@lock me=*Sandy Hawkins @Sex me=Male &STAFF_EMAIL me=gina@nac.net &CODENAME me=Sandy the Golden Boy &FULLNAME me=Aleksander Hawkins &SPECIES me=Homo Sapien &AFFILIATION me=Golden Age, Good &OCCUPATION me=Student &TIME me=2000 &TYPE me=FC @lock/UseLock me=*Sandy Hawkins @lock/EnterLock me=*Sandy Hawkins &POWERS me=\[PRECOGNITIVE DREAMS\]%r%tSandy does have a power, even though it's kind of embarrassing and rather plot-device-like. When something hideous or eminently preventable is going to happen, and /especially/ when it involves him, someone he has concern or care for, or stuff he's associated with, Sandy'll have a really bizarre and vague nightmare about it. When he wakes up in a cold sweat, he'll generally know sort of where to be, kind of why, and a little bit about who it involves. Sometimes he'll remember more detail than others, but usually it's mostly left to his interpretation. He's learned that he can't ignore these dreams, or he sees the results in the news the next day, and has to live with the fact that it was something he could have helped. This power can be blamed directly on Morpheus, according to Wesley Dodds, who saw the Lord of Dreams sometimes in his own nightmares. &POWERS_SHORT me=Honestly, Sandy has only the one power - crazy prophetic nightmares. Otherwise he's a normal human being. &NOTE me=%r"It's 106 miles to Chicago. We got a full tank of gas, half a pack%rof cigarettes, it's dark, and we're wearing sunglasses."%r-Elwood Blues%r%r----BEGIN RP CODE BLOCK----%rSscA!W!P?B R+ H--- I= M++ C++ A= S++ G+ P= XR(15)%r-----END RP CODE BLOCK-----%rhttp://www.altrion.org/mush/rpcode.html%r &EMAIL me=goldenboy@robotgirl.org &WWW me=http://www.robotgirl.org/sandy.html%rDefining Pic: http://www.robotgirl.org/who.are.you.jpg%rRP Logs: http://www.eyrie.org/~brainy9/logs/smx/ &ACTOR me=Chris Masterson (Francis on Malcolm in the Middle)%r &SKILLS me=%r%t2) Insult generation%r%t3) Limited Chemistry%r%t4) Limited Mechanics%r%t5) Charm%r%t6) Hand-to-hand combat%r%t7) Dead aim%r%t8) Piloting%r%t9) Passable German%r%t10) Dancing%r &SKILLS1 me=\[INSULTS\] A world-class insulter, Sandy knows *exactly* what to say to set someone off. Even more useful, he knows exactly what to say to make someone feel like they *should* be insulted, but not exactly know why. In other words, he's a master at mocking people without them knowing they're being mocked. It's cruel, I know, but everyone needs a hobby. &SKILLS2 me=\[INSULTS\] A world-class insulter, Sandy knows *exactly* what to say to set someone off. Even more useful, he knows exactly what to say to make someone feel like they *should* be insulted, but not exactly know why. In other words, he's a master at mocking people without them knowing they're being mocked. It's cruel, I know, but everyone needs a hobby. &SKILLS3 me=\[CHEMISTRY\] Due to the influence of his mentor, Wesley Dodds, Sandy's picked up a good deal of science - especially engineering and chemistry, but mostly the chems. He's extremely good at mixing up batches of noxious substances that can be used for all sorts of fun things, like sending bad guys to sleep and making them dream of their mothers, and suchlike. He's also very good at analysing chemicals used by the symptoms caused or evidence left. &SKILLS4 me=\[MECHANICS\] He's nowhere near as creative artistically as Wes, so he could never be an *engineer*, per se, but he's more than adequate at putting things together and fixing other things when they break, and sometimes even redesigning things to make them work at least a little better. &SKILLS5 me=\[CHARM\] When he's not being a cranky, unapproachable jerk, Sand can really lay it on thick. It's awfully hard to resist those blue eyes and that easygoing, slightly mischievous smile, and that terribly confident, capable aura...and it's equally difficult to miss those rakish blond waves that he unconsciously runs his hand through *just so* every once in awhile. We'll put it this way: he generally knows how to get what he wants. &SKILLS6 me=\[HAND-TO-HAND\] Out hero is trained in a variety of martial arts (all defensive), and street fighting. He generally won't *pick* a fight, but once he's in one, he'll gladly duke it out. This guy is not a pacifist. He'd be able to take on, at most, two opponents at once, but if they were average thugs, he'd be able to konk them out or make them, ah, indisposed, fairly quickly. &SKILLS7 me=\[DEAD AIM\] Sandy's a dead shot, as stated above. He can, and *will*, throw anything from knives to bananas, with a deadly accuracy. However, he's decided to be decidedly non-lethal, unless his or someone else's life is in danger and there's no way to incapacitate the enemy without killing him/her. &SKILLS8 me=\[PILOTING\] Sure, he's only sixteen, (okay, seventy-two) but you only have to be fourteen to get a license - and sixteen to fly by yourself. Besides, Wes taught him to fly long before there were laws about that sort of thing. He can pilot small airplanes and is familiar with helicopters. &SKILLS9 me=\[GERMAN\] Oh come on, you knew this was coming. His German is passable - nothing spectacular, but there it is. If you were constantly on the lookout for German spies during World War Two, and you had a mentor as conscientious as Wesley Dodds, you -learned German-. His accent is atrocious, but it's mostly an understanding skill, not a being understood one. &SKILLS_SHORT me=The ability to mock people without them actually knowing it, college-level Chemistry knowledge, college-level mechanical knowledge, the ability to really lay the charm on thick, defensive martial arts and streetfighting, dead aim with projectiles or small thrown weapons, piloting small aircraft, passable German. &THEMESONG me=Top five Sandy Hawkins themesongs:%r%t1) "Forever Young" by Alphaville%r%t2) "Sleep to Dream" by Fiona Apple%r%t3) "Keep Sleeping" by the Rentals%r%t4) "Who Needs Sleep?" by the Barenaked Ladies%r%t5) "New York City" by They Might Be Giants%r &FLAWS me=%r%t2) Argumentative%r%t3) Wiseass%r%t4) Nightmares%r%t5) Lack of sleep%r &FLAWS2 me=\[ARGUMENTATIVE\] Generally quite certain that he's right, Sandy -will- ride an argument out until the other person gives up from exhaustion. He'll also play devil's advocate if you agree with him, just to keep it going. The guy starts them for fun, and sometimes has trouble telling when it's inappropriate. &FLAWS3 me=\[WISEASS\] It started out as the whole 'sidekick as comic relief' thing, then turned into a schtick, then turned into a problem. Okay, well, no. *grin* Since the Sandman was always ridiculously solemn and/or serious and/or kind of creepy, it was Sandy's job to lighten the situations they landed in with a few well-placed wisecracks. These were also used to frustrate whatever villain was being fought, or display the fact that the Golden Boy was brave in the face of danger. Unfortunately, this sort of behavior tends to bring on even more danger, since ticked-off megalomaniacs are worse than megalomaniacs. It's also kind of an indicator of how well he's doing - if he's still making jokes, he's okay. &FLAWS4 me=\[NIGHTMARES\] That's right, I'm listing his power as a flaw. These nightmares are disturbing and frightening, and prevent Sandy from getting a decent sleep. So - while he gets a sneak preview of bad events to come, he's getting a sneak preview of bad events to come. Dig? It's not a fun thing at all, and it's a kind of touchy subject. &FLAWS5 me=\[INSOMNIA\] Because of his nightmares, Sandy is often left wide awake in a cold sweat just as he's fallen asleep, and can't get to sleep for the rest of the night. He's generally afraid to even /try/ to sleep, knowing that chances are better than good that he'll end up dreaming - and he never has normal dreams. (Yes, this makes him quite cranky and occasionally a little slow. Being short with you doesn't mean he doesn't like you!) @Adesc me=@pemit me=\[%N looked at you.\] &PERS me=%r%t2) Self-assured%r%t3) Sarcastic%r%t4) Quick-witted%r%t5) Ridiculously brave%r%t6) Moody%r%t7) Cynical%r%t8) ...AND idealistic%r%t9) Quick on the uptake%r%t10) Loyal%r%t11) Perceptive%r%t12) Smoove%r%r &PERS2 me=\[SELF-ASSURED\] Not an ounce of self-doubt is resident in this guy: he is most emphatically certain of his abilities - what he's capable of, what he's incapable of, who he is, what he will and will not do. This knowledge of self shows very obviously in everything he says and does. Sandy's adept at making himself sound like an authority on absolutely everything; his surety is the type you usually find in military leaders. "The captain always knows what to do - even if he doesn't have any idea what to do, he KNOWS WHAT TO DO." &PERS3 me=\[SARCASTIC\] This one is pretty self-explanatory, though it should be noted that it's controlled. No matter how close he comes to actually being hurtful in what he says, it's very very rare that he loses it - Sandy's usually aiming for irritation and a bad mood, not for hurt feelings. &PERS4 me=\[QUICK-WITTED\] ...meaning "able to come up with an answer immediately or almost immediately". You know how people are always saying, 'Y'know, I thought of this absolutely killer response...three hours after it would've been useful'? Sandy doesn't have that problem. *snap* Right there, there's your answer, there's your witty rejoinder.%r%tThis also means he's generally able to find or bluff his way out of a potentially bad situation: he can think on his feet. This trait is also known as 'streetwise', and it's something you acquire if you grow up in New York City. (And yes, kids, he's good enough at this that people will probably end up laughing as a side result.) &PERS5 me=\[LUDICROUSLY BRAVE\] Known colloquially as 'fearless', or in certain conservative circles 'reckless', this personality trait tends to get people killed. However, since Sandy'll be Indiana Jones when he grows up (ha ha, joke) it'll just make him cockier the more times he wins. He's the kinda guy that'll see a giant death robot the size of your average skyscraper, stare at it for a second, then yell something like, 'What the heck are you doing in MY CITY! Get outta here before I knock yer block off!' then start scaling the thing with his wirepoon with the intent of taking it out by his lonesome. Some people call it stupid, some call it brave. The latter is the word I'm going for. &PERS6 me=\[MOODY\] Contrary to popular belief, Sandy actually -can- be a fun guy to be around. He can be, if not all sunshine and bubbles, at least a lot easier to get along with. The problem is, for him to be this great guy, he has to get a full night's sleep. Therefore, more often than not, he is one cranky son of a *****.%r%tI can't call him 'cheery'. I can't call him universally grouchy. I can't really classify him as either end of the mood spectrum, and he's definitely not a man of averages - so really the only way I can describe his temperment is 'moody'. To recap: With sleep (which is rare) he's funny, personable, supportive, and an all-around swell guy. Without sleep (which is the norm) he's crotchety, surly, irritable, sarcastic, and occasionally rather dark. &PERS7 me=\[CYNICAL\] Sandy's cynicism is focused on two things: fate and human nature. He believes in fate, but doesn't believe anything good can come from it - only that bad things tend to happen to decent people and there's not a damn thing you can do about it. This rather unhealthy attitude comes of his having been locked in a glass cage in a basement, as a monster under anaesthesia, for somewhere on the order of fifty years. You can hardly blame him.%r%tThe cynicism concerning human nature is a result of the Golden Boy coming from a four-color world of monster-, robot-, megalomaniac-, and Nazi-stomping...into a world decidedly more complicated, filled with a history including the EC War, Korea and Vietnam, McCarthy, mutant and metahuman persecution, the fall of the heroic public image, Kennedy's assasination, Nixon, Kent State, Beijing - I could list horrors and disappointments all day, and never be able to communicate the culture shock Sandy experienced (and is still going through) upon reentry to society. He has to constantly remind himself that yes, people /are/ capable of good. &PERS8 me=\[IDEALISTIC(!)\] Yeah, laugh if you want, but it's possible to be an idealist and a cynic at the same time. As much as he's horrified by what's taken place over the past fifty years, and as much as he doesn't trust humanity, Sandy believes wholeheartedly in justice and Doing What's Right. He wants to believe the world Our Boys were fighting for in WWII exists - or is capable of existing. He wants to believe the government are the good guys, and that the law is on the side of the people; he desperately clings to the past's visions of the future, and will fully support anything or anyone that attempts to attain or uphold the ideals behind these visions. (In other words, yeah, he's Superman's biggest fan.) &PERS9 me=\[QUICK ON THE UPTAKE\] This, too, is fairly self-explanatory. It shouldn't even really be a separate trait! But oh well, it is. You don't have to drop much more than a hint for Sandy to pick up on whatever knowledge you're trying to impart. Really, just a couple words, even just a keyword, and the guy'll know right where you're coming from. &PERS10 me=\[LOYAL\] Sandy's always been a loyal kid. While he was the sidekick to the Sandman, he always looked out for his partner - he would never leave him behind, he would rather die than betray him, he wanted to be like him. When he was a member of the Young All-Stars, even though he didn't trust Tsunami, he was all about the team -- then when he finally came to terms with his teammate, he was even /more/ enthusiastic about the YAS. Whatever group or person he associates himself with, he will stick like glue even if it's not in his best interests. (Make no mistake, he -will- complain if it's not in his best interests...but he won't leave.) &PERS11 me=\[PERCEPTIVE\] One of the reasons Wes took to Sandy immediately was that the boy was so very *aware*. Not just self-aware, either - very cognizant of people and situations around him, in a time where everyone was particularly self-absorbed and, well, asleep to the world. He can generally pin down a mood or a situation just by glancing over people's facial expressions and body language, and act accordingly (unless he's feeling particularly surly, in which case he doesn't -care- how other people feel: he knows, but he doesn't care). &PERS12 me=\[SMOOVE\] Oh yes, this Sandy is one smooth character. This would be another trait that only shows up either when he's had sleep or he wants something, but it's definitely there. A certain stance, a certain expression, hand through hair just then and just so; if you prefer, the tendency to make a speaker feel like he's hanging on their every word. Yes, he absolutely knows what he's doing, and he's sure -you- do, too. &SKILL10 me=\[DANCING\] Sandy Hawkins learned his dance moves in the old OLD school. He's about as oldskool as it gets, man - the guy swingdanced to Benny Goodman, Glenn Miller, Django Reinhardt, the Dorseys...in their /prime/, and he picked up the steps from the sailors and their girls in port city cantinas. &TECHS me=%r%t2) Wirepoon%r%t3) Gasgun and cartriges%r%t4) Dirtbike%r%t5) Wesley Dodds' money%r%t6) Contacts%r &TECHS2 me=\[WIREPOON\] Sandy carries a thick, strong cable attached to a grappling hook, which can be either thrown or fired from his 'wirepoon' - this is somewhat akin to a harpoon (duh), and looks rather like a gun. He's a dead shot with it; his aim, again, is gorgeous. It's used *only* to deploy the cable, which is used mainly as a swingline. &TECHS3 me=\[GASGUN\] As an homage to his mentor (and, well, because he knows what to do with it), Sandy carries a gasgun and spare cartridges. He is also able to *charge* those cartridges, having learned from an early age what to mix and how to mix it. The standard gases are as follows: one merely knocks an average opponent out, one is a more heavy-duty knockout gas, one causes hallucinations and acts as a low-end nerve gas, and one is essentially a truth serum. Mix and match for fun effects. Pleasant dreams. &TECHS4 me=\[SERIES OF LOW-END DIRTBIKES\] Well, y'know, he has to get around - and even though he's seventy-two, he's also sixteen. And more importantly, he -looks- sixteen, and is less likely to get hassled by cops if he's on a dirtbike instead of in a car. They're low-end, ratty, cobbled-together dirtbikes because they never last long, the way he treats them. &TECHS5 me=\[WEALTH\] Sandy has access to basically anything he needs, because Wes Dodds feels so guilty for leaving him uncured for so long that he'll give the guy anything he wants. Sandy isn't, however, spiteful or angry with Wes at all, so he very rarely ever asks for anything. The wealth is there, however, as a resource: Wes is a very rich guy. There's also a large trust fund in Sandy's name set up by the former (and quite retired) members of the Justice Society which he's using to pay for college, further training, and other extracurricular learning - having money like this means if you decide it's time to get away from memories, you can. &TECHS6 me=\[CONTACTS\] The remaining members of the JSA, the children of the members of the JSA, various burnt-out All-Star Squadron members, the ghost of FDR (kidding, kidding!), assorted government agencies. If he explains who he is, basically, someone will know someone that knows of him. Ooh, that sounds pathetic. &TECHS_SHORT me=Gasgun, wirepoon, dirtbike, the Sandman's fortune, oldschool superheroic contacts. &PERS_SHORT me=Self-assured and cocky; sarcastic, cynical, and moody; loyal, brave, and idealistic; streetwise, quick on the uptake, perceptive; moody...yet, all in all, one /smooth/ guy. &FLAWS_SHORT me=Sandy'll start and continue arguments even if they're not apropos; he will crack jokes in the face of death even if death is wearing the costume of a ticked-off supervillain who doesn't wanna hear wisecracks; he has horrific nightmares; he doesn't get enough sleep. &AGE me=72 or 17 &TIMEZONE me=EST/EDT (New Jersey) &BACKGROUND me=%r%t2) Intro%r%t3) Wes Dodds takes him in%r%t4) He discovers the secret%r%t5) An answer is demanded%r%t6) Training is started%r%t7) Crimebusting time!%r%t8) World War II and the Young All-Stars%r%t9) The Silicon Monster%r%t10) Basement bogeyman%r%t11) The cure and Avalon%r &BACKGROUND2 me=%tLittle is known about the parents of Sandy Hawkins. His mother, the older sister of one Dian Belmont, married young to a man by the last name of Hawkins; both died quickly and tragically in an accident when their son was just entering his teens. In late 1938, his aunt Dian Belmont began to see Wesley Dodds socially - at the same time, she was taking notice of a mysterious costumed crimefighter called the Sandman, and linking him in her mind with Wes, who seemed quite sharp but unaccountably distant. She eventually figured out and confronted him with his dual identity, which strengthened their relationship when they both realized they could not only work around it, but help each other out because of it. &BACKGROUND3 me=%tWhen Sandy's parents died suddenly, Dian came to Wes. She didn't have the resources to take her sister's son in, but she knew Wes did, and she reasoned that she wanted to marry Wesley some day, so it would be okay. The man took an instant liking to the boy, who was bright, brash, enthusiastic, and extremely self-aware: the last being a rare trait even in adults, nevermind children. Sandy, likewise, immediately recognised a very interesting person when he met Wes - someone he wouldn't mind being looked after by, and someone he somehow felt he could tell anything to. Soon afterwards, it was settled - Sandy Hawkins became the ward of Wesley Dodds, the Sandman. &BACKGROUND4 me=%tOne night, about a year and a half before the War began, Sandy found himself unable to sleep. Thinking he'd wake Wes - a light sleeper - with undue noise, he crept silently down the stairs to the kitchen to get himself some juice. Hearing what sounded like a large object being dragged across the floor of the basement, the kid forgot the juice and grabbed his baseball bat from the hall closet, immediately setting out to investigate. Whether it was by luck or by unconscious design, he discovered that the bookcase in the library was...ajar? Indeed, he'd found the secret door that lead down to the Somnambularium, the secret lair of the Sandman. And who should be in the lair but Sandy's guardian and mentor, Wes Dodds - hanging the Sandman's now-infamous gasmask on the wall! &BACKGROUND5 me=%tUnwilling to settle for anything less than the whole truth - a trait he shared with his Aunt Dian - Sandy became privy to the secrets of one of New York's most talked-about, speculated-upon mystery men. He thereafter demanded to go with Wes and fight crooks and so crimes. Predictably enough, Wes initially refused - then finally relented, on the condition that Sandy train beforehand, learning stealth, speed, fighting techniques, and first aid. &BACKGROUND6 me=%tLearning these first, and far more than adequately, Sandy soon gained the confidence of the Sandman. Wes eventually allowed Sandy to join him on his routine patrols, stressing the fact that he must keep learning, must never stop - and learn the kid did. Displaying an astonishing amount of patience for a thirteen year old boy, Sandy made darn sure he -felt- ready before asking Wes to let him help in a more active role. By then, the boy had become proficient in several styles of fighting, including some rudimentary martial arts; he had watched and asked questions and looked things up when Wes experimented with chemicals and mixed gases, learning what sorts of reactions the different types produced; he learned to use a wirepoon gun and a swingline; he learned to read faces and body language; Wes even taught him to fly a plane. &BACKGROUND7 me=%tSo, yes, after a time, Wes felt that Sandy was ready, as well. The kid began to actively fight crime, mostly tagging along with Wes on missions and helping beat the tar out of evildoers, and quickly gained enough self-confidence to being his smart mouth into battle with him. Yeah, that's right, he displayed the rather worrisome tendency to run into trouble because he couldn't keep his mouth shut, but he was generally able to get back out of these self-made situations fairly well. He also tended to make iffy scenarios even iffier, and he told off some people he really shouldn't have, but he usually meant well, and was definitely able to take care of himself. &BACKGROUND8 me=%tIn the middle of all this, and constantly in the background, World War II had begun. Wes contributed to the war effort through science, and, well, Sandy was just too darn young to join the armed forces. The Dream-inducing Duo continued to fight normal criminals, but now also helped their country by rooting out spies and combatting fascism. When the All-Star Squadron formed, they joined - and Sandy and Dian convinced Wes to take up a new, different, brighter costume - a costume more like those worn by the other members of the A*S and the Justice Society, a costume more media-friendly and hope-inspiring than the frightening image presented by the gasmask and trenchcoat ensemble. Roundabout the end of '42, Sandy briefly joined the Young All-Stars, a special team of underage crimefighters, and toured with them on a war bond drive. There was quite a bit of strife between Sandy and a couple of other members, mostly over the presence of a young Japanese-American girl, who the Golden Boy saw as a spy and a threat. The issue was resod happily, all invod parties learning to trust each other and forgiving each other for their behavior, but Sandy felt that he was better off back with Sandman. He stayed on the roster as a reserve member. &BACKGROUND9 me=%tWhen the young crimefighter was in his mid-teens, the Sandman was developing a weapon he called the 'Silicoid Gun'. Goodness only knows exactly how it was supposed to work, but it backfired during testing; the weapon exploded in Sandy's hands, and the teen was quite painfully transformed into a silicon-based life form - a giant monster made of sand. He still had his mind, but but the pain was driving him insane and he was no longer in control of his body. He started wreaking havoc, which forced Wesley to subdue and anaesthetize him. &BACKGROUND10 me=%tFor fifty years, Wesley Dodds searched for a cure for his ward and friend, and Sandy essentially cooled his heels in Wes' basement, in a giant glass chamber filled with the painkilling gas that Wes had developed for him. Mostly he slept and dreamed, often he read or listened to the radio, every day he heard the news from Wes. After a time, Wes came down less and less, and finally he stopped appearing altogether. Sandy had no idea why, but he realized he couldn't leave the chamber, or he'd go mad again...so he slept. During this time he spent almost entirely in a dream state, he saw more and more of a strange, pale, shadowed figure - and with each appearance of the figure would come a dream of people he knew, or thought he knew, or a dream of an event or a place in the outside world. Sandy was beginning to have the dreams of the Sandman. &BACKGROUND11 me=%tThen! In the early nineties, S.T.A.R. Labs came up with a simple cure (causing Wes a helluva lot more angst - "Oh, no! How could I have neglected to think of that? What have I DONE?"), and *bamf*, there was Sandy again! The only problem was, he still looked like a teenager, and his social knowledge stopped in the middle of World War II. He and Wes, therefore, decided that the best thing for him to do would be to go abroad: hone up on his martial arts, be exposed to unfamiliar cultures, attend college, try to learn to fit in. While he's older than most of his professors, and has more introspective and philosophical knowledge than Immanuel Kant, he doesn't have a lot of life experience. And since, well, since he -looks- sixteen or seventeen, it'd be a good thing if he learned to act it. He packed up, did a depressing round of checkups on old friends (most of whom were dead or in nursing homes), and left New York City for Avalon. &COSTUME me=%r%tYou see a tallish, handsome boy in his late teens. He appears to be extremely self-assured, despite his youth and its accompanying awkwardness. An aura of smug superiority surrounds him, and permeates his every movement - yet there's something about him that says he's not a -total- wiseacre, or a complete jerk. Maybe it's his deference to the fairer sex, or his helpfulnes to the infirm...or maybe it's the way he looks out for his friends.%r%tWild golden curls, almost Bacchanalian in nature, frame Sandy's young face. His bright cornflower-blue eyes hold an distant look, which could be misunderstood as arrogance if he isn't careful...his identity is kept secret by a red domino mask, which match his boots, gauntlets, collar, and the upper part of his trousers. His long-sleeved cotton shirt and the rest of his trousers are a bright yellow, and the ends of the trousers are tucked into the tops of his boots. All in all, it's definitely an attention-grabbing outfit, which suits the Golden Boy just fine.%r &DATE_APPLIED me=21:35 May 15 &APPLY_COUNT me=1 &STREET me=%rTallish, on his way to manhood but not nearly there yet, Sandy Hawkins is your classic 'All-American Kid'. His touseled blond curls frame a sweet, boyish face, with brilliant blue eyes and a slightly snubbed, lightly freckled nose. The only thing that seems out of place on the older teen's features is his expression: it's one of distance. The corner of his mouth is quirked up in a sort of half-afraid, half-bemused way; his eyes betray a bewilderment that his words would never even have you guess at.%r%rThe teenager's wearing a pair of new bluejeans, brand new hightop sneakers, and a white button-down oxford shirt (collar open two buttons, untucked, undershirt showing underneath). Over it all is a yellow jacket with a red collar that has embroidered on the back, 'Young All-Stars'.%r @Desc me=[get_eval(me/street)] &BG_SHORT me=Sandy was originally the Sandman's sidekick during World War II, but due to an accident with an experimental weapon, was transformed into a silicon-based life form and went mad from the pain. He was put under heavy anaesthesia until a cure could be found -- but a cure wasn't found until the mid-nineties. When he was turned back into a human, he hadn't aged a day...but had acquired Wes Dodds' penchant for prophetic nightmares. &APPROVALS me=The General 17:45 May 19: Nicely written. Good read, as well. Great description of the character. Two more to go. RP Responsibly. |Brianna 21:08 May 19: I love this character and you've translated him well. Good app, have some *Pez of Approval* One more to go.... |Lance 21:18 May 20: Yep, a great app for a great character. I'm assuming the absence of the silica-based powers is intentional (though it'll be great power-up fodder down the road, I'm sure) Have fun out there, golden boy! *Swats you with the Sword of Approval* Lance | ***** Sandy is now fully approved. ***** &APPROVAL_COUNT me=3 &ISAPPROVED me=yes &IC_OOC me=OOC @lock me/IC_OOC &IC_OOC_AFK me=IC @lock me/IC_OOC_AFK &IC_LOC me=#2822 @Aconnect me=@mail;+bbscan;@doing Golden Boy, P_OK &YGJ_POSITION me=Cranky Old Man @set me=JUMP_OK