I'm gonna do a quick breakdown of the various builds:
[ ] Foreign Diplomacy: Turns out, there's something oddly endearing about your character underneath your scratchy voice and your… looks. However, you have learned to weaponize this into a great skill. Now, with your repertoire of many languages, customs, and conversation strategies (plus a few charm spells), you can both charm the most stubborn of dictators as well as win almost any flyting competition you get in! Plus, it's now much harder to accidentally offend someone. (Gain +5 Diplomacy and +2 Occult, as well as the traits Multilingual, Cultural Expert, and Shakespearean Flyter)
Stats: Diplomacy is going to be important for recruiting Heroes and Allies alike, and is something Doof's not great in by default. Losing a point of Occult kinda sucks, but three traits (with enough overlap to assume at least two synergizing in most situations where any would apply) would be nice, and it's not like a +1 is
that big a deal.
Multilingual: Good for researching ancient tomes and diplomancing foreign powers, both terrestrial and supernatural.
Cultural Expert: Good for both avoiding offense and probably identifying cryptids and other folkloric supernatural beings.
Shakespearean Flyter: You'd be surprised how many spirits you can win boons off of by beating them in a yo mama contest, and the ones you can't, you can at least distract pretty well.
[ ] Advanced Weapons and Combat: While you aren't, nor will you ever be, Chuck Norris, you find yourself strangely gifted in the arts of violence. Through training with several instructors of arts physical, mental, spiritual, and mystical, you now know your way around all types of combat zones, fight rings, and weapon armories, and can use the resources around you to maximum effect. (Gain +5 Martial and +3 Occult, as well as the traits Master of Arms and Serene Mind.)
Stats: Martial will be useful for both defensive and offensive faction actions, and is something Doof isn't bad at, meaning it's bolstering one of his neutrals rather than covering a weakness, which is nice.
Master of Arms: Probably useful for both weapons development, and likely utilizing stolen or discovered artifacts. Plus maybe a personal combat boost which could come in clutch for Quests and Crises.
Serene Mind: Likely offers some amount of resistance to mental influence, which is always good (especially with Bill) and possibly some bonuses to learning more enlightenment based techniques. Definitely offsets the potential for stress breaks.
[ ] Subterfuge and Misdirection: As this is a spy agency, you find yourself absorbing its culture and lessons quite well. Through the use of several physical and mystical tricks, you are basically on par with most ninjas, capable of sneaking into places with high security, stealing valuable items, telling blatant and outlandish lies without being called out, and can leave trails of rumors and misdirections that will run several people in circles. (Gain +5 Intrigue and +3 Occult, as well as the traits Spymaster and Trickster.)
Stats: We're a secret agent man. And we're after a secret plan. But seriously, info gathering, sabotage and counter-intelligence are almost certainly going to play into it.
Spymaster: Espionage perk, get their info.
Trickster: Counter-espionage perk, befuddle foes. Plus also probably some diplo or martial bonuses when interacting with other Tricksters.
Overall I think I'm gonna go:
[X] Advanced Weapons and Combat: While you aren't, nor will you ever be, Chuck Norris, you find yourself strangely gifted in the arts of violence. Through training with several instructors of arts physical, mental, spiritual, and mystical, you now know your way around all types of combat zones, fight rings, and weapon armories, and can use the resources around you to maximum effect. (Gain +5 Martial and +3 Occult, as well as the traits Master of Arms and Serene Mind.)
[X] Scientific Advancements (+30 to Learning Actions gained from the Book, +15 to Learning Actions that involve new technology or practices)
[X] Recent History (+10 to any actions that involve events that happened similar to DVV:G canon)
[X] Major Villains (+10 to all actions concerning Disney Antagonists (Drakken, Xanatos, D0R-1S, etc.))
[X] Major Heroes (+10 to all actions concerning main Disney Protagonists (Goliath, Star Butterfly, Mr. Incredible, etc.))
Major Events feels kind of reactionary, but I'm alright if it wins.