefactor, a powerful character whose fate is entwined with his.

Moves
Indrid has access to all of the Basic and Faction moves available to all characters. He hasn't directly advanced any basic moves, but his Oracle move Foresight advances keep your cool; see below.

Let It Out
The Oracle version of the move Let It Out allows Indrid to:
 * uncover the essential truth of a thing or person in your presence
 * twist the strands of fate to help or hinder an NPC in your presence
 * frighten or impress someone with knowledge of their past
 * channel a powerful prophecy from beyond concerning a present character

Foretellings
Before each faction turn, Indrid rolls with Spirit. On a hit he picks one of the following three options:
 * fate has provided an opportunity to fulfill his role for your benefactor; he learns how to seize it
 * an ally has come to own an item that might reveal more about his prophecy; he learns where they keep it
 * a tragedy has made it possible for him to escape or alter his prophesied path; he learns what he must do

On a 7-9, he also gets a foreboding part of his vision, and has to pick one of these three options as well:
 * a threat is closing in; he learns why it stalks him or his benefactor
 * an ally is plotting a betrayal; he learns when the hammer will fall
 * a death lurks in the shadows; he learns how he can avoid it

On a miss he has a terrifying premonition about the prophecy that binds him to his benefactor, taking -1 ongoing to efforts to stop it happening.

Oracle Moves

 * Soothsayer: Indrid can use his prophetic tools to read someone's future, rolling with Spirit. On a hit, he learns something new and interesting about their destiny; on a 10+ he can ask a follow-up question. On a miss something interferes with his powers, giving only vague glimpses; he can't try to see that future again until he does something about whatever is blocking him.
 * Foresight: Indrid advances keep it cool (the Basic move for avoiding something; the Urban Shadows equivalent of a saving throw) for himself and anyone in his presence he chooses. This means that on a 12+, the opposition's cool is compromised.

Trivia

 * Indrid's name is taken from another cryptid who is known as "The Grinning Man,” which some believe to be the same person.
 * Both the real Indrid Cold and the Mothman were reportedly sighted at Point Pleasant, likely why Indrid's failure was chosen to occur there.
 * Indrid is likely inspired by the character "Delta" from Zero Time Dilemma. Delta also has round glasses with red lenses, short gray hair, and can basically see the future. Griffin is a known fan of the Zero Escape series, of which Zero Time Dilemma is the third entry.
 * The original Mothman myth also purports the cryptid having divination abilities and large red eyes.
 * He loves eggnog.
 * Griffin reprises Indrid Cold as a player character for the second season of Dust, making him the first major character to appear in two different campaigns - not including the various versions of Clint McElroy.