The Montauk Project PDF
The Montauk Project PDF
The Montauk Project PDF
Are you ready for the history of a decades old secret project developed with 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
DISCLAIMER: The following material is primarily derived from the book The Montauk Project
(©1992, Skybooks), written by Preston B. Nichols and Peter Moon. This book gives the supposed
history of several government projects, starting with the infamous "Philadelphia Experiment"
conducted in August of 1943. Although the book tries to pass itself off as a "nonfiction" examination of
the events, it’s painfully obvious (to me anyway) that most of the content is pseudoscientific
gibberish. This article is an attempt to present the information contained in the book in a manner
usable with HERO System 6th Edition. it’s not, by any stretch of the imagination, meant to be
considered a presentation of "what really happened." So with that in mind, read on and enjoy.
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.
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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.
With regards to HERO System vehicles, the results of the Philadelphia Experiment
are pretty easy to define. A vehicle rigged up with the proper electromagnetic generators
will create a magnetic field with the following powers (in order of occurrence): Change
Environment (a misty green haze and an electromagnetic field) with -4 to PER rolls to see
anything, Invisibility to the Sight Group and Radar, and finally, Teleportation with massive
NCM multiples and/or the MegaScale Advantage (enough to send the ship 500-600 miles in
a single jump). Of course, all of these powers come with terrible (and possibly lethal) Side
Effects. This is a Severe Transform from normal human to "out of phase human." When the
generators are turned off, the various listed powers stop and any affected characters are
returned to a (supposedly) normal state. The only problem is the character may have
slipped inside of another physical object while the field was active. A good way to simulate
this effect is to use the Teleportation Damage Table (6E2, page 29) to determine the extent
of possible physical damage to the character. The only way to avoid the Side Effects is to be
within a well-shielded part of the vehicle; usually any part of the vehicle Hardened PD or a
Barrier with a magnetic special effect.
For the crew, the effects are much less desirable. Desolidification would look to
satisfy the game mechanics requirements for the incidents described. Vanishing crew
members is handled with Extra-Dimensional Movement. Since men could vanish without
warning, it certainly suffers from the Limitation No Conscious Control. The Freeze/Deep
Freeze are Invisibility (to virtually all Sense Groups), coupled with a linked Entangle that
affects a character’s EGO not his STR. Characters in the Freeze can be seen by other crew,
and the Entangle can be removed by having someone else (such as an unaffected crewman)
perform "Laying On Of Hands" and pull the victim back to this world. Of course, this has its
hazards as well, as people attempting to touch a victim of the Freeze may suddenly burst
into flames which can’t be put out. This would be an RKA (1 pip to 1d6) with the
Advantages of Constant, Persistent, Uncontrolled, Reduced Endurance (0 END), and the
Limitation of No Range. While invisible, the afflicted character cannot interact with his
surroundings, an effect that will drive many men mad. This could be some sort of EGO-
based Major Transform, a Fear-based Presence Attack as described in Horror Hero 4th
Edition, or simple Game Master fiat.
So, what if we want to use the Experiment as an origin story? What sort of powers
would the character have then? The Special Effect for all powers would be the ability to drop
"out of phase" with the universe. Applicable powers would include: Desolidification
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The Montauk Project
80 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; +½) (75 Active Points); No Conscious Control (-2) (Real Cost: 25)
plus Entangle 4d6, 4 PD/4 ED, Alternate Combat Value (uses OMCV against DMCV;
+¼), Takes No Damage From Attacks Limited Group (+¼), Works Against EGO, Not
STR (+¼), Invisible Power Effects (Fully Invisible; +1) (110 Active Points);
No Range (-½), Linked (Invisibility; -¼), Vulnerable (Uncommon; laying on of hands
from fellow crewmates; -¼) (Real Cost: 55), END 11
8 Bursting Into Flame: RKA 1 point, Persistent (+¼), Constant (+½), Reduced
Endurance (0 END; +½), Uncontrolled (GM needs to decide how power can be turned
off based on campaign needs; +½) (14 Active Points); No Range (-½), -1 Decreased
STUN Multiplier (-¼)
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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The Montauk Project
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 (PART 1)
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
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. it’s 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
90 Weather Control: Change Environment (+10 Temperature Level Adjustment, +10 Wind
Levels, Varying Combat Effects), Area Of Effect (20m Radius; +1), MegaScale
(1m = 1 km; +1), Varying Effect (almost any weather affect; +1) (360 Active Points);
Extra Time (1 Minute, time depends on the severity of the change in the weather, but
the minimum is 1 minute; -1 ½), OAF (orgone energy generator; -1), No Range
(centered on orgone generator; -½), END 36
4 Application of Negative Orgone Energy: Change Environment (-1 to EGO or PRE Roll),
Area Of Effect (1m Radius; +¼), MegaScale (1m = 1 km; +1), Invisible Power Effects
(Fully Invisible; +1) (10 Active Points); OAF (orgone energy generator; -1), No Range
(centered on orgone generator; -½), END 1
20 Application of Positive Orgone Energy: Aid EGO 3d6 (standard effect: 9 points), Area
Of Effect (1m Radius; +¼), MegaScale (1m = 1 km; +1) (40 Active Points); OAF
(orgone energy generator; -1), END 4
50 Intense Orgone Energy Projection: Mind Control 10d6 (Human class of minds), Area Of
Effect (1m Radius; +¼), Telepathic (+¼), Invisible Power Effects (Fully Invisible; +½),
MegaScale (1m = 1 km; +1) (150 Active Points); OAF (orgone energy generator; -1),
No Range (centered on orgone generator; -½), Set Effect (only to control/inflict
emotions; -½), END 15
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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.
PHOENIX II
a.k.a.
THE MONTAUK PROJECT
SETTING UP PHOENIX II
With the cancellation of the Phoenix Project, the people involved were on the horns
of a dilemma. They had spent the better part of almost 20 years developing mind control
and stealth technologies that Congress didn't want anyone to use. Undeterred, the scientists
went to the one organization they knew would want to engage in further research and
development of the devices the Phoenix Project had produced: the military.
Naturally, the military was very excited about the idea of a weapons system that
would allow them to defeat an enemy without ever firing a shot. They agreed to continue
the project, setting up the Phoenix people in a secluded area where proper experiments
could be conducted. The military also agreed to provide the equipment and personnel the
project required in order to operate.
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The Montauk Project
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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
IBM 360
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The Montauk Project
TIME TRAVEL
(a.k.a. Phoenix III)
Experiments with thought projection in early 1979 revealed an interesting side
effect. Many times Duncan's thoughts would be projected by the transmitter, but the signal
would suddenly vanish. At first this was thought to be a malfunction, until it was noticed
that many of the things Duncan was attempting to project didn't appear (or occur) till many
hours later (or perhaps, before). Apparently, Duncan was capable of altering the flow of
time (or operating outside of it).
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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, it’s unknown exactly why the Orions gave the Montauk Project the plans, but it’s
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
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The Montauk Project
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. it’s 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
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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 character of Duncan Cameron (see) has all these powers and more, and presents
them in a much more detailed manner.
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The Montauk Project
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The Montauk Project
the GM needs to determine if the aliens responsible are ones he’s 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. it’s 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 high-
tech 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 it’s
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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The Montauk Project
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 it’s 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 CHA Cost Roll Notes
10 STR 0 11- Lift 100 kg; 2d6 HTH Damage [2]
15 DEX 10 12-
15 CON 5 12-
18+7 INT 8 13-/14- PER Roll 13-/14-
20+10 EGO 10 13-/15
15 PRE 5 12- PRE Attack: 3d6
5 OCV 10
5 DCV 10
7 OMCV 12
7 DMCV 12
3+3 SPD 10 Phases: 4, 8, 12/2, 4, 6, 8, 10, 12
3 PD 1 Total: 3 PD (0 rPD)
3 ED 1 Total: 3 ED (0 rED)
4 REC
30 END 2
10 BODY
25 STUN 3 Total Characteristics Cost: 99
34 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; +½), MegaScale (1m = 100 km; +1 ½); OAF Immobile (Montauk
Chair; -2), Extra Time (20 Minutes, Only to Activate, minimum time to setup and
configure chair; -1 ¼), Blackout (-½), Only Through The Senses Of Others (-½)
70 Mental Scanning: Mind Scan 15d6 (Human and Animal classes of minds), Invisible
Power Effects (Fully Invisible; +½), Partial Lock-On (+½), Reduced Endurance
(0 END; +½), 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 ¼)
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The Montauk Project
71 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 ¼), 20th
Century Technology Only (-½), Requires A Roll (11- roll; -½); all slots IIF (all powers
bought through the VPP must have at least -¼ of this limitation; -¼)
7 Expanded Willpower: Mental Defense (20 points total); OAF Immobile (Montauk
Chair; -2)
10 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 ½), Retrocognition Only (-1), Concentration, Must Concentrate throughout
use of Constant Power (½ DCV; -½), No Range (-½), Psychhometry (Pulp Hero, page
285; -½), END 5
10 Aura Vision: Detect Auras 13-/14- (Sight Group), Discriminatory
5 Sensitive: Mental Awareness, Discriminatory
Skills
24 +4 with all Mental Powers
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The Montauk Project
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.
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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 it’s 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.
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The Montauk Project
7 OCV 20
7 DCV 20
3 OMCV 0
3 DMCV 0
4 SPD 20 Phases: 3, 6, 9, 12
Skills
16 +2 with HTH Combat
3 Climbing 13-
7 Tracking 13-
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The Montauk Project
Personality/Motivation: The Beast has only one purpose: to destroy. it’s 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. it’s 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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The Montauk Project
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The Montauk Project
BIBLIOGRAPHY
USEFUL READING
Charles Berlitz and William Moore, The Philadelphia Experiment
Preston B. Nichols and Peter Moon, The Montauk Project
Preston B. Nichols and Peter Moon, Montauk Revisited
Preston 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!) I’ll 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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