Aug. 27th, 2017

granularity: (gas gun and wirepoon gun)
SUBJECT SHOULD BE IN "APPLICATION: Character Name (Series) - Reserved/Not Reserved" FORMAT

OOC


Handle: DAnii
Contact: yarnzipan @ plurk
Over 18? 18+
Characters Played: none so far

THE CHARACTER


Character Name: Sanderson "Sand" Hawkins
Series: DC Comics (post-Crisis, pre-nu52)
Canon Point: end of the last issue of JSA v3 (just before the reboot)
Character Age: technically 85, mentally and physically 25
Background: http://dc.wikia.com/wiki/Sanderson_Hawkins_(New_Earth)

Personality: Talk about your character's personality: their core traits, their strengths, their weaknesses, their motivations, and everything in between. Please note that this should focus on your character's personality and should not read like a history section. (Maximum 1,500 words)

Powers/Abilities: Sandy has three distinct branches of skill/abilities: he's a geomorph, with precognitive dreams, whose been trained by the mystery men community and specifically the original Sandman in a variety of detective skills and physical combat.

Being a geomorph means that his body is actually to some degree living sand, which he can reform despite transformations of heat, being exploded, being blown away, or otherwise having his matter dispersed. He can similarly control earth and soil in his vicinity, including creating earth quakes, fissures in the earth, forming shapes from it, and even transforming it from solid stone to lava. It also lets him travel through earth and rock, phase through earth and rock (or anything with silica in it, like walls), and he is connected to the rock beneath him which allows him to sense shifting plates, details about the rock or soil, etc. He also doesn't actually need oxygen and is immune to a good number of chemicals, illnesses, etc. that normal people would since well, he's living sand. That includes aging; he pretty much isn't going to age anymore at this point.

He also has precognitive dreams, better labeled as nightmares, which tell him about terrible things to come. In common practice, this involves being put inside the dreams and thoughts of the villains who are planning to perpetrate these crimes, and as you imagine, they are incredibly unpleasant and psychologically harrowing. He tends to deal with things like serial killers, kidnappers, murderers, etc. etc. but he does on occasion get information on bigger situations. This is the only way in which he can dream; while he gets a reprieve from the literal nightmare fuel he usually gets for a day or so after preventing a tragedy, he does not dream during those times, remembering nothing.

And lastly, he was originally the sidekick to the first Sandman, Wesley Dodds, who trained him as a detective and pretty much stuffed as much education in him that he could. Sandy, who was extremely self-motivated to assist Wesley, took to the instruction like a fish to water, and as Wesley's protege, worked with both him and other members of the Justice Society: he learned to fight from Wesley, Wildcat and Green Lantern, learned leadership and business acumen from Alan Scott and Jay Garrick, leadership from Carter Hall etc. etc. He knows multiple languages, all sorts of bizarre and arcane information, has more knowledge of the Dreamlands than most, and since he spent a ridiculous amount of time watching movies after he got out of his stasis confinement, a stupid amount of movie trivia to his name.

Power Nerfs (if applicable): I'm going to assume that his precognitive dreams are nerfed, as it both somewhat clashes with the game setting (he gets them from a connection with Dream of the Endless who, I would assume, is in a pod somewhere) and because it would cause issues with the game plots.

Inventory: He'll be bringing with him a few sets of clothes and tech (sleep gas cannister, wirepoon gun, gas gun, mask) from TylerCo, which are made of a silicon material that he can travel with instead of having it get left behind when he goes through the rock. Also a copy of Whispers in Darkness, written by his aunt.

Incentives: The Orbiters want cooperation; they don't like to use force. For this section, we ask that you provide incentives that the orbiters could use to convince your character to work with them. Examples include: The guaranteed safety of their sleeping loved ones, special items from home, monetary benefit, new powers/magic, special healing from ailments — while they won't immediately gain these things, the Orbiters will consider it for the future.


SAMPLES


We only ask that you provide two (2) threads of at least five (5) comments each coming from you (and with two different characters) that can successfully showcase your character's voice and emotional range. We will request revisions if your samples contain mostly dialogue. These threads cannot be older than twelve (12) months old. Alternatively, a TDM top level with at least two prompts will also suffice.

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granularity: http://videnda.dreamwidth.org/16936.html#cutid1 (Default)
Sanderson Hawkins

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