|ST: 12||HP: 12||Speed: 6.5|
|DX: 12||Will: 16||Move: 3|
|IQ: 12||Per: 12|
|HT: 14||FP: 14||SM: +0|
|Dodge: 10||Parry: 11||DR: 1|
Iron Pipe (11): Reach 1-2, 1d+3 crushing.
Wrestling (11): Reach C, Attempts to grapple lead to attempts to constrict.
Constriction Attack (12): Quick contest of 12 versus the opponent's best of ST or HT. This can be executed as a free action every turn.
Traits: Acute Hearing (2) , Bad Smell ((Burnt and rotting flesh)) [-10], Berserk (12 or less) [-10], Bloodlust (12 or less) [-10], Combat Reflexes , Constriction Attack (Only one limb required) , Doesn't Breathe , Doesn't Eat or Drink , Doesn't Sleep , Double-Jointed  Extra Attack (constriction only), Fragile (Combustible) [-5], High Pain Threshold , Injury Tolerance (No Blood; No Vitals; Unliving) , Lame (Crippled Legs) [-10], Mute [-25], No Sense of Smell/Taste [-5], Night Vision (9) , Phobia (Pyrophobia: Fire) (12 or less) [-5], Recovery , Regeneration (requires clothes) (Very Fast: 1HP/Sec) , Regrowth (requires clothes) , Sense of Duty (The Homeless) (Large Group) [-10], Social Stigma (Second-Class Citizen) [-5], Temperature Tolerance (1) , Unaging , Unkillable (Only when killed by fire) (3) , Wealth (Dead Broke) [-25]
Skills: Area Knowledge (City) IQ/E - IQ+8 20 , Broadsword DX/A - DX+2 14 , Camouflage IQ/E - IQ+3 15 , Climbing DX/A - DX+4 16 , Escape DX/H - DX+5 17 , Garrote DX/E - DX+0 12 , Guns/TL8 (Pistol) DX/E - DX+2 14 , Guns/TL8 (Rifle) DX/E - DX+1 13 , Karate DX/H - DX+0 12 , Knife DX/E - DX-1 11 , Scrounging Per/E - Per+2 14 , Shadowing IQ/A - IQ+1 13 , Soldier/TL8 IQ/A - IQ-1 11 , Stealth DX/A - DX+2 14 , Tracking Per/A - Per-1 11 , Wrestling DX/A - DX+2 14 , -3 all combat skills due to limp, +5 escape due to flexibility
Quirks: favours an old army over coat; Likes to wear clothes from previous victims; Gives guns and other weapons to homeless people who have grudges; Sometimes attempts to conceal his smell with the smell of alcohol.
Equipment: Duct tape, Heavy Clothes, Iron Pipe, super glue, cheap strong smelling alcohol, a rusty wire garrote.
The Rag and bone man only operates during the depths of winter when his garb will not draw undue attention. He still thinks he needs to sleep however and he always returns to a specific burnt out clothing bin in a decaying part of the city. If someone was ever close enough to the bin at the right time of day they might hear the moans of a person having nightmares from within.
When he witnesses an act of kindness or selfless bravery he may experience guilt as the last vestiges of a normal person within him battle to be heard. (Flashback mechanics) Whether his limp is caused by this part of him or if he limps from habit it is unknown.
Let's see, if I can get a CER from this even though it is not really a Dungeon Fantasy monster. Attack skill is 7, Affliction is 0, Damage is 7, Fatigue Points is 4, Move is -3. This gives an offensive rating (OR) of 15. For Active Defense, 6; For Damage Resistance, 26; For Health, 8; For Hit Points, 22; For Will, 7. This gives a protective rating (PR) of 69. CER is then 84. This number is belying a few situational facts that are likely to increase or lower CER, further, of course, this isn't meant to be fought in a stand-up face-to-face fight, so is usually going to be at least 20% higher. This is a "pretty tough" encounter for a 250 point Dungeon Fantasy character, and probably exceedingly dangerous for the type of PCs that would nominally encounter the Rag and Bone Man, presumably modern day everymen.