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Bran

Human · Traveling cardsharp (custom noncombatant) · Level 0

Bran

Gambler, card dealer, occasional finder of useful information
AC12
HP9/9
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

Her voice has a dry, lightly rasped edge from years of smoke-filled rooms and roadside dust. Words begin with a faint intake through her nose, as if she is testing the air before committing. After long travel her consonants grow clipped, but at a card table her timing becomes quick and crisp. When angry, she gets more explicit rather than louder, naming exactly what she thinks the other person is trying to do.

Bran speaks in compact, practical phrases, often setting out a choice as if laying cards on a table. She favors questions that sound casual but leave little room to dodge. Her humor is dry and self-deprecating, especially when she wants to lower someone's guard. She rarely uses grand declarations; promises come with a stated price or a concrete next step.

Speech patterns

Frames offers as wagers: she states what each side risks before asking for a decision.
Uses short questions and lets silence do the work, especially when someone is evading a detail.
When embarrassed, tells a practical story about someone else that is transparently about her.
Calls a bluff gently at first, then repeats the exact words back if the other person persists.

How to play them

Bran begins with an easy joke or a small, low-stakes offer, then studies how the other person responds. She respects directness more than charm and becomes cooperative when people state their needs plainly. She will not volunteer her debt to Ulla unless pressed, but does not invent an elaborate lie about it.

Goal

Find Ulla Pritch and learn the exact terms of the favor she owes, then fulfill it without putting Tavi in danger.

Motivation

Bran wants to remain the person who can get others out of a bad hand, because she is afraid that without being useful she will have no reason to be forgiven for the trouble she causes.

Secret · GM only

Appearance

Bran has the compact, forward-leaning posture of someone accustomed to slipping between crowded chairs. Her face is broad at the cheekbones and animated by a quick, crooked half-smile that often vanishes before anyone can decide whether it was friendly. Her dark hair is cut unevenly at the jaw and usually tucked behind one ear, though loose strands escape whenever she shuffles cards. She moves with quick, economical turns, never quite presenting her back to a room. Within a minute, most people notice that her coat fits badly at the shoulders but that she has brushed its brass buttons to a mirror shine.

Clothing

A faded plum traveling coat, too broad across the shoulders and repeatedly let out at the elbows, with unusually well-polished brass buttons. Beneath it she wears a russet waistcoat, a soft gray shirt, close-fitting trousers, and scuffed boots. A strip of blue thread repairs the left cuff in a conspicuous zigzag.

Body language

Her hands are almost always occupied: squaring a deck, turning a cup, or smoothing a cuff. She leans in when someone is telling the truth they wish were a lie, but rocks back on her heels when a conversation turns toward promises. When alarmed, she stops moving her hands altogether, a rare stillness that makes her look suddenly younger.

Height
5 feet 4 inches
Build
Compact and wiry, with the practiced balance of a traveler used to uneven roads and crowded tables
Eyes
Hazel-brown
Hair
Dark brown, nearly black
Skin
Warm olive with a few small sun freckles across the nose
Age
Thirty-six
Gender
Woman
Size
Medium

Distinguishing features

The coat's shoulder fit is conspicuously poor, while its brass buttons are kept bright enough to catch lamplight.
She takes a small, measured breath through her nose before speaking to anyone who has power over her.
A blue zigzag of repair thread crosses her left cuff, and she refuses to replace it.

Personality

12 traits and drives

Bran is quick-witted and sociable at a table, but suspicious of anyone who offers kindness without naming a price. She can be generous with strangers who are plainly outmatched, yet resentful when they mistake that generosity for weakness. In a relaxed mood she tells stories that make herself the fool; under pressure she turns brisk and transactional. She wants to be trusted, but keeps arranging conversations so trust is never strictly necessary.

Alignment
Chaotic neutral

Quirks

Squares the corners of any scattered paper, even during an argument.
Never sits with both feet under the same side of a table.
Taps the back of a card twice against her thumbnail before dealing.
Names the losing side of a wager before the winner, as if trying to keep fortune humble.

Habits

Counts exits when entering an unfamiliar room, then pretends she was admiring the joinery.
Offers to shuffle when a table grows tense, using the task to give everyone a moment to reset.
When she has won too much, deliberately makes a small, harmless mistake to keep the losers from feeling hunted.
Checks the polished buttons on her coat before approaching someone she fears disappointing.

Traits · 3

Makes a stranger feel welcome while quietly measuring how much they notice.
Protects people in trouble, then bristles if they call her a hero.
Prefers a plain, unpleasant truth to a pretty promise, though she rarely offers either first.

Flaws · 3

She treats sincere promises like negotiable stakes until she realizes too late that someone meant every word.
Her habit of managing other people's impressions can make her seem colder than she is.
She takes foolish risks when someone invokes Tavi's name.

Fears · 3

That Ulla's favor will require betraying someone who trusted her.
That Tavi will be harmed because of a mess Bran could have avoided.
Being trapped in a room where everyone has already decided she is a liar.

Wants and needs · 3

Wants Ulla to explain the favor before Bran agrees to its terms.
Needs to keep Tavi away from the consequences of her old case.
Wants enough steady work to stop treating every relationship like a wager.

Combat

AC 12 · HP 9 · 30 ft.

Bran avoids a fair fight. She keeps near a door, uses a chair or table to obstruct pursuers, and throws a dagger only when escape is blocked. She looks for chances to bargain, distract, or make an opponent hesitate. If protecting someone else, she becomes much less cautious and tries to draw danger away from them.

Bran

Medium humanoid (human), chaotic neutral
Armor Class12
Hit Points9
Speed30 ft.
Level0
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsDEXCHA
SkillsDeceptionInsightSleight of HandPersuasionInvestigation
SensesPassive Perception 11
Languages
Common
Custom feature. Loaded Courtesy. Bran can palm or switch a playing card during a casual shuffle; attentive observers may notice only if they are already watching her hands.
Custom feature. Table Reader. After one minute observing a creature in a gambling or bargaining situation, Bran can make a practiced guess at what that creature most wants to conceal. This is an informed hunch, not supernatural insight.

Actions

Dagger. Melee or Ranged Weapon Attack: to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 () piercing damage. Bran usually aims to make an opening to escape, not to kill.
Weighted Token. Ranged Weapon Attack: to hit, range 20/60 ft., one target. Hit: 4 () bludgeoning damage. She flicks a weighted card-case or a small hard token at the target, a custom improvised attack.
Call the Stakes. Bran proposes a wager with clear stakes and watches for tells. This has no automatic game effect; it gives her an opportunity to learn what the other party values and to establish terms that may matter later.

Reactions

Slip the Reach. When a creature Bran can see targets her with a melee attack and she has room to move, Bran steps up to 5 feet without provoking opportunity attacks from that creature. This is a custom nonmagical escape maneuver.
Open Hands. When a creature accuses her of cheating, Bran may immediately show both hands and offer to let that creature inspect the deck. This can defuse suspicion socially, but offers no mechanical protection or guarantee of success.

Services they sell

Deals cards or runs a low-stakes game at an inn.
Shares practical rumors about roads and travelers in exchange for food, coin, or a useful favor.
Helps a willing client rehearse a bluff or negotiation, though her advice is based on experience rather than magic.

Rewards they can give

A fair card game, if she trusts the party enough to play honestly.
Rumors about caravan routes, inns, and which local dealers are safe to approach.
An introduction to Ulla Pritch, once Bran has decided the party can be trusted.

Equipment

  • Traveling card deck (tool)A worn but carefully maintained deck with tiny ink marks on a few cards, used for practice rather than reliable cheating.
  • Dagger (weapon)A plain, serviceable blade kept inside her coat; she dislikes drawing it and keeps it sharp anyway.
  • Small purse (gear)A leather coin pouch holding enough mixed coin for meals and passage, not a fortune.
  • Ulla's note (personal item)A folded scrap of paper bearing Ulla Pritch's message, softened from being handled repeatedly.

Possessions

A deck of cards with a few practice marks
A polished brass button kept as a spare
A small purse of mixed coins
A folded note from Ulla Pritch
A keepsake card from her mother's old deck

Background

Bran learned cards from her mother, who dealt for dockworkers and mule drivers at a roadside inn where the rules changed whenever the house was losing. Bran discovered early that people reveal more when they believe they are winning. Years ago, her younger brother, Tavi, was accused of stealing a sealed dispatch from a courier. Bran tracked the real thief through a chain of tavern games, then risked her own freedom by presenting a marked deck and a witness to expose the courier's employer as the one who had planted the evidence. Tavi's name was cleared, but Bran had to promise a favor to Ulla Pritch, who had helped get the witness safely out of town. Bran now travels between market towns, winning modestly, losing conspicuously, and asking after Ulla. She has not yet repaid the favor, and Ulla has recently sent word that the time has come. Meanwhile, Tavi has taken honest work as a ferryman and wants Bran to stop drawing trouble toward him.

Role in the story

A recurring traveling contact whose past favor to Ulla Pritch draws the party into a debt-bound problem. Bran can provide information, read a tense social scene, or become a liability when her old deception resurfaces.

“Bran discovered early that people reveal more when they believe they are winning.”
From their background
Faction
No formal faction. Bran knows a loose circuit of innkeepers, card dealers, and caravan hands, but avoids claiming membership anywhere.

Known connections

Ulla Pritch, a capable fixer who once helped Bran protect the witness that cleared Tavi and now expects Bran to repay the favor.
Tavi, Bran's younger brother, a ferryman who loves her but resents being treated as someone who must be rescued.
A traveling dealer known as Oskari, who taught Bran to recognize counterfeit cards and still expects her to return a borrowed deck.
Major secret · GM only
Minor secrets · GM only

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