Dr. Howard Eaton
Charm=0, Cool-1, Sharp+2*
, Weird+3Current Harm: [-] [-] [-] [ ] [ ] [ ] [ ] [ ] unstable?
Current XP: [-] [-] [-] [-] [ ]
Dr. Howard Eaton, b. perhaps 1900, 1905. English national. Caucasian. Appears mid-forties, prematurely gray. Appears to wear old-fashioned suits, dark, well-tailored. Wire-rimmed glasses, always. In close proximity, demonstrates distinct tangible aura, cold, slightly unnerving.
Until 1939, lecturer theologian at Blackfriars and curator at the British Museum. Occasional occult dabbler. Met Professor Trevor Bruttenholm in 1939 (ref. case "Bishop Olek's Devil"), and maintained contact with Bruttenholm through the British Paranormal Society.
In late 1944, joined Bruttenholm in New Mexico as a founding member of the Bureau of Paranormal Research and Defense in response to the East Bromwich incident (ref. case "Project Ragna Rok"). Advised President Franklin D. Roosevelt on matters of occult scholarship, participated in several preemptive actions against Nazi occult projects (ref. B.P.R.D. after-action reports, 1945-1946).
In 1946, along with Dir. Bruttenholm, traveled to Berlin to catalog data pertaining to the Nazi obsession with the occult, with focus regarding aforementioned case "Project Ragna Rok". Dec'd six weeks later, 1946, in combined U.S./Soviet action at abandoned psychiatric institution and Nazi occult laboratory near Berlin (ref. case "Vampir Sturm"). Remains retrieved, repatriated to England, interred under auspices: Church of England.
Fifteen months later, 1948, evidence arose suggesting late Dr. Eaton still active as paranormal entity, ghost or spirit. As this was prior to establishment of Psychics Department, this proved initially difficult to substantiate, but was eventually confirmed in cooperation with Lady Cynthia Eden-Jones, of Bruttenholm and Eaton's mutual acquaintance through the British Paranormal Society.
In 1948, rejoined the B.P.R.D. as the second of the Bureau's "unique" personnel assets (indeed, the first such suitable for field work, as Hellboy was still, at this time, a child). More adept with manifestation in the course of the followed decade, but never considered well suited to field work due to scholarly inclinations, also considering the relative value of his technical expertise regarding magic and occult phenomena.
Was pulled from regular field work approx same time Dir. Bruttenholm stepped down from directorship in the late fifties. Continued as technical advisor and occasional field specialist into the eighties and nineties, semi-retired after friend, Prof. Bruttenholm, disappeared in 1992, presumed dec'd (ref. Cavendish Expedition, case "Seed of Destruction").
Now consults for Bureau on matters occult, spiritual. Nearly a hundred years occult expertise and technical experience regarding applied magic, valuable resource. Incorporeal. Other paranormal abilities? Unknown.
Angel Wings: You can go instantly to anywhere you've visited before, or to a person you know well. You can carry one or two people with you, but then you need to roll +Weird. On a 10+ you all go where you wanted. On a 7-9, you don't quite manage it. Either you leave the passengers behind, or you all appear in the wrong place.
Curse: You suffer +1 harm when you suffer harm from rock salt or cold iron. If you are bound or surrounded by either of these substances, you must act under pressure to use your powers.
Dark Negotiator: You can use the manipulate someone move on monsters as well as people, as long as they can reason and talk.
Ghostly Touch: Your touch counts as life-drain (1-harm intimate healing ignore-armor).
Incorporeal: You may move freely through solid objects (but not people).
Mayhem!: When you grab a nearby large object and use it as an improvised weapon, first determine how much damage it will do. Guidelines:
Fire extinguisher, fence post, furniture, etc: 2-harm
Motorcycle, lamppost, masonry chunk, etc: 3-harm
Car, dumpster, boulder, etc: 4-harm
Bus, truck, wall, etc: 5-harm
After you inflict harm with it (with a kick ass roll or otherwise), roll +harm your weapon actually caused.
On a miss, you use it without trouble. On a 7-9, pick one side effect, and on a 10+ pick two:
You hurt someone nearby as well as your target.
You make something about the situation worse.
You lose control of your improvised weapon.
You cause massive property damage.
Your improvised weapon breaks.
Often Right: When a hunter comes to you for advice about a problem, give them your honest opinion and advice. If they take your advice, they get +1 ongoing while following your advice, and you mark experience.
Unholy Strength: Roll +Weird instead of +Tough when you kick some ass.
Luck: [-] [-] [ ] [ ] [ ] [ ] [ ]
[ ] Get +1 Charm, max +2.
[ ] Get +1 Cool, max +2.
[ ] Get +1 Sharp, max +2.
[ ] Get +1 Tough, max +2.
[-] Take another Monstrous move (Dark Negotiator).
[-] Take another Monstrous move (Unholy Strength).
[-] Gain a haven, like the Expert has, with two options.
[ ] Take another natural attacks pick.
[-] Take a move from another playbook (Mayhem!).
[-] Take a move from another playbook (Often Right).
[ ] Get +1 to any rating, max +3.
[ ] Change this hunter to a new type.
[ ] Make up a second hunter to play as well as this one.
[ ] Mark two of the basic moves as advanced.
[ ] Mark another two of the basic moves as advanced.
[ ] Retire this hunter to safety.
[ ] Erase one used luck mark from your playbook.
[ ] You have freed yourself from the curse of your kind: your curse no longer applies, but you lose 1 Weird.
[ ] You turn evil (again): retire this character, they become one of the Keeper's threats.