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Duncan Cameron (The Montauk Project)
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==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 that person's personality and mental well being. He also can read the psychic impressions of people by handling objects that they have once owned. This talent is especially useful when it is 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 that much range, however, and requires that Duncan be rather close to the person using their psychic abilities in order for him to deteect 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 side effect of these powers is the fact they cannot be detected by the person targeted. Although a person the powers are used upon may be aware that 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, instead of reading and controling their mind. 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 what ever 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. Note, as a BOECV power, this version of TK uses Duncan's EGO vs a target's DCV. Targets also use their STR to resist the TK's 30 STR, not EGO. As a BOECV power, the TK takes no LOS modifiers and is range is limited by line of sight. As an EGO power, TK is 'indirect' by default (allowing Duncan to use his TK though a window for example), but the Indirect Advantage means that Duncan's TK is not connected to him, so that there is no obvious way to determine he is the one originating the power. For more details on BOECV TK take a look at The Ultimate Mentalist. Duncan can also create tunnels though time and space as well. He can connect to almost any time in history, and as well 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. As mentioned earlier in this article, these time tunnels use the 'gate' limitation. 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'. Note that 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 below.
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