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Tony "Extra" Alfredo

Rock gnome · Bard, College of Lore · Level 3

Tony "Extra" Alfredo

Traveling roulette table operator and con artist
AC14
HP22/22
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A bright, grain-edged voice with a dry rasp from calling over tavern crowds. He places emphasis like a dealer placing chips, clipping the last word of a sentence when he wants someone to answer quickly. When genuinely moved, his pace stutters and his voice loses its practiced sales rhythm.

He speaks in quick, linked clauses, using the rhythm of a dealer calling bets. His words are polished by years of working over crowd noise, but certain consonants catch when he is tired, as if his tongue has spent too long shaping sales patter. He avoids saying 'I promise' and carefully repeats the exact words of any bargain.

Speech patterns

Uses quick patter, playful nicknames, and questions that make customers explain their own confidence.
Calls bets invitations and losses tuition, but drops the jokes when someone is truly frightened.
Explains probability with vivid, crooked metaphors, such as comparing a lucky streak to a goat that has learned the door latch.
When speaking to Pixey, avoids promising anything unless he has carefully heard every word of the bargain.

How to play them

Start with warmth and a low-stakes game, letting players set the terms while he listens for what they want. Offer fair odds when trust matters and a carefully staged demonstration when he needs to impress. He dislikes being treated as a monster, but responds well to direct questions about the cost of Pixey's bargains. If players show concern for someone vulnerable, his sales patter fades and he becomes unusually candid.

Goal

Find a loophole in his bargain with Pixey that frees him without taking away the choices of people who seek her curses.

Motivation

To keep the excitement of the table without letting the game ruin another life.

Secret · GM only

Appearance

Tony stands with his weight always balanced on the balls of his feet, as if the floor might suddenly become a dance step or an escape route. His ears flare through a dense cap of curls, and his smile arrives a fraction before the rest of his face. His hands are broad-knuckled and permanently polished by years of spinning chips; their fingertips bear tiny pale calluses, and he drums them in roulette rhythms on any surface. He moves in quick, compact pivots rather than a straight walk, leaving the impression of a man who is already halfway through his next sentence. Unexpectedly, he keeps a tiny, meticulously mended bird's nest tucked inside his coat, protecting it with the tenderness of a shrine.

Clothing

A plum waistcoat with its nap rubbed smooth at the elbows, a cream shirt with a high soft collar, a bottle-green travel coat with deep inside pockets, and polished boots made for quick turns. His bow tie is pinned with a tarnished brass button from his first fairground booth.

Body language

He leans toward people as if sharing a confidence, but keeps his hips angled toward the nearest exit. His fingers constantly count invisible chips against his thumb. When genuinely worried, he stops moving his hands and presses one palm flat over the hidden nest in his coat.

Height
3 feet 5 inches
Build
Compact and springy, with sturdy shoulders and quick wrists.
Eyes
Amber-brown, bright with calculation until an honest fear catches him off guard.
Hair
Dark chestnut curls, clipped short at the sides and stubbornly unruly on top.
Skin
Warm, ruddy tan with a fine dusting of freckles across the nose and ears.
Age
Forty-six, which he calls thirty-nine in taverns and fifty-two when seeking sympathy.
Gender
Male
Size
Small

Distinguishing features

His feet keep a restless, silent rhythm even when he is standing still.
A thumb-sized nest of woven grass, carefully repaired with blue thread, is hidden in his inner coat pocket.
His fingertips are polished and callused from years of rolling chips across his knuckles.

Personality

12 traits and drives

Tony is generous when no one is keeping score and mercilessly competitive when they are. He loves an audience but distrusts applause, and his breezy patter can turn into blunt honesty when someone is being cornered. In a good mood he makes strangers feel like old friends; when ashamed, he becomes louder and busier, trying to smother the moment with jokes.

Alignment
Chaotic neutral

Quirks

He taps a different roulette rhythm against his thumb for each person at the table.
He calls the wheel 'sir' when it lands against him and 'my dear' when it pays.
He turns every cup handle toward the nearest exit before sitting down.
He keeps a private tally of how many times Pixey smiles, but refuses to explain what the number means.
He tests new floorboards with one heel before trusting them with his full weight.

Habits

When the room is friendly, he talks faster and lets players believe they are leading the conversation.
When a player is losing more than they can afford, he quietly offers a pause or a chance to win back a modest amount.
When accused of cheating, he reacts with theatrical offense first, then studies the accuser's hands and exits.
He never leaves Pixey alone with a desperate customer, even when doing so costs him a profitable bargain.

Traits · 3

He can make a stranger feel chosen, then resent them for believing the performance.
He enjoys the mechanics of a fair wager but hates watching a desperate person lose.
He trusts quick thinking more than good intentions, yet repeatedly risks himself for people who have neither.

Flaws · 3

He treats every conversation as a game with an angle, even when sincerity would serve him better.
He can justify small deceptions so fluently that he sometimes believes them.
He is too proud to admit when he needs help, especially from people who have won against him.

Fears · 3

That Pixey will collect the promise in a way that harms someone innocent.
That his sister will learn exactly how the miller's daughter was hurt.
That without a crowd to charm, he has no useful self left.

Wants and needs · 3

Needs a way to renegotiate his bargain with Pixey without endangering another mortal.
Wants his sister to believe he has changed, even though he has not yet told her the whole truth.
Needs an honest friend who will tell him when his charm has become a weapon.

Combat

AC 14 · HP 22 · 25 ft.

Tony avoids a fair fight. He uses dissonant whispers or faerie fire to disrupt the most dangerous foe, then positions himself behind sturdier allies and uses a dagger only if cornered. He spends Bardic Inspiration to help an ally land a decisive blow or resist a disabling effect. He flees rather than fight to the death, and will risk himself to prevent someone from taking Pixey by force.

Tony "Extra" Alfredo

Small humanoid (rock gnome), chaotic neutral
Armor Class14
Hit Points22
Speed25 ft.
Level3
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsDexterityCharisma
SkillsDeceptionSleight of HandPersuasionPerformanceInsight
SensesDarkvision 60 ft.
Languages
Common,
Gnomish,
Sylvan
Gnome Cunning. advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
Bardic Inspiration. as a bonus action, Tony grants one creature within 60 feet a d6 to add to one ability check, attack roll, or saving throw within the next 10 minutes. He can do this three times per long rest.
Jack of All Trades. Tony adds half his proficiency bonus, rounded down, to ability checks he is not proficient in.
Expertise. Tony doubles his proficiency bonus for Deception and Sleight of Hand checks.
Song of Rest. during a short rest, Tony can help an ally regain an additional hit points if they spend Hit Dice.
Custom feature, Loaded Table. Tony can palm or subtly alter one small roulette ball or betting chip. A creature actively watching the table can contest his Dexterity (Sleight of Hand) with Wisdom (Perception). This trick does not alter fate, only what the crowd believes it saw.

Spells

Dissonant Whispers (level 1, enchantment). A creature Tony can see within 60 feet must make a Wisdom saving throw or take psychic damage and immediately use its reaction, if available, to move as far as its speed allows away from Tony. The creature does not move into an obviously dangerous place. On a successful save, it takes half damage and does not move.
Color Spray (level 1, illusion). Tony magically scatters a spray of clashing colors in a 15-foot cone. Creatures in the area must make a Constitution saving throw or be blinded until the end of Tony's next turn.
Minor Illusion (cantrip, illusion). Tony creates a sound or image in range that lasts for up to 1 minute. The illusion ends if he dismisses it or casts the spell again.
Prestidigitation (cantrip, transmutation). Tony creates a harmless sensory effect, such as a shower of sparks, a faint scent, or a small sound, within range.
Thunderclap Toss (cantrip, evocation). Tony makes a successful melee spell attack against a creature within 5 feet, dealing psychic damage. If the target is Large or smaller, it must also succeed on a Strength saving throw or be pushed 10 feet away.
Message (cantrip, transmutation). Tony's voice carries clearly to a creature within range, and the creature hears him only if Tony chooses.
Faerie Fire (level 1, evocation). Tony chooses a point within range. Each object in a 20-foot-radius sphere is outlined in light, and affected creatures cannot benefit from being invisible.
Command (level 1, enchantment). Tony speaks a one-word command to a creature he can see. On a failed Wisdom saving throw, it follows the command on its next turn, provided the command is not directly harmful.
Heroism (level 1, enchantment). Tony gives a willing creature a brief burst of courage. It gains 5 temporary hit points for the spell's duration.
Dealer's Spark (cantrip, evocation). Custom cantrip. Tony flicks a harmless, visible spark of colored light from one fingertip to another within 10 feet. It deals no damage and has no mechanical effect beyond signaling or distraction.

Actions

Dagger. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 5 () piercing damage.
Thrown Dagger. Ranged Weapon Attack: to hit, range 20/60 ft., one target. Hit: 5 () piercing damage.
The Sure Thing. Tony makes a Charisma (Deception) check contested by a target's Wisdom (Insight). On a success, the target has disadvantage on its next ability check to detect Tony's sleight of hand or cheating before the end of Tony's next turn. This is a custom nonmagical flourish, not mind control.

Reactions

Wheel-Hand Feint. When a creature Tony can see hits him with an attack, Tony adds 2 to his AC against that attack, potentially causing it to miss. He can use this reaction only while he is wielding a dagger or holding his roulette spindle.

Services they sell

Runs a traveling roulette table and can host a game for entertainment or information gathering.
Can teach basic odds, card handling, and practical methods for spotting common gambling cheats.
Can introduce visitors to Pixey, though he insists on hearing what they intend to ask for first.

Rewards they can give

A fair game with modest winnings if the party catches him behaving honestly.
A lead on Pixey's curse bargains, including their literal wording and known costs.
A coded page from Tony's songbook identifying a traveling fairground where his sister may be found.

Equipment

  • Traveling roulette table (tool)A folding roulette apparatus with a weighted wheel, marked felt, and a detachable brass spindle. It is a gambling prop, not a magical item.
  • Dagger (weapon)A balanced dagger kept inside his coat for emergencies.
  • Chips (gambling gear)A small pouch of ordinary betting chips, several of which Pixey accepts for her bargains.
  • Blue-thread nest (keepsake)The mended bird's nest he found after the fairground disaster, carried as a private reminder of fragile lives.
  • Songbook (personal item)A leather-bound songbook containing tavern verses, marked odds, and coded notes about Pixey's bargains.

Possessions

A folding roulette wheel and felt table
A pouch of betting chips
A concealed dagger
A songbook filled with odds and coded notes
A small mended bird's nest

Background

Tony learned odds at his aunt's traveling fair, where a painted wheel and a fast mouth paid for supper. He became a skilled operator, then a cheat, then a man who told himself the distinction depended on whether the mark could afford the loss. Years ago, during a winter famine, he rigged a game against a miller who had been hoarding grain. The crowd won the grain, but the miller's young daughter was caught in the crush and badly hurt. Tony used his winnings to pay for her care, yet the memory ended his belief that a clever trick could always be made harmless. He now travels tavern to tavern with Pixey, a fae who trades curses for betting chips. Their arrangement began when Tony tried to cheat Pixey and accidentally wagered his own shadow; Pixey returned it for a promise that Tony would carry her bargains to mortals. He is still trying to find a way to dissolve that promise without betraying the people who have already taken Pixey's offers. His sister, a fairground cook, writes to him regularly and insists he come home before his luck runs out.

Role in the story

A lively tavern fixture, unreliable source of information, and possible bridge to bargains with the fae. Players can expose his cheating, win his respect, or help him find a way to escape his promise to Pixey.

“He became a skilled operator, then a cheat, then a man who told himself the distinction depended on whether the mark could afford the loss.”
From their background
Faction
No formal faction. He is bound by a personal bargain to Pixey and welcomed, though not trusted, by several traveling fairground crews.

Known connections

Pixey, a fae traveling companion who trades curses for chips and holds Tony to an old promise.
His older sister, who runs a fairground kitchen and sends blunt letters demanding that he come home.
A miller's daughter whom Tony helped after his rigged game caused a disastrous crowd crush; she knows his name and his guilt.
An unnamed tavern regular who once won enough from Tony to pay off a debt, and whom Tony quietly checks on when he returns.
Major secret · GM only
Minor secrets · GM only

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