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Duncan Cameron (The Montauk Project)
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==USING DUNCAN CAMERON IN THE CAMPAIGN== The big question facing a prospective Game Master after reading this little 'history' is "how does this all fit together?". Well, it doesn't. According to the history of the Montauk Project, the shutting down of the August 12th experiment forced the project to be terminated. If that is the case, then how did Duncan and Edward travel through time to return to 1943? Not once, but multiple times. It is also said that Duncan was being used in Montauk Project experiments as of 1971, this would make him only 20, a rather young, although not impossible, age for such testing. Then there is the question of who regressed Edward, when they did this and why. Of course, considering the claims made in the book, perhaps it is wisest to simply ignore this paradoxes and get to the heart of the matter, using Duncan (or a character like him) in one's campaign. Duncan should be used not as an archvillain, but more as the tool of a villain (or, a villain agency). He can act as a spy, move troops to distant places, control minds (especially of troublesome officials and enemy agents), and otherwise harass the enemies of the agency from the safety of his Montauk Chair. He certainly shouldn't be the mastermind behind the entire operation, that role should be given to someone more sinister, someone with more of a megalomaniac bent; Duncan seems to come across as a less then self-assure individual. Now, if Duncan is used as a member of a villainous corporation or agency (such as Viper or Montgomery International, it would probably be best for him to have some strong measure of loyalty 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 Justice Inc., 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. Val CHA Cost Roll Notes 10 STR 0 11- 100kg; 2d6 15 DEX 15 12- OCV: 5 / DCV: 5 15 CON 10 12- 10 BODY 0 11- 18/25 INT 8 13-/14- PER Roll 13-/14- 20/30 EGO 20 13-/15- ECV: 7 / 10 15 PRE 5 12- PRE Attack: 3d6 12 COM 1 11- 3 PD 1 Total: 3 PD 3 ED 0 Total: 3 ED 3/6 SPD 5 Phases: 4, 8, 12 / 2, 4, 6, 8, 10, 12 5 REC 0 30 END 0 Values after slash are from the Montauk Chair 25 STUN 2 Total Characteristics Cost: 67 Movement: Running: 6" / 12" Swimming: 2" / 4" Cost Powers & Skills Combat Training: 20 Combat Skill Levels: +4 with EGO combat Radar Frequency Modulation Powers: 55 Radar Frequency Modulation Multipower: 165 Point Pool Multipower requires lengthy setting up process (-1/2), IAF: Montauk Chair (-1/2), Immobile (-1) 5 u Thought Projection: Mind Control: 14d6, Telepathic (+1/4), Invisible to Mental Sense (+1/2), 0 END (+1/2) 4 u Mood Alteration: Mind Control: 10d6, Telepathic (+1/4), AoE: 5" Radius (+1), Invisible to Mental Sense (+1/2), 0 END (+1/2), Empathic (-1/2) 5 u Telekinesis: 30 STR, BOECV (+1), Fully Indirect (+1/2), Invisible Power Effects: Sight (+1/2), 0 END (+1/2) 4 u Thought Reading: Telepathy: 15d6, Invisible to Mental Sense (+1/2), 0 END (+1/2), Receptive Only (-1/2) 5 u Mental Programming: Transform: 3d6 Major (Memory Erasure), Cumulative (+1/2), BOECV (+1), Uses EGO instead of BODY (-0), Invisible to Mental Sense (+1/2), 0 END (+1/2) 4 u The Seeing Eye: Clairsentience: Hearing, Sight, Touch, Max Range x16 (9,830,400" or ~12,000 miles), 0 END (+1/2), IAF: Object from subject (-1/2), Point of view is controlled by subject's actions (-1/2) 4 u Time Warping: Extra Dimensional Movement: Time, AoE: 4" Radius (+1), Continuous (+1), Usable by Others (+1/4), 0 END (+1/2), Open Both Ways (-1/2), Stays Open Until Creator's Next Phase (-1/2) 2 u Space Warping: Extra Dimensional Movement: Mars, AoE: 2" Radius (+1), Continuous (+1), Usable by Others (+1/4), 0 END (+1/2), Open Both Ways (-1/2), Stays Open Until Creator's Next Phase (-1/2) 3 u Beast from the Id: Summon 274 Point Beast, 0 END (+1/2) 53 Mind Scanning: 14d6, Invisible to Mental Sense (+1/2), 0 END (+1/2), +5 to Scanning Roll, Extra Time: Full Turn to set up only (-1/2), IAF: Montauk Chair (-1/2), Immobile (-1) 67 Creation of Solid Objects: 60 Point Variable Power Pool Activates 11- (-1), Limited SFX (20th Century Technology) (-1/2), Minimum IIF for all objects (-1/4), Can only change pool while in IAF, Immobile, Montauk Chair (-1 1/2) Altered State of Consciousness Powers: IAF: Montauk Chair (-1/2), Immobile (-1) 3 Expanded Mind: INT +7 8 Expanded Willpower: EGO +10 12 Increased Reaction Time: SPD +3 14 Expanded Willpower: Mental Defense: 20 DEF Psychic Powers: 10 Aura Vision: Detect: Aura, Sense, Discriminatory 13- 10 Psychometry: Clairsentience: Vision, Retrocognition, Retrocog only allows one to see person associated with object (-2), OAF: Object (-1) 13- 7 Sensitive: Detect: Psychic/Mystic Phenomena, Sense 14- Background Skills: 2 Contact: The Montauk Project 11- 2 AK: Long Island 11- 1 AK: Mars 8- 2 AK: New York City 11- 1 Bureaucratics 8- 3 Computer programming 13- 3 Electronics 11- 0 English (native) 2 KS: The Psychic/Esper world 11- 3 Mechanics 11- 1 SC: Orgone Energy 8- 2 SC: Psychotronics 1- 1 SC: Space/Time Manipulation 8- 3 Shadowing 11- 1 Streetwise 8- 3 Systems Operation 13- 3 Tactics 13- 1 TF: Automobile 329 Total Powers & Skills Cost 396 Total Character Cost 100+ Disadvantages 10 Distinctive Features: Psychic Signature (NC, limited group can detect) 20 Normal Characteristic Maxima 15 Physical Limitation: Split Personality: normal mind / primitive mind (F, G) Psychological Limitation: 10 Addicted to using the Montauk Chair, likes the feeling of 'power' it brings (C, M) 15 Amoral, unconcerned with the wants or needs of others (C, S) 10 Highly Suggestible (primitive mind) (U, S) 15 Overconfident (primitive mind) (C, S) 15 Secret ID: Duncan Cameron, member of the Montauk Project 10 Vulnerability: 2 x Effect from Mind Control while in Montauk Chair 15 Watched: Montauk Project (MoPow, NCI) 14- 161 Experience 396 Total Disadvantage Points
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