Duck Newton

Duck Newton is a player character in the Amnesty campaign controlled by Justin McElroy. Duck is a park ranger at the Monongahela National Forest trying to avoid his mystical destiny.

When Duck was younger, he experienced visions revealing his destiny to defeat an unnamed evil. Around this time, he also manifested certain magical abilities and was given some sort of magical weapon. However, Duck decided early on to ignore his supernatural calling in pursuit of a normal life. As a result of neglecting his powers, his Weird skill is -1.

Duck and Ned have a shared history as friends. Duck has entrusted Ned with his Chosen weapon for safekeeping.

"Duck" is apparently a nickname, but his actual given name has not been revealed.

Basic Moves

 * Act Under Pressure: Used for any difficult or dangerous action that isn't covered by another move.
 * Help Out: Used to help another hunter do something. If Duck succeeds, he'll give them a bonus on their task.
 * Investigate a Mystery: Used to work out what kind of monster Duck is dealing with, what it can do, and what it's planning.
 * Kick Some Ass: Used for fighting. Fighting monsters, mainly.
 * Manipulate Someone: Used to try and get someone to do something for Duck, after he gives them some kind of reason.
 * Protect Someone: Used to save someone from danger.
 * Read a Bad Situation: Used to work out what dangers are immediately threatening Duck. For instance, if he thinks he is walking into a trap, or wants to do some tactical analysis.
 * Use Magic: Used to cast magic spells or use enchanted items.

The Chosen Moves

 * Destiny’s Plaything: At the beginning of each mystery, Duck must roll +Weird to see what is revealed about their immediate future. On a 10+, the Keeper will reveal a useful detail about the coming mystery. On a 7-9, he gets a vague hint about it. On a miss, something bad is going to happen to him.
 * I’m Here For A Reason: There’s something Duck is destined to do. He cannot die until it comes to pass. If he dies in play, then he must spend a Luck point. Duck will then, somehow, recover or be returned to life. Once his task is done (or he uses up all his Luck), all bets are off.
 * Invincible: Duck always counts as having 2 armor.

Gear
Gear both currently owned and lost by Duck throughout the show.

Weapons
Weapons Duck has or has had in his possession.