The Montauk Project
The Montauk Project
The Montauk Project
the aim to control minds and warp time and space? For Neo Nazis, aliens, and secret colonies of men on Mars? For teleporting warships and vanishing men? For orgone energy, radiosondes, and time warping antenna? Are you? If you feel brave enough, then continue onwards and learn the amazing truth behind the strange and bizarre world of...
The Montauk Project tests) were conducted, only to produce undesirable results. Afterwards, the project (supposedly called "Project Rainbow") was canceled. As one can easily see, the actual facts are scanty. The Navy denies any sort of experiment ever took place and the ship's logs show the USS Eldridge was nowhere near Philadelphia at the time the test was supposed to take place. Of course, logs can be faked, and the government and military has lied before about certain events in the interests of secrecy and national security (witness the Manhattan Project). On the other hand, research has shown no evidence of a "Project Rainbow," and although there was a code name "Rainbow,"it was used to designate Allied plans to combat the Axis in World War II and had nothing to do with any form of experimental technology. Finally, it should be pointed out that performing even some basic research (the internet is loaded with relevant sites) will show the entire "experiment" may in fact be a massive hoax, a modern urban legend that has grown to fantastic proportions over time. Such sensationalistic writing has been successful in creating similar epic myths before, with the "Bermuda Triangle Mystery" a prime example.
The Montauk Project was never seen again. Some men entered into what was called the "Freeze." This is where a man faded from view; unable to move, speak or otherwise affect his surroundings. Initially, the Freeze effect lasted only a few minutes to a few hours. Interestingly enough, invisible crewmen were still visible to other sailors who had survived the original experiment. After a while, the Freeze effect lasted for days or months, and became known as the "Deep Freeze" (other terms include "Caught in the Flow," "Caught in the Push," "Get Stuck," "Go Blank," "Hell Incorporated," or "Stuck in Molasses"). The Deep Freeze could drive a man insane in very short order, and was only able to be counteracted if other crewmen performed a "Laying On Of Hands" technique to give the victim strength and allow him to recover from his affliction. Unfortunately, two men burst into flames while performing a Laying On Of Hands, burning for 18 days despite all attempts to quench the flames. Seeing the horrible after effects of the experiment, the Navy discontinued all further research into radar and optical invisibility. The surviving crewmen were discharged as mentally unfit for duty and many were placed in insane asylums. However, science was not quite done conducting research on electromagnetic fields, radar, and its affects on the human mind. Project Rainbow may have been disbanded, but the Phoenix Project was just getting started.
The Montauk Project (character can be affected by certain forms of vibrational or similar phase-modulation attacks); Extra-Dimensional Movement to a different plane of existence -- possibly a parallel universe; Invisibility to Sight Group with no fringe; and Teleportation. Linking these powers with the Unified Power Limitation is recommended. Other possible powers include: Life Support RECOMMENDED PSYCHIC POWERS (Longevity), the character ages at a greatly reduced Astral Projection, Aura Vision, rate, or not at all; the Affects Physical World Advantage Clairvoyance, Foresight, Perceive The on the character's Strength (allowing them to reach Past, and Sensitive. inside of objects or through walls to get things on the other side); and Mental Awareness. The crewmen were said to have a heightened psychic awareness after the Experiment, and certain psychic powers from Pulp Hero (found starting on page 279) would be appropriate. For a superhero-level character, one may want to consider purchasing full-fledged psychic powers, with the character having such abilities as Mind Control, Mind Link, Mind Scanning, and Telepathy. When mixed with Desolidification, Invisibility, and Teleportation you have a very powerful and very effective character. PHILADELPHIA EXPERIMENT POWERS FOR HERO SYSTEM 6E
20 Philadelphia Experiment I: Change Environment (-4 to Sight Group PER Rolls, -4 to Radio Group PER Rolls), Area Of Effect (100m Radius; +1 ) (60 Active Points); OIF Bulky (multiple electromagentic generators; Requires Multiple Foci or functions at reduced effectiveness; -), Extra Time (1 Minute, Only to Activate, -), No Range (-), END 6 Philadelphia Experiment II: Invisibility to Sight and Radio Groups , No Fringe (35 Active Points); Extra Time (5 Minutes, Only to Activate, -1), OIF Bulky (multiple electromagentic generators; Requires Multiple Foci or functions at reduced effectiveness; -), Linked (Philadelphia Experiment I; -), END 3 Philadelphia Experiment III: Teleportation 90m, Safe Blind Teleport (+), MegaScale (1m = 10 km; +1 ), Cannot alter scale (-) (202 Active Points); Extra Time (20 Minutes, Only to Activate, -1 ), OIF Bulky (multiple electromagnetic generators; Requires Multiple Foci or functions at reduced effectiveness; -), Linked (Philadelphia Experiment II; -), END 20 Out Of Phase: Desolidification (affected by can be affected by phase-modulation or vibrational powers), Reduced Endurance (0 END; +), Invisible Power Effects (Invisible to Sight Group; +) (80 Active Points); No Conscious Control (-2) Freeze/Deep Freeze: (Total: 185 Active Cost, 80 Real Cost) Invisibility to Sight, Hearing, Smell/Taste and Touch Groups and Spatial Awareness , No Fringe, Reduced Endurance (0 END; +) (75 Active Points); No Conscious Control (-2) (Real Cost: 25) plus Entangle 4d6, 4 PD/4 ED, Alternate Combat Value (uses OMCV against DMCV; +), Takes No Damage From Attacks Limited Group (+), Works Against EGO, Not STR (+), Invisible Power Effects (Fully Invisible; +1) (110 Active Points); No Range (-), Linked (Invisibility; -), Vulnerable (Uncommon; laying on of hands from fellow crewmates; -) (Real Cost: 55), END 11 Bursting Into Flame: RKA 1 point, Persistent (+), Constant (+), Reduced Endurance (0 END; +), Uncontrolled (GM needs to decide how power can be turned off based on campaign needs; +) (14 Active Points); No Range (-), -1 Decreased STUN Multiplier (-) The first three powers (Philadelphia Experiment I-III) are meant to affect a vehicle. The second set of powers expresses various side effects of the Experiment in HERO System terms. Game Masters should apply these powers as they see fit.
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PROJECT RAINBOW
Project Rainbow was a military project developed during the early Forties as an attempt to make a ship invisible to enemy radar. It can be considered a fore-runner to today's experiments with stealth technology and radar-invisible airplanes. To achieve this result, various experiments with electromagnetic fields were carried out. The project culminated with the infamous "Philadelphia Experiment," detailed above. Following that disaster, Project Rainbow was halted, and Dr. John von Neumann, the project's director, was sent to work on the Manhattan Project. Project Rainbow reappeared in the late 1940's. The project now concentrated on the technology behind the electromagnetic bottle created during the Philadelphia Experiment and how it could be further developed. At the same time, Project Rainbow's former director, Doctor John von Neumann Dr. Neumann started research into how and why the human crew of the Eldridge had been so horribly affected by the fields created. Finally, in the early 1950's, the two projects were merged, becoming the "Phoenix Project."
The Phoenix Project actually gets its start in the late 1940's. It was an attempt to control the weather using information and technologies derived from the work of Dr. Wilhelm Reich, an Austrian scientist. Reich is said to have been a brilliant man, credited with discovering "orgone" energy. Orgone energy is also known as "life" or "orgasmic" energy and is very different from more ordinary electromagnetic energy. Reich supposedly proved the existence of orgone energy in various laboratory experiments, and wrote up his findings in several scientific journals. He claimed that orgone energy could cure cancer, a finding that didn't find wide acceptance with his colleagues. Reich also stated that orgone energy was related to "cosmic energy" and with the Newtonian concept of the "ether" (The "ether" is a Victorian concept that refers to a hypothetical substance that suffused all of space. It served as a medium for light and other forms of radiant energy. This ether was a popular concept and was used by more than one science fiction writer as a way to explain space travel. For
Doctor Wilhelm Reich
The Montauk Project example, E. E. "Doc" Smith sprinkles references to the ether all through his Lensmen novels.) Needless to say, his theories were highly controversial and widely criticized by his fellow scientists. With further research, Reich found that orgone energy was responsible for storms and bad weather. "Dead orgone" or "DOR" was the term used to describe the "dead energy" found within violent thunderstorms and hurricanes. This dead energy was also found within people as well. Active people had plenty of orgone energy, while those who were depressed or sullen had an excess of DOR energy. After extensive research, Reich finally developed a device that would break up concentrations of DOR energy. When combined with a weather balloon, this device would dissipate or deflect thunderstorms. Armed with Reich's storm-buster, the US Government created a device called a "radiosonde." This device consisted of several sensors and a transmitter that could broadcast across several bands to either build up orgone energy or to disrupt DOR energy. With it the government could control the weather. It should be pointed out that any device capable of transmitting both orgone and DOR energy could be used to affect people as well. its possible the Phoenix Project was also looking into methods of population control. Supposedly, the Soviet Union had conducted extensive experiments on select populations by broadcasting orgone or DOR energy into the area to try and alter the emotion content of the population.
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The Montauk Project electromagnetic background that would give the physical body something to lock on to. If this system failed, the physical and the mental body would separate, resulting in insanity. This phase of the project was completed in 1967. A report was then sent to Congress stating the human mind could be altered by the use of electromagnetics. With development, one could create devices capable of changing the way people think. Congress, fearing the results of such experimentation into mass mind control, refused any further funding for the project and in 1969 ordered the Phoenix Project to disband.
The Montauk Project One of the primary items on the equipment list given to the military was a SAGE (Semi-Automatic Ground Environment) Radar system. It had been discovered that radio signals in the 425 to 450 Megahertz range were required to get "inside" the human consciousness to allow for mind control attempts. The SAGE Radar systems ran at these frequencies, and could be converted into a huge radiosonde easily. Better yet, the SAGE Radar system was considered obsolete, allowing the scientists to use one with no detriment to national security. Montauk Air Force Base, located within the SAGE Radar system at Montauk Air Force Base confines of Fort Hero on Montauk Point, Long Island, New York, was perfect for the needs of the Phoenix Project scientists. It was fairly isolated, currently mothballed, and best of all, was equipped with a SAGE Radar system that could be converted to a radiosonde with ease. Setting themselves up at the newly reopened Montauk AFB, the scientists named their new project "Phoenix II." Later, the undertaking became known as "the Montauk Project." Financing for the Phoenix II came not from the military, who only supplied men and materials, but from outside sources. This was because the Project itself had been ordered to disband by Congress and was now operating independently. Montauk AFB itself had been closed since 1969, and was no longer receiving any federal funding. So the question of "Where did the Project funding come from?" arises. The actual circumstances surrounding the financing of the Phoenix II project are shrouded in a veil of mystery. Project funding seemed to come from private sources, although some evidence points to an alleged Nazi involvement in the form of 10 billion dollars in gold, smuggled out of Europe at the end of World War II. Apparently, a train carrying the gold was blown up while passing though a tunnel in Allied-occupied France, killing 51 American soldiers. Even General George Patton, furious that such an act of sabotage could have occurred, was unable to determine how the train had been hit, or who had made off with the gold. Other evidence states that after the money from the gold was used up, the Krupp family financially backed the project (The Krupps owned and operated numerous munitions factories during World War I and World War II. One of their most famous weapons is the "Paris Gun" which shelled Paris from more than 70 miles away during the First World War.).
The Montauk Project A number of the military servicemen present were Air Force radar technicians who had worked with the SAGE Radar system all through the 60's. They reported that the general mood of the base had changed according to the frequency and pulse duration of the radar system. This seemingly trivial piece of information was considered very important to the Phoenix people, who quickly determined that by changing the rate and width of the radar pulse, they could superficially alter the way people thought and felt. This discovery prompted a number of experiments to determine what frequencies prompted what responses. A number of people were used in these experiments, although the prime test subject was a man by the name of Duncan Cameron (more about him later). These test subjects were placed inside of a small room on the base and the SAGE Radar system was focused on that room, bathing it with massive amounts of micro and radio waves. By altering the frequency and pulse of the radar set, they could make a person laugh, cry, angry, or sleepy. As a side effect, it was found the the general mood of the whole base would change to follow the signal output of the SAGE Radar. Now that it had been proved the SAGE Radar could effect emotional states, the next step was to try and control a person's thoughts. Tests were conducted in which the pulse rate and amplitude of the Radar system were changed to match various biological functions of the body. Doing so allowed the scientists to actually control what a person thought and did. It should be pointed out that bathing a person in massive amounts of microwave radiation and intense radio waves is not healthy. Many test subjects were literally baked by radio waves causing serious internal damage to the lungs and brain. With further tests it was determined this damage was caused by "burning radiation." "Non-burning radiation" was emitted from the opposite side of the SAGE Radar reflector. So, the scientists decided to reverse the radar antenna around 180 degrees, broadcasting burning radiation up into the sky and using the non-burning radiation to conduct their tests. Much to their delight, it was discovered that non-burning radiation could alter moods and thoughts as well, and didn't damage the subject of the tests! In 1973, the experimental process had reached a new step. The scientists wanted to experiment with large groups of people, changing their thoughts and moods en masse and monitoring the results. Units of the U.S. Army were invited to the base for R&R, becoming the unwitting targets of mood-altering experiments. Similar experiments were also conducted on people living nearby on Long Island, as well as New Jersey, New York, and Connecticut. The aim of these tests was very simple; to build a database of pulse settings and the effects they caused With time, the scientists were able to construct a control panel that allowed them to broadcast preset signals, thus allowing for consistent mind control effects. Tests allowed the scientists to create a wide variety of effects, depending on the settings fed into the transmitter. Programs were written allowing the researchers to do more than simply create mood swings. They found they could increase the crime rate, incite violence, and cause mass panic among animals. They even developed programs capable of disabling vehicles by burning out all of its electrical functions. At this point, the Montauk people had developed a reliable method for controlling the thoughts of others. Now, they wanted to make a device that would allow for precise manipulation of a target. The scope of the Montauk Project was about to expand beyond anyone's wildest dreams.
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The Montauk Project Cray 1 super-computer capable of turning the data into something a person could understand. The technology used to create this is device is a mystery. According to the book, some of the basic technical information was provided by aliens. These aliens were the Sirians, from the star system of Sirius. Exactly why these aliens provided the technology is not explained. Over at the Montauk Project, the research people realized this mind-reading device could could easily be converted into a mind control device. They hooked the mind-reader up to a series of computers, electrical coils, and the SAGE Radar system, creating a powerful transmitter that could be used lessen the risks to humans undergoing invisibility and time travel experiments. This new device was called the "Montauk Chair" and came online about 1974. Linked to a Cray 1 and an IBM 360 computer, the researchers would sit a psychically active person (such as Duncan Cameron) in Cray-1 Super Computer the Montauk Chair and have them try and transmit their thoughts to a similar set up back at the ITT Corporation (located in Southampton, Long Island). After about a year of experimentation and research (in which many problems relating to transmitter feedback had to be over come) the researchers at the Montauk Project now had a device capable of projecting a person's thoughts to a remote location. Unfortunately, there was now a new problem to over come: "time glitches." The time glitches tended to interfere and break up the thought transmissions between Montauk and Southampton. They were caused by psychics projecting a reality that was different from "our" reality. This would cause the flow of time to disrupted and the link between the two chairs would be cut. In order to correct these problems dealing with interruptions in the flow of time, the Montauk researchers redesigned and rebuilt the chair, closely following the original prototype and the methods used to build it (this is the device created by the Sirians, remember). This second generation Montauk Chair used multiple Delta T or "Delta Time" coils to create the desired energy fields. It was also shielded from any outside interference, thanks to the redesigned coils powering the chair and creating the electromagnetic fields. After a bout of alignments and adjustments, the new chair was brought on-line in early 1976. What was to follow was to be absolutely amazing....
IBM 360
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The Montauk Project Further research showed that the set up being used for the experiments and tests didn't have sufficient power to properly bend and shift time. To achieve full mastery over the flow of time, the researchers installed what is referred to as the "Orion Delta T (for time) Antenna." It was rumored the antenna was based on designs given to the Project by the aliens from the constellation of Orion (the exact star system is unknown). As with the Sirians, its unknown exactly why the Orions gave the Montauk Project the plans, but its presumed they had some private agenda for doing so. The Orion Delta T antenna was placed in a huge underground chamber excavated beneath Montauk AFB. The antenna itself was about 100 to 150 feet tall, and the chamber was nearly 300 feet underground. The Montauk Chair was then placed above this antenna and below the transmitter used to broadcast projected signals. This placed the chair in a null field that removed all interference from the fields generated by the transmitter and other devices. After installing the new antenna (which took from 1979 to 1980) and calibrating Duncan to the new equipment, it was found Duncan had almost total control over the flow of time. He could cause portals to open to almost any time by concentrating on a specific date. These portals looked like large spirals or vortexes. Inside the portal was a circular tunnel with light at the far end. One could look through a portal to see a smaller portal or window on the other end. Walking though the tunnel would place a person in whatever time the tunnel was connected to. The tunnels were not always straight, however, and curved around as one made their way to the exit. Sometimes power outages would cause tunnels to vanish, stranding anyone inside. They would be lost somewhere in the time stream with virtually no way to return. There were a few problems with the initial time portals however. The portals tended to drift and people sent through weren't always able to find the portal for the return trip. It took from 1980 to 1981 to calibrate the equipment and train Duncan to keep a portal stable. The project also worked on spatial as well as temporal stabilization, trying to create portals in both specific times as well as places. When the the researchers were able to successfully stabilize and lock down the time portals Duncan created, the nature of the Montauk Project changed yet again. Almost all of the extraneous personnel were dismissed. The military left, and a new team of people were brought in to run the base. A new technical crew was brought in as well, all that was know about them was that they were the "Secret Crew." The project was rechristened "Phoenix III" and from 1981 to 1983 the objective of the project was to explore time itself. In order to explore the worlds beyond the time tunnels, the Montauk researchers kidnapped large numbers of the homeless to use as guinea pigs. They would spend some time (about a week) getting them ready for the trip and then send them though. If they returned, they were expected to make a full report of what they saw. Unfortunately many didn't. This was why the project used the homeless, since they knew no one would notice if these sorts of people went missing. The project also used a large number of children in these experiments. These children were exclusively male, between the ages of 10 and 16, tall, blond, blue eyed, and fair-skinned. Most (if not all) fit the idea of the Aryan stereotype. The exact purpose of 13
The Montauk Project these children is unknown, although all of them were initially sent to the year 6037 AD to investigate a ruined city. There, they had to examine the statue of a horse and report back on what they saw. After that, the children were sent of on other missions, but its unknown if any ever returned. It was later discovered that the project was connected with some sort of Neo-Nazi organization and that the children were recruited to serve this group. It is also reported that somewhere between 3000 and 10,000 people were placed between 200 and 300 years into the future. As with the children, the exact purpose of this operation is unknown. Finally, a lot of time was spent viewing events from both the First and Second World War. Pictures were taken and events were monitored. its unknown if the Project personnel interfered or tried to alter specific events during either World War.
SPACE TRAVEL
With the success of the time portal projects, the Montauk researchers began to look off-planet for the next phase of Phoenix III. The idea was to create a portal between Earth and Mars. Specifically between Earth and the Martian Pyramids that lay near the great "Face on Mars" in the Cydonia region of Mars. its said this region of Mars shows evidence of a large number of artificial structures, including pyramids, the great "Face," temples, a waterfront, and even a city. It was the desire of the Montauk people to explore these structures and determine who (or what) had made them. As a side note, the book The Montauk Project includes some information alleging there was a The Face On Mars secret space program run by the US and the Soviet Union that established colonies on both the moon and Mars. Supposedly, men landed on Mars sometime in 1962. Even more interesting is, although the book mentions this information, the author backs off from actually claiming any of this is "real." The author does imply, however, that people were living on the surface of Mars during the duration of the time and space portal experiments. In order to fully explore the pyramids of Mars, the project needed to get inside the structures. This was accomplished by having Duncan create a time portal inside the pyramid
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The Montauk Project and then move it around until open passageways were found. At this point "away teams" could enter the portal and walk from Montauk Point to areas under the Martian surface. Although little is known about what was found within this immense pyramid structure, a few tantalizing hints are offered. Duncan Cameron himself was a member of at least one of the away teams, and described seeing something he calls "The Solar System Defense" which needed to be disabled before any further research could be done. According to the author, portions of the movie Total Recall are based on events that occurred during this point of the Montauk Project, especially the scenes dealing with the Martian pyramid and the recall chair. Finally, evidence of intelligent life on Mars was found, but the researchers had to create time portals stretching over Cydonia Region of Mars 125,000 years into the past to discover it. As with many other elements of the Montauk Project said to be occurring at this time, the exact details are unknown.
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The Montauk Project the elevator shafts and underground areas of Montauk Base, sealing off all of the areas used for the most extreme of the space-time experiments. Afterwards, the gates to Montauk AFB were locked and the base was abandoned for a second and final time. Eventually, Fort Hero (and Montauk Base) was donated to the state of New York as a park.
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The Montauk Project the GM needs to determine if the aliens responsible are ones hes already established, or ones new to the campaign (or, at least new to the PCs). Even if the aliens are members of an established race, they could always be "rogue" members of that race, supplying the technology for reasons known only to them. Aside from interstellar aliens, there is also the question about Mars. Does the GM want large artificial structures littering the surface of the planet? If so, who made them? Martians, or other aliens? The book states Duncan had to search 125,000 years in the past to find any evidence of life on Mars. Thus, the GM could presume the artifacts were either built by Martians, or some other race who happened to be passing through the solar system. For a real twist, the structures on Mars could have been built by humans. Either an advanced race from Earth (now long gone), or a race of beings who eventually settled on Earth (a popular theory seen in such shows as Battlestar Galactica and hinted at in the game Doom 3). If the GM goes with the former idea, the connections to the Atlantis mythos (and the Egyptians and their pyramids) are obvious. Of course, there is the question about what to do with the "The Solar System Defense" said to be on Mars. its likely the such a device could be ignored by the GM in favor of his own theories and plots. What ever is within the pyramids of Mars, however, it should be some sort of highly advanced (and very dangerous) technology. The last question a GM needs to consider are the claims that the people involved in the Montauk Project manipulated time. Of course, a clever GM may decide that anything the Montauk researchers did to the past has already happened, thus the PC's accepted past is the result of Montauk Project manipulations. Now, as for sending people two to three hundred years into the future (or the dead city of 6037 AD) once can always take the "alternate time" angle. The futures seen by the Montauk researchers may not be the future, but simply a future. Possible the biggest question surrounding the entire project (especially the latter parts dealing with the manipulation of time) is "Where did all the test subjects come from?" Looking over the numbers given in the book, it would seem that at the very minimum the Montauk Project sent several hundred people to various time lines. If the Project was kidnapping homeless people and large numbers of young children (not to mention the "between 3000 and 10,000 people" sent into the future) someone would be bound to notice (we hope). Even in a city as large as New York, the disappearance of a large number of homeless would probably be noticed, especially when you realize that the time tampering portion of the experiment only lasted for three years -- from 1981 to 1983. Add in the quantity of young children hinted at, and the number of people possibly involved is staggering. Such a situation makes an excellent hook for PCs to get involved. Of course, if the PCs are based somewhere else other than New York, then the the disappearances may have gone on unopposed, with the PCs possibly forced to recover the temporally lost people. Finally, there is the question of what to do with Montauk Base. Is the Project still operating? Did, in fact, Duncan Cameron rebel and summon the Beast to destroy the base? Did the Project reestablish itself somewhere else? It would make sense that the technology developed during the course of the Project is being used else where (possibly by the hightech criminal organization of the GM's choice) and that the Base was abandoned as described. In that case, the PCs may explore Montauk AFB and Fort Hero only to find its closed down and abandoned, with clues pointing to a newer base established elsewhere in the world. The possibilities are only limited by the GM's imagination.
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DUNCAN CAMERON
The story of Duncan Cameron Jr. is a confusing one. According to the authors of the book The Montauk Project, Duncan was a sailor aboard the USS Eldridge when the Philadelphia Experiment was conducted. The Experiment resulted in his being catapulted forward in time to arrive at Montauk base in 1983. He then became involved in the Montauk Project, and was bounced about the time stream before being returned to 1943 in an attempt to stop the experiment that started it all. Confused? I haven't even gotten started... To try and explain Duncan's confusing life would probably take another ten pages of text, text most people wouldn't care to read. The best option is to sum up his amazing adventures through space and time as follows: In 1943, Duncan and his brother Edward were stationed on board the Eldridge. They worked in the control room housing many of the experimental generators used to power the Tesla coils that created the electromagnetic fields around the ship. Since they were deep inside the ship, protected by layers of steel shielding, Duncan and Edward were untouched by the horrible side effects that ravaged the rest of the crew. The first actual experiment conducted on the Eldridge apparently took place July 20, 1943. At this time, the ship vanished from sight for 15 minutes. The fields created made many crewmen nauseous and gave psychological problems to others. A second test was then set up for August 12th, with the object to obtain radar invisibility and not optical invisibility. According to the authors of The Montauk Project three UFOs appeared over the ship six days before the August 12th test. When the test was conducted, one of these UFOs was sucked through the resulting hole in time and space and ended up underground at Montauk Base. When the August 12th test was conducted, the two brothers were once again in the control room. For a short time (the first five minutes or so) the test seemed to be working as planned. Then, the ship vanished from sight. Duncan and Edward could see that the experiment was failing (due to the affects on the other crewmen). They tried to shut down the various generators and transmitters, but nothing seemed to be working. They then decided that the safest course of action was to abandon ship. Jumping overboard, they fell through a time tunnel and ended up at Montauk in the year 1983. Found by members of the Montauk Project, the two brothers were then escorted into one of the buildings on base. There, they met Dr. John von Neumann, the man who had been behind many aspects of the Montauk Project since 1943. He informed them that he had been waiting for the two to appear, and that Duncan and Edward needed to return to 1943 to turn off the generators and end the experiment being conducted on the Eldridge. Both Duncan and Edward agreed to this plan, making a number of time trips for the Montauk researchers before returning for good to 1943. Finally, the bothers reappeared on the Eldridge and managed to shut off the generators, mainly by smashing transmitters and cutting any cables they could find.
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The Montauk Project Just before the Eldridge returned to its proper place in the time stream, Duncan went back through the time portal and returned to Montauk in 1983. Ii is unknown why he did so, although its suggested that he may have been "programmed" to. Once in 1983 for good, Duncan found himself severed from the time stream. He grew old at a fantastic rate and began to die from the effects of extreme aging. Using unspecified techniques, the Montauk scientists managed to save Duncan by transferring his mind (or "signature") to a new body. This new body was obtained through the help of Duncan Cameron Sr., the father of Duncan Jr. and Edward. Using a time portal, Montauk personnel contacted Duncan Sr. in 1947, informing him of their need to save his son's life. The solution was for Duncan Sr. to have another son. In 1951, the second Duncan Cameron Jr. was born. In 1963, when this Duncan was 12, the Montauk scientists transferred the old Duncan's mind into the child's body. This forced the second Duncan "out," a fate that remains unexplained. Meanwhile, Edward remained with the Eldridge. A final test was run with the ship in October of 1943. This experiment used an unmanned vessel, with all controls located on a secondary ship. After the test it was discovered that a large amount of equipment was missing, including transmitters and generators. The experiment was then abandoned for good. Edward continued on with his naval career afterwards, becoming involved with a number of experiments dealing with "free energy" vehicles and devices. At some port he was made to forget all he had seen and done in connection with the Philadelphia Experiment. Edward's final fate may be even more bizarre than his brother's. He was apparently put through a series of age regression procedures that reduced him to the age of a small infant. He was then sent to live with the Bielek family to replace their baby boy, who had recently died. Given the name of Al Bielek, he grew up ignorant of his true past until certain events in the late 1980's triggered his memories. He now devotes his time to researching the Philadelphia Experiment in an attempt to uncover the truth.
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The Montauk Project to that organization, unless his eventual defection is an important part of the game Master's plot. Physically, Duncan shouldn't be a superhuman out of the Chair. He should have unusual psychic powers, but these should be more like the psychic effects first described in Pulp Hero, not the typical full-blown abilities given to most comic book mentalists. However, in the chair, Duncan's psychic abilities should be devastating. Below I present a possible character sheet for Duncan Cameron. A great deal of attention is given his powers, while less is detail is given for his history and personality, since these elements of the character are very GM dependent.
DUNCAN CAMERON
Val 10 15 15 18+7 20+10 15 5 5 7 7 3+3 3 3 4 30 10 25 CHA STR DEX CON INT EGO PRE OCV DCV OMCV DMCV SPD PD ED REC END BODY STUN Cost 0 10 5 8 10 5 10 10 12 12 10 1 1 2 3 Total Characteristics Cost: 99 12m/24m 4m/8m 4m/8m Roll 11121213-/1413-/15 12Notes Lift 100 kg; 2d6 HTH Damage [2] PER Roll 13-/14PRE Attack: 3d6
Movement:
Cost 2 3 10 34
Powers & Skills Expanded Perceptions: +7 INT; OAF Immobile (Montauk Chair; -2) Expanded Willpower: +10 EGO; OAF Immobile (Montauk Chair; -2) Expanded Perceptions: +3 SPD; OAF Immobile (Montauk Chair; -2) The Seeing Eye: Clairsentience (Sight, Hearing, Smell/Taste And Touch Groups), Mobile Perception Point (can move up to 24m per Phase), Reduced Endurance (0 END; +), MegaScale (1m = 100 km; +1 ); OAF Immobile (Montauk Chair; -2), Extra Time (20 Minutes, Only to Activate, minimum time to setup and configure chair; -1 ), Blackout (-), Only Through The Senses Of Others (-) Mental Scanning: Mind Scan 15d6 (Human and Animal classes of minds), Invisible Power Effects (Fully Invisible; +), Partial Lock-On (+), Reduced Endurance (0 END; +), One Way Link (+1); OAF Immobile (Montauk Chair; -2), Extra Time (20 Minutes, Only to Activate, minimum time to set up and configure chair; -1 )
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The Montauk Project 57 6f 6f Radar Frequency Modulation: Multipower, 255-point reserve, Extra Time (20 Minutes, Only to Activate, Character May Take No Other Actions, minimum time to setup and configure chair; -1 ); all slots OAF Immobile (Montauk Chair; -2) 1) Thought Projection: Mind Control 15d6 (Human and Animal classes of minds), Telepathic (+), Invisible Power Effects (Fully Invisible; +), Reduced Endurance (0 END; +); OAF Immobile (Montauk Chair; -2) 2) Mood Alteration: Mind Control 10d6 (Human and Animal classes of minds), Telepathic (+), Invisible Power Effects (Fully Invisible; +), Reduced Endurance (0 END; +), Area Of Effect (24m Radius; +1); OAF Immobile (Montauk Chair; -2), Set Effect (only to control/inflict emotions; -) 3) Psychokinesis: Telekinesis (35 STR), Alternate Combat Value (uses OMCV against DCV; +0), LOS (+), Reduced Endurance (0 END; +), Invisible Power Effects (Fully Invisible; +1); OAF Immobile (Montauk Chair; -2) 4) Thought Reading: Telepathy 15d6 (Human class of minds), Invisible Power Effects (Fully Invisible; +), Reduced Endurance (0 END; +); OAF Immobile (Montauk Chair; -2), Receive Only (-) 5) Mental Programming: Major Transform 4d6 (remove or change target's memories, heals back by another application of this power, or normal healing), Alternate Combat Value (uses OMCV against DMCV; +), Works Versus EGO Not BODY (+), LOS (+), Partial Transform (+), Reduced Endurance (0 END; +), Invisible Power Effects (Fully Invisible; +1); OAF Immobile (Montauk Chair; -2), Limited Target (human memories; -1) 6) Space/Time Warping: Extra-Dimensional Movement (Any Point in Time within 50 Billion Years, future or past, Any Physical Location), x8 Increased Weight, Usable By Other (+), Grantor pays the END whenever the power is used, Grantor controls the power totally, Grantor can only grant the power to others, Recipient must be within Limited Range of the Grantor for power to be granted, Area Of Effect (8m Radius; +), Constant (+), Reduced Endurance (0 END; +); OAF Immobile (Montauk Chair; -2), Gate (-) 7) Beast From The Id: Summon 380-point Beast from the Id, Reduced Endurance (0 END; +), Specific Being (creature from Duncan Cameron's Id; +1); OAF Immobile (Montauk Chair; -2), Violent (-) Creation Of Solid Objects: Variable Power Pool (Gadget Pool), 60 base + 60 control cost, No Skill Roll Required (+1); OAF Immobile (Montauk Chair; -2), Extra Time (20 Minutes, Only to Activate, minimum time to setup and configure; -1 ), 20th Century Technology Only (-), Requires A Roll (11- roll; -); all slots IIF (all powers bought through the VPP must have at least - of this limitation; -) Expanded Willpower: Mental Defense (20 points total); OAF Immobile (Montauk Chair; -2) Psychometry: Retrocognitive Clairsentience (Sight And Hearing Groups); Extra Time (1 Turn (Post-Segment 12), Character May Take No Other Actions, minimu, if not longer; -1 ), Retrocognition Only (-1), Concentration, Must Concentrate throughout use of Constant Power ( DCV; -), No Range (-), Psychhometry (Pulp Hero, page 285; -), END 5 Aura Vision: Detect Auras 13-/14- (Sight Group), Discriminatory Sensitive: Mental Awareness, Discriminatory Skills +4 with all Mental Powers AK: Long Island 11AK: Mars 823
5f 4f 4f
7f
5f
71
7 10
10 5 24 2 1
The Montauk Project 2 2 3 3 3 0 3 2 1 2 2 3 1 3 3 AK: New York City 11Bureaucratics 10Computer Programming 13- (14-) Electronics 13- (14-) KS: The Psychic World 13- (14-) Language: English (idiomatic; literate) Mechanics 13- (14-) Navigation (Temporal) 13- (14-) SS: Orgone Energy 8SS: Psychotronics 11SS: Space/Time Manipulation 11Shadowing 13- (14-) Streetwise 8Systems Operation 13- (14-) Tactics 13- (14-)
Total Powers & Skill Cost: 377 Total Cost: 475 400+ Matching Complications 5 Distinctive Features: Psychic Signature (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort) 20 Hunted: The Montauk Project Very Frequently (Mo Pow; NCI; Watching) 20 Physical Complication: Split Personality (normal mind/primitive mind) (Frequently; Greatly Impairing) 15 Psychological Complication: Addicted To Using The Montauk Chair And The Power It Brings (Common; Strong) 15 Psychological Complication: see notes (Common; Strong) Notes: Ducna's normal mind is amoral and unconcerned with the needs or wants of others. His primitive mind is overconfident and highly open to suggestion due to its base desires. 0 Social Complication: Secret Member Of The Montauk Project Frequently, Major 0 Vulnerability: 2 x Effect from Mind Control when in the Montauk Chair (Uncommon) 75 Experience Points Total Complications Points: 475 Background/History: The character sheet given here is not for "the" Duncan Cameron, but for "a" Duncan Cameron. It presumes Duncan is a member of the Montauk Project and has been working with the Project for some time. His exact origins are left up to the GM; he could be ex-Navy (much like the original Duncan), a former operative for the CIA, a Project scientist, or simply a promising young psychic recruited by the company backing the Montauk Project. Note this character sheet presumes the Project has witnessed most -- if not all -- of the events given for the history of the Montauk Project. Personality/Motivation: This version of Duncan Cameron is presumed to be lacking in any serious consideration of right and wrong. He enjoys the sense of power the Chair brings him and is addicted to its use. He also looks down on those he manipulates, considering them little more than playthings for him to toy with. The experiments with mind control and the manipulation of time have affected thousands of lives, some of them adversely, but none of this matters to Duncan, all he is concerned with is the advancement of science and the further exploration of the Montauk Chair's abilities. When in the Chair, Duncan's primitive mind is allowed to surface. This mind operates off of primal emotions, and is rather unsubtle in its actions. Due to the strong emotional 24
The Montauk Project content of this mind, Duncan is very suggestible and can be talked into actions he normally wouldn't do. Scientists at the Montauk Project have discovered this fact and take advantage of it by having Duncan perform some of the more dangerous experiments (such as manipulating time and space) while his primitive mind is active. Quote: "This chair allows me to control time and space. Imagine what could be done with such power!" Powers/Tactics: Duncan is a psychic who's innate power has been pushed to its fullest potential by the amplification process of the Montauk Chair. Out of the Chair, Duncan is fairly normal, although he does possess several useful psychic gifts. These powers include the ability to see another's "aura," which gives Duncan a good idea of a person's personality and mental well being. He also can read the psychic impressions of people by handling objects they have once owned. This talent is especially useful when its used to find targets for Duncan's "The Seeing Eye" power. Finally, Duncan is especially sensitive to the use of psychic powers similar to his own and can usually detect those powers if they are used in his general vicinity. This last ability doesn't have much range however, and requires Duncan be rather close to the person using their psychic abilities in order for him to detect the use of those abilities. Once in the Chair, Duncan gains access to a whole host of powers. He can control minds -- both singly and in small groups, read minds, and "rewrite" a person's memories, covering over actual memories with false ones. He can also sense for desired minds at great distances, a useful power since the Chair is effectively immobile. A useful side effect of these powers is the fact they cannot be detected by the person targeted. Although a person affect by the Duncan's Chair-enhanced powers may be aware some sort of mental intrusion has taken place, they will be unable to trace back this attack to the Montauk Project and Duncan himself. Duncan is also careful to try and use extra dice in his Mind Control and Telepathy attacks to ensure the target is unaware the attack ever took place (or thinks any results of a Mind Control attempt were their own idea to begin with). The telepathic aspects of the Chair can also be used to view the world through a target's senses. This power (called "The Seeing Eye") requires an object of some sort from the target -- such as a lock of hair -- in order to operate. When The Seeing Eye is being used, Duncan can see, hear, and feel whatever the target person is experiencing. This power can be used on anyone all over the world. Duncan can also manifest a limited form of Telekinesis while in the chair. One of Duncan's more impressive powers is the ability to create tunnels though time and space. He can connect to almost any time in history and can even open a gateway between Earth and Mars. The gates are quite large, allowing trucks to pass though, although any large vehicles must do so slowly. Aside from being able to project thoughts to control other's actions, Duncan can also make his thoughts come real. Usually, his uses this power to create objects. These objects are limited to modern day technology, since although he can visualize such items from the past of the future, his subconscious doesn't "understand" such items sufficiently to allow him to make them "real." The activation roll is used to determine if the object remains real or if it fades immediately. Duncan can also summon his subconscious mind and make it come to life. This aspect of his mind manifests as a huge monster or beast. For more information on Duncan's Beast From The Id, see the next entry. Appearance: Duncan is of average appearance and height, standing 5'9" and weighing 180 pounds. His hair is brownish-blond and falls to his shoulders. Duncan has a normal build for someone of his height and weight. He dresses in casual clothing, although when using the Montauk Chair he tends to wear shorts and a t-shirt.
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Movement:
Cost 74 15 6 15 3 4 9 40
Powers & Skills Thick And Hairy Hide: +25 PD, Resistant (+) plus +25 ED, Resistant (+) Claws: HKA 1d6 (4d6+1 w/STR) 1 Heavy: Knockback Resistance -6m Strength Of The Id: Mental Defense (15 points total) Strong Legs: Leaping +6m (10m forward, 5m upward), END 1 Long Legs: Running +4m (16m total), END 1 Sharp Senses: +3 PER with all Sense Groups Strength Of The Id: LS (Eating: Character does not eat; Immunity All terrestrial poisons; Immunity: All terrestrial diseases; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep) Reach: Stretching 2m, Reduced Endurance (0 END; +); Always Direct (-), No Noncombat Stretching (-), No Velocity Damage (-)
16 3 7
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The Montauk Project 175+ Matching Complications 45 Enraged: Berserk combat (Very Common), go 14-, recover 820 Physical Complication: Vanishes If Reduced to 0 STUN, 0 BODY, Or If Duncan Is Removed From The Montauk Chair (Infrequently; Fully Impairing) 10 Physical Complication: Large (3m tall, +2 OCV, +2 to PER Rolls to perceive) (Infrequently; Slightly Impairing) 15 Physical Complication: Near Human Intelligence (Frequently; Slightly Impairing) 20 Psychological Complication: Overriding Desire To Destroy (Very Common; Strong) 215 Experience Points Total Complications Points: 380 Background/History: The Beast From The Id is a terrifying creation pulled from Duncan's subconscious mind. When summoned it becomes an unstoppable monster that exists only to destroy. Personality/Motivation: The Beast has only one purpose: to destroy. its huge, hungry, and very nasty. When summoned, it will try and wreck everything in sight and eat anything it can find. Quote: "Roooooaaaarrrrrr!!!" Powers/Tactics: The Beast's main powers are its great size and strength. As it has no real tactical sense, it tends to destroy what ever is closest and eat anything edible. If struck, it will usually try to attack its attacker. If Berserk (a common occurrence) it will try and smash whatever is closest (even inanimate objects), and then move on to the next item. Appearance: The Beast stands 9" tall, with a shaggy, hairy coat, and a bestial face complete with long snout, small eyes, and a mouthful of large teeth. its humanoid in shape and resembles a horrid cross between a gorilla and a wolf. The Beast is the dark shape seen here near a Montauk tunnel entrance.
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BIBLIOGRAPHY
USEFUL READING
Charles Preston Preston Preston Berlitz and William Moore, The Philadelphia Experiment B. Nichols and Peter Moon, The Montauk Project B. Nichols and Peter Moon, Montauk Revisited B. Nichols and Peter Moon, Pyramids of Montauk
WEB SITES
Montauk Project: http://en.wikipedia.org/wiki/Montauk_Project Philadelphia Experiment: http://en.wikipedia.org/wiki/Philadelphia_Experiment Entering many of the names in this article into Google will turn up all sorts of sites discussing the Montauk Project. Some of them even contain my original 1998 Haymaker article (taken directly from my website!) Ill admit to swiping some of the images seen in this article from said websites, figuring it was a fair exchange. The author would also like to thank Darren Hansen for introducing him to the mysteries and speculation surrounding the Philadelphia Experiment, and the bizarre tales of the Montauk Project.
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