The Dustman

What if the Boogie Man was on your side?

Description:

The Dustman

Power Level: 8; Power Points Spent: 120/120

STR: 3 (16), DEX: +2 (14), CON: +2 (14), INT: +0 (10), WIS: +0 (10), CHA: +2 (14)

Tough: +2/6, Fort: 7, Ref: +4, Will: +4

Skills: Acrobatics 7 (9), Gather Information 8 (10), Intimidate 8 (10), Investigate 10 (10), Knowledge (streetwise) 8 (8), Language 1 (1), Notice 8 (8), Sense Motive 5 (5), Sleight of Hand 4 (6), Stealth 8 (+10)

Feats: Acrobatic Bluff, Attack Focus (melee) 4, Blind-Fight, Defensive Attack, Defensive Roll 4, Evasion 2, Improved Critical (Strike 5), Improved Disarm, Improved Initiative, Power Attack, Takedown Attack, Uncanny Dodge (Sight), Veteran Fighter, Windracer, Wolf’s Ears

Powers:
Anonymous (Transform (Mental) 1) (magic, affects: memories, DC 11; Cloud Area (40 ft. diameter, lingers – General) [7 extra ranks], Duration (continuous), No Saving Throw, Selective Attack; Limited 2 (Only delete memories of him), Range (touch))
Hear the Call (Clairaudience 5) (magic; Limited 3 (Only to hear the chant), Uncontrolled)
Immunity 1 (aging)
Invisible to Machines (Invisibility 4) (Total concealment from all visual senses; Limited (machines only), Permanent)
   Total Stealth (Invisibility 4) (Alternate; Total concealment from all visual senses; Distracting)
Sword (Device 3) (Easy to lose)
   (Strength Bonus) Strike 3 (Penetrating)
   Strike 5 (DC 23; Penetrating; Mighty, Split Attack (2 targets))
Vanishing Teleport (Teleport 1) (100 ft. as move action; Limited (Only when unobserved))

Attack Bonus: +4 (Ranged: +4, Melee: +8, Grapple: +11)

Attacks: Anonymous (Transform (Mental) 1) (DC Will 11), Strike 5, +8 (DC 23), Unarmed Attack, +8 (DC 18)

Defense: +10 (Flat-footed: +5), Knockback: -3

Initiative: +6

Drawbacks: Cursed, very common, minor, No one can remember him

Languages: Arabic, English

Totals: Abilities 18 + Skills 17 (67 ranks) + Feats 22 + Powers 27 + Combat 28 + Saves 11 – Drawbacks 3 = 120

Bio:

Complications:

Enemy: Rhases Al-Hazen, Master of Genies and Servant of Darkness

Enemy: Malador the Mystic, the Dustman was enslaved to Malador in the 20’s and 30’s.

Compulsion: Protector of Children

Reputation: Monster in the Closet

Man out of Time: has a complicated relationship with modern life. Dislikes technology.

History: His name is an urban legend. No one knows who he is or can remember ever having seen him, but they might know someone whose cousin saw him kill a guy. Some say he is a ghost, that if you say his name three times while looking into a mirror he will appear, or that if you write his name in blood and bury it in a grave, he will find you. Some believe that if you need someone killed, you should write their name on a stone and throw it over your back. What all of the stories agree on is that The Dustman is a killer. He may be coming for you, or you may be able to turn his attention to someone else, but he will have blood.
The truth is that The Dustman barely remembers himself, and if he did remember, he might think he was crazy. Because a long time ago, in a land far away, The Dustman was a hero. The kind of hero who saves the girl and bravely drives his sword into an evil wizard named Rhases Al-Hazen. But his story did not end happily ever after. The wizard was prepared for cocky little heroes, and even though he died for a while, he soon came back. Raging at having his plans disrupted, the wizard cursed the hero, and so he became a hole in the world. No one would ever love him again, no one would even know him. As soon as he left their side, they would forget all about him.

And so he left the pain of home behind and sought a new life. He trained with The Old Man of the Mountain. He spent time in the slums and palaces of Majarajas, and he took ship to London to see the great city at the height of empire. From there he came to America where he wandered the plains and explored the growing cities.

In the Roaring ‘20s he was discovered by Malador and made into a tool. He eventually escaped and became a shadow in the streets of America’s great cities.

Over time, the hero slowly went mad, unable to have more than a night with a woman or more than a few drinks with a new friend. His isolation was total, and so he became angry. He lashed out, killing indiscriminately with the same weapon he had used on the wizard. When he grew bored, he began to focus his killing, at first striking those who preyed upon the weak, and later focusing on those who could not be reached. He learned to read and write and realized the magic in writing. Through writing, he could reach out to people, and they could reach back. For twenty years he has been an assassin, killing the targets that no one can reach, knowing that if someone sends him after a target, the target probably deserves it. And then one day he was walking through a dark alley and he heard a small thin voice, “Dustman, Dustman, Dustman, I don’t know if you can hear me, but those men who stand in front of the market every day took my father, and I don’t think they are going to let him go. Dustman, if you could help him I would be your best friend forever, even if you are a monster.” On a whim, he lept up to the fire escape and over to the little girl’s window. He thought she would be terrified, but she just looked at him with warm brown eyes and said, “Please, bring back my dad.”

And so he did.

Now he has a new fascination. He has come not quite full circle. He is almost a hero again.

The Dustman

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