Duck Newton

Duck Newton is a player character in the Amnesty campaign controlled by Justin McElroy. He is a park ranger trying to avoid his destiny, which he receives visions of in his dreams and involve him fighting off a great evil, so he can live a normal life.

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.

Gear
Gear both currently owned and lost by Duck throughout the show. As of episode two, he looses many of his supplies: his flashlight, radio and a gun

Weapons
Weapons currently in Duck's possession.