Wesley Dodds

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The Sandman Wesley Dodds in Wesley Dodds: The Sandman v1 #1.

Wesley Dodds is a male comic superhero who features in DC Comics.

Contents

Biography

Pre-Crisis

Wesley Dodds

Sandman was investigating a narcotics ring run by Wing, who sold dope from his boat. Janice Blue of the Daily Press was also investigating the ring, and when Wing executed a junkie who threatened to expose him Julie accidentally revealed her presence. One of Wing's men shot at her, but she plunged into the water, and Sandman saved her, Sandman stormed the boat, and told Julie to hide in a furnace. Wing found her and tried to smoke her out before Sandman swung into action and knocked out the drug-dealer with his sleeping gas. The police arrived to arrest the criminals, by which time Sandman was gone, but Janice was wowed at having met the mysteryman. (Adventure Comics v1 #41) Dodds called his old navy buddies Doctor Clyde Dunlap and Happy O'Shea when men they served with died under suspicious circumstances. The men that died had fingered Teeter Sneed for manslaughter, and he promised revenge. Teeter had been released from prison, and Dodds knew his next target would be their friend Steve Weber. Dodd's friends knew about his secret life, so he changed into his Sandman gear, and gave them duplicate outfits. They flew their old planes to follow Weber's air route. Teeter and his henchmen flew after Weber, but Sandman and his crew shot them all down, saving Weber's life. Weber got a letter from the Three Sandmen, and although it was clear to him who'd saved him, his lips were sealed. (Adventure Comics v1 #42)

Sandman and Sandy were on night time patrol when they saw a man cracking a safe with unparalleled ease. They tried to stop him, but he anticipated their every move and locked them in the vault. They were able to escape by setting off the alarm inside the vault, but the police that responded mistook them for the perpetrators and they had to flee. The duo did some detective work and determined that the thief was Professor Hiram Gaunt, who’d invented a machine that stimulated unused neurons, making himself a superhuman genius. They tracked Gaunt to a casino where underworld figures were trying to recruit him for planning robberies. They took out the criminals, and Gaunt admitted that Sandman was the only problem he could not figure out. (Adventure Comics v1 #74) Sandy was reading a book of Norse myths and told Wes that he wished he could tangle with a customer as tough as Thor. The next evening Sandman told Sandy he’d get his wish. A criminal posing as Thor had just robbed a bank Wes was a shareholder in. They tracked down Thor, but he easily defeated the heroes, badly injuring Sandy with a hammer shot to the head. Thor escaped to his Viking ship, but made the mistake of removing the protective armor he wore to give the impression of having godlike abilities. He reasoned that the police would be on the lookout for a Viking, not a common criminal. His timing was bad, as Sandman and the NYPD spotted them, and without Thor’s metal bodysuit he was easy prey for Sandman, who avenged his partner by sending Thor to the hospital. (Adventure Comics v1 #75)

Millionaire Monroe Alvin was terrified of the dark and plagued with dreams about being a violent criminal who met a violent end. He decided that Sandman could help him, and placed an ad in the paper. Sandman and Sandy found him at his mansion talking with thugs Torchy Grogan and Bugs Baron, and he insisted he no longer needed Sandman’s help. Sandman learned that the hoods were blackmailing Alvin with pictures showing him committing crimes. Sandman learned from one of Alvin’s servants that he’d been hit by a car and lapsed into an amnesiac state for three days. Sandman and Sandy knew the crooks must have posed Alvin while he was in shock, and when Alvin was ready to hand a million dollars over to the crooks, the heroes intervened. They defeated Bugs and Torchy, and put the final piece together when they learned that Alvin’s doctor Hoak was responsible for coming up with the plan. (Adventure Comics v1 #77)

Wes and Sandy visited Wes’ friend Nick Parks, an aspiring detective who’d just gotten his first case, guarding the Hackle Jewlery Company. Wes didn’t place that much faith in his friend since he was prone to narcolepsy. Parks nodded off when the Company was robbed by Felix Black and his gang, putting his detective company in danger. Black spent decades without sleep, and had turned to crime to ruin the good night sleep of others. Parks pursed Black and his gang and caught them red-handed. They knocked out Parks, and were forced to flee with Parks in toe. Black took them to his mansion, and his gang decided they’d had enough of his lunatic plans and demanded he fork his money over to them. They were also planning on executing parks, even though Black had specifically forbid his gang from murdering anyone. Black wept, realizing he should never have chosen a life of crime. Sandman and Sandy located the gang, and saved his friend. One of Black’s gang shot him in disgust before the Sandman apprehended him. Miraculously the bullet only grazed his skull, but finally allowed him to sleep. Black thanked Sandman profusely and promised to serve out his sentence and then dedicate himself to humanity. Sandman noted that he had once again acted as an instrument of fate. (Adventure Comics v1 #80)

Post-Crisis

Following the Crisis on Infinite Earths, a new version of reality was created with a different history of events. Wesley Dodds

Burke got the drop on Sandman in the library, and after kicking away his gun he started pounding his ribs while Sandman thought that his life was becoming a cliché. A woman saw Burke's attack, and hit him with a poker, screaming that he was killing the man on the ground. Sandman made his escape, but collapsed, and was found by a homeless man. Slipping into unconsciousness Sandman recalled a Eugene O'Neill play he'd seen that he thought was trite, but was coming to agree with O'Neill that people were ruled by their passions and unable to control their actions or others reactions. The homeless removed Sandman's mask, and thought he was a deranged war vet because of his gas mask. Sandman stumbled away and managed to drive home, getting patched up by Humphries. Dian came to check on him, and was horrified that he was up to his old nonsense. Sandman said he couldn't expect to change overnight, and he had a responsibility to end injustice. He said his dreams that guided him were not clear without Dian, but she left in a huff. Wesley had a dream about missing crucial parts of his mind, which had become puzzle pieces. Dian learned form her father Larry that Burke was pursuing the Butcher in the sewers under French restaurant Blanco Negro, and called Wesley to tip him off. She admitted that she didn't know why she felt the way she did, but she couldn't stop thinking about him. Sandman Burke and his men had discovered the Butcher's abattoir of butchered victims hanging from meat-hooks in various states of decay when Sandman entered the tunnels. Sandman was having trouble with his memory, and wondered if his family curse was hitting him. He'd seen his grandfather slip in dementia, even though he was too young to understand the ramifications, and when his father started getting ill he died soon after. Sandman liked to think his father would have fought his mental illness to his last. The Butcher had already killed one of Burke's men, and when Burke saw Sandman he decided to shoot at him instead of the Butcher. The Butcher attacked officer Francis, lifting him up with a meathook, and Sandman helped save him and Burke. The Butcher almost killed Sandman before Burke shot the serial killer, and Sandman managed to slip away. Dian met him on the street and offered him a ride home, and he was overjoyed to see her. (Sandman Mystery Theatre v1 #28)

Wesley and Dian had Christmas Eve dinner, and spent a night of passion together. On Christmas day, he gave Dian a locket that belonged to his mother, and she gave him a watch dedicated to helping Sandman sleep. He had little need to go out as Sandman since his dreams were unfocused and not pulling him in as they had without her. He'd been contacted to invest in Bannermain Chemicals, and took Dian along. She loved the fact that she respected him as an equal. He was wooed by Alexander Bannermain, but got along better with his chemist Rex Tyler. Bannermain insisted they attend his New Year's costume ball, and Wes and Dian spent another night together, but when she woke up the bed was empty except for a Sandman doll. Wes could not sleep because of a nightmare, and after some prodding from Dian he opened up. He dreamed of a giant clockface covering the city, and criminals running across it smashing valuables. He also saw Rex Tyler, and wanted to speak to him, so he arranged a dinner at McSorley's. After some good conversation they parted ways, but when Wes tried to trail him Rex took one of the Miraclo pills of his own invention that gave him superpowers and lost him. Wes tried to figure out how to do surveillance on him, and Dian called up the electric company as Rex's 'wife' saying their power was out and asking them to read back her address. Wes was pleased with her ingenuity, and she convinced him to go to Bannermain's ball, saying she'd already picked out costumes for them. (Sandman Mystery Theatre v1 #30)

The Sandman followed Rex while he confronted by the Breezy Boys, who ran him over with a car. Sandman gassed him, and learned that he was the Man of the Hour who advertised his services righting wrongs in the newspapers. Rex had learned from the Breezy gang that they intended to steal Dorothy Bannermain's jewels during Bannermain's New Year's Eve ball. He put Rex to sleep and left him in his apartment. Rex was inspired by the Sandman, and the name he'd called him, Hourman. Dian was going as a Spanish princess for the ball, but Wes was too late for his fitting, so he chose an acrobat uniform, gaudy purple and yellow with a cowl to mask his face. Dian laughed at Wes' costume, but was pleased that he asked her to be on lookout for the Breezy Boys, because he needed her help in crimefighting. Wes was ambushed by Rex, who recognized the gun he had holstered as belonging to Sandman, and showed off his new identity as Horman that Wes had inspired. They agreed to keep Dot safe. The Breezy Boys dragged Dot to the roof and Dian alerted Wes. The Boy's boss Hood had also hired the Face to behead Dot, but the heroes put him down. The Hood appeared, aghast at his schemes going awry, and Lenny shot him, knowing he'd been double-crossed. Hourman tackled him off the roof, the Face slipped away, and Sandman exited the party with Dian, who was thrilled to be part of his escapades. Wes met Rex later for a bite, and Rex admitted he was amazed that he had survived. Wes had convinced him that he wasn't quite ready to be a hero, and would research the Miraclo pills that gave him powers before returning to the game. (Sandman Mystery Theatre v1 #32)

Post-Flashpoint

Following the Flashpoint, a new version of reality was created with a different history of events. Wesley Dodds

Overview

Personality and attributes

Powers and abilities

A special weapon that he used at times was a gun that used sand and glass that could be shaped into various forms. This could be used to create instant walls to block escape routes of his targets though these came to crumble over time. Alternatively, he could turn the sand into glass which he could use as a form of handcuffs to arrest criminals. (Justice League of America v1 #46)

Notes

  • Wesley Dodds was created by Gardner Fox and Bert Christman where he made his first appearance in New York World's Fair Comics #1 (January, 1939).

Alternate Versions

In other media

Television

Films

Video games

Appearances

  • New York World's Fair Comics v1: (1939)
  • JSA v1:
  • Wesley Dodds: The Sandman v1: (2023)

External Links

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