Skip to main content

Professor Benjamin Titus Julian Hooker

[CharacterProfessor Name]Benjamin Titus Julian Hooker

"[Character Quote or Tagline]"

[CharacterProfessor Name]Benjamin Titus Julian Hooker
transparant.png
Role
Troubleshooter
Profession
GunslingerMad Scientist
Age
XX43 years
Birthdate
[MonthMarch Day,14, Year]1834
Birthplace
[City,Boston, Territory]Massachusetts 
Gender
[Gender]Male
Pronouns
[Pronouns]He/Him
Sexuality
[Sexuality]Straight
Ethnicity
[Ethnicity]Caucasian
Nationality
[Nationality]American
Religion
[Religious Affiliation]Agnostic
Aliases:
[List"Professor" any- aliasesMost orof nicknames]his students simply called him that, became a sort of title come nickname.

Physical Appearance

Height: [Height]5'10"
Weight: [Weight]158 lbs.
Hair: [HairDark color/style]brown, medium length, swept back but perpetually unruly.
Eyes: [EyeGrey-hazel, color]shifting between steely grey and green depending on the light.

[DetailedHooker physicalis descriptiona includinglean, build,wiry distinguishingman features,of typical43, clothing,with scars,sharp tattoos,cheekbones, mannerisms,intelligent etc.]eyes, and the permanent five-o’clock shadow of someone who forgets shaving is a thing humans do. His medium-length hair is brushed back in a way that suggests refinement but inevitably breaks free into wild, electrically-charged strands by midday.

He wears wire-rimmed spectacles and carries a pair of ghost-rock tinted goggles around his neck. His signature garment is a custom-tailored coat that straddles the line between gentleman’s frock coat and laboratory attire — crisp from a distance, but upon closer inspection riddled with scorched hems, reinforced stitching, and pockets full of mysterious components.

Personality & Traits

General Overview

[GeneralProfessor personalityBenjamin descriptionTitus -Julian temperament,Hooker demeanor,is howwhat theyhappens interactwhen a brilliant academic stops worrying about tenure and starts worrying about the tensile strength of ghost-rock powered limbs. Formerly a respected instructor of Mechanical Engineering and Natural Philosophy at a prestigious Eastern university, he is now an eccentric, wandering inventor with others,a generalpenchant attitude,for etc.]explosions, philosophical tangents, and poorly-timed curiosity.

He is well-spoken, well-mannered, and frequently covered in soot.

Rumor holds that he once delivered a guest lecture in Cheyenne still smoking from the shoulders, politely refusing to acknowledge the fire that had clearly just occurred.

Strengths & Weaknesses

Strengths:
[List

character
    strengths
  • Possesses -exceptional both personality traitsintelligence and skills]

    technical mastery. Able to design, repair, and improve complex ghost-rock–powered machinery that most people can’t even understand.
  • Naturally inclined toward tools, devices, and problem-solving. Quick at diagnosing mechanical failures under pressure.
  • Has an unusually sharp eye for details, especially scientific or mechanical in nature. Notices inconsistencies and patterns others miss.
  • In terrifying situations, Hooker doesn’t run — sometimes because he forgets fear exists, other times because he wants to see how something works up close.
  • A former professor with a naturally eloquent way of speaking. Can read complex texts, decipher arcane symbols, and debate theology with equal ease.
  • What some call a flaw frequently becomes a strength: Hooker investigates, discovers, and uncovers what others miss or fear.

Weaknesses: 
[List

character
    weaknesses,
  • If flaws,something fears,is mysterious, forbidden, glowing, smoking, whispering, or limitations]

    leaking, Hooker is going to get near it. He cannot help himself.
  • He overshares and over-explains, often revealing sensitive information, theories, or opinions at the worst possible time.
  • Hooker’s mind has seen things it shouldn’t. He has flashes of odd behavior, erratic logic, and moments of eerie clarity bordering on mania.
  • Can't get enough of the smell of burning ghost rock. It clarifies his mind, steadies his nerves… and pulls him closer to danger and addiction.
  • He frequently forgets simple things — meals, dates, social cues — while simultaneously remembering the tensile strength of obscure alloys.
  • His academic manner can make him seem aloof, strange, or oblivious to how others perceive him.

Ambitions

[WhatHooker drivesinsists thishe character?is Whaton area theirmission goals,to dreams,“advance the frontiers of human understanding,” but anyone who knows him understands the truth:

He’s chasing the Weird — chasing it the way astronomers chase comets, or motivations?]fools chase whiskey.

If it is unnatural, unstable, or unwise, he wants to understand it, document it, and possibly strap mechanicals to it.

He also dreams of publishing a comprehensive treatise on ghost-rock energetics… if he ever survives long enough to finish more than a chapter.

Hobbies & Interests

[WhatProfessor doesHooker thisis characterforever doa tinkerer at heart, even when such tinkering is simply a means to idle away some time. He also enjoys sketching, using it as a means to observe nature and use what already exists as a template for his creations. He is also a true academic at heart, enjoying a rousing debate on subjects as wild and varied as can be. Hooker is also an avid collector and consumer of teas from every corner of the globe, never passing up a chance to try the 'local brew' even in theirthe sparemost time?obscure What interests them outsidebackwaters of theirthe work?]West.

Personal History

[DetailedBorn backgroundin -1834 whereto theya modest but respectable Massachusetts family, Benjamin Hooker displayed mechanical aptitude early, disassembling clocks, stoves, and a neighbor’s hay-baler by age nine. He entered university at fifteen, earned accolades, and later a full professorship.

His downfall came from,in significant1871, lifewhen events,an how“experimental theyresonant camethermal apparatus” malfunctioned during a demonstration, tearing a hole in the lecture hall wall and allegedly attracting something from the other side of the veil. The university quietly asked for his resignation.

Rather than despair, Hooker took it as an opportunity.

Since then, he has roamed the territories conducting field research, building improbable devices, and occasionally contributing his expertise to betowns ain Troubleshooterdistress (if applicable),though importantthe experiencestowns thatrarely shapedremain them,intact etc.]for long.

Key Moment:

[Optional:His Highlightgreatest accomplishment is the completion of his ghost-rock powered personal conveyance contraption (name pending) that fused two train cars into a definingmobile momentlaboratory/home. inMost thelocals character'sdescribe historyit -as a“an pivotalabomination.” event,Hooker adescribes significantit choice,as or“proof aof formative experience that reveals something important about who they are.]concept.”

Worst Nightmare

[Character's Worst Nightmare]

[DescriptionFear of whatlosing terrifies this character most - what they see when they fail a Guts check, what haunts their dreams, what makes their blood run cold. This should be specific and personalhimself to the character.]Rocks

The Professor fears that the ghost rocks are changing him... yes, they seem to make him smarter but he knows deep down that they are changing him inside... and probably not for the better. He fears that someday, he will create something so brilliant in its design and so malign in intent that he will give in to the madness always just beneath the surface and either die by his own creation or wipe out entire towns at the behest of something sinister...

Connections

Family

Spouse: [Name and brief description, or "None"]None
Children: [Names and brief descriptions, or "None"]None
Mother: [NameEleanor andWhitcombe briefHooker description,(deceased, or status]1871)
Father: [NameJonathan andHooker brief(deceased, description, or status]1868)
Siblings: [NamesTwo younger brothers, Nathaniel and briefSamual, descriptionsand a younger sister Clara Hooker-Allerton, all of brothers/sisters,whom are estranged from their older brother either by choice or "None"]by circumstance.

Allies & Contacts

[ListWhile importantProfessor allies,Hooker friends,maintained contacts,an amiable relationship with his colleagues during his years at academia, he does not consider any of them to be close friends or associates - people thehe characterfeels canparticularly relyable to reach out to in times of need. His tendency to pick up and move to different locations on orwhat callseems uponlike forpure helpwhim orhas information.]limited his ability to form deep connections with others.

Enemies

[ListHis knownpenchant enemies,for rivals,moving oraround peoplehas, in some ways, benefited Professor Hooker in that he has never become particularly hated by anyone in any place that he wanders into and subsequently out of. He's always paid his debts, never gone back on his word, and is generally tolerated by folks he interacts with. His involvement in law enforcement activities in the past was kept confidential enough that most bandits and outlaws who wishhave fallen prey to some of his more insidious gadgets were none the characterwiser harmas -to includewho whycreated they'rethem, enemiessince ifhe relevant.]has only ever affixed his name onto one device he's created, and that one's strapped to his hip.


Deadlands Character Statistics

Traits

Cognition
[Die type]
Deftness
[Die type]
Knowledge
[Die type]
Mien
[Die type]
Nimbleness
[Die type]
Quickness
[Die type]
Smarts
[Die type]
Spirit
[Die type]
Strength
[Die type]
Vigor
[Die type]

Derived Statistics

Pace
[Number]
Size
[Number]
Wind
[Number]
Grit
[Number]

Wounds & Fate Chips

Current Wounds
[Number] / [Max]
White Chips
[Number]
Red Chips
[Number]
Blue Chips
[Number]
Legend Chips
[Number]

Edges

[List all character Edges with brief descriptions if needed]

Hindrances

[List all character Hindrances with brief descriptions]

Aptitudes

Cognition Aptitudes:
Scrutinize
(Cognition)
3d8
Search
(Cognition)
2d8
Trackin'
(Cognition)
2d6
Animal Wranglin'
(Cognition)
3d6
Survival
(Cognition)
2d10
Deftness Aptitudes:
Shootin': Pistol
(Deftness)
4d12
Shootin': Rifle
(Deftness)
3d10
Throwin'
(Deftness)
2d8
Shootin': Shotgun
(Deftness)
3d8
Lock Pickin'
(Deftness)
2d6
Sleight o' Hand
(Deftness)
3d10
Knowledge Aptitudes:
Area Knowledge
(Knowledge)
3d6
Language: English
(Knowledge)
5d12
Professional: Law
(Knowledge)
3d8
Occult
(Knowledge)
2d8
Mien Aptitudes:
Overawe
(Mien)
3d10
Persuasion
(Mien)
2d8
Tale-Tellin'
(Mien)
2d6
Nimbleness Aptitudes:
Climbin'
(Nimbleness)
2d8
Dodge
(Nimbleness)
4d10
Sneak
(Nimbleness)
3d8
Horse Ridin'
(Nimbleness)
3d10
Quickness Aptitudes:
Quick Draw
(Quickness)
4d12
[Aptitude Name]
(Quickness)
[Die type]
[Aptitude Name]
(Quickness)
[Die type]
Smarts Aptitudes:
Gamblin'
(Smarts)
3d8
Ridicule
(Smarts)
2d6
Streetwise
(Smarts)
3d10
Scroungin'
(Smarts)
2d8
Artistry: Poker
(Smarts)
3d6
Spirit Aptitudes:
Guts
(Spirit)
4d10
Faith
(Spirit)
3d8
[Aptitude Name]
(Spirit)
[Die type]
Strength Aptitudes:
Fightin': Brawlin'
(Strength)
3d8
Fightin': Knife
(Strength)
2d10
[Aptitude Name]
(Strength)
[Die type]
Vigor Aptitudes:
Swimmin'
(Vigor)
2d6
[Aptitude Name]
(Vigor)
[Die type]
[Aptitude Name]
(Vigor)
[Die type]

Hexes / Miracles / Powers

Type: [Huckster / Blessed / Shaman / None]

Name
TN
Speed
Duration
Range
Effect
Soul Blast
5
1
Instant
10 yards
Deals 3d6 damage to target, ignores armor
[Hex/Miracle/Power Name]
[TN]
[Speed]
[Duration]
[Range]
[Brief description of effect]
[Hex/Miracle/Power Name]
[TN]
[Speed]
[Duration]
[Range]
[Brief description of effect]

For detailed descriptions and full rules for each ability, consult your character's hex book, prayer book, or medicine bag.

Mad Science Devices

Note: Delete this section if character is not a Mad Scientist

Device Name
Reliability
Speed
Duration
Range
Effect
Portable Lightning Generator
18
1
Instant
20 yards
Fires bolt of electricity for 4d10 damage
[Device Name]
[#]
[Speed]
[Duration]
[Range]
[Brief description]
[Device Name]
[#]
[Speed]
[Duration]
[Range]
[Brief description]

Equipment & Possessions

Weapons

Weapon
Damage
Range
Speed
Shots
Colt Peacemaker
3d6
10
1
6
[Weapon Name]
[Damage]
[Range]
[Speed]
[Shots]
[Weapon Name]
[Damage]
[Range]
[Speed]
[Shots]

Personal Items

[List significant personal possessions, equipment, or items of importance]

Signature Item:

[Optional: Highlight one particularly important or meaningful item - a treasured possession, a family heirloom, a lucky charm, etc.]

Additional Notes

[Any other relevant information - special circumstances, secrets, ongoing story arcs, character development goals, etc.]


Character Status: Active Troubleshooter / Ready for Adventure
Last Updated: [Date]19 November 2025
Player: [Player name]Mark