The Brash Youth
Character
Description: This character has
just recently become an adventurer, and he doesn't have much
experience or common sense... meaning that he gets in trouble, and leads his companions
into trouble quite often. Therefore, you should only choose a
Brash Youth personality when
you're willing to role-play this
attitude. The Brash Youth is
easy prey for fast-talkers and
con men, suggests straightforward and foolish plans sure to
get the party captured or killed,
admires more experienced warriors without questioning their
motives, and can be quite a
menace to himself unless taken
in hand by a more experienced
adventurer.
Inevitably, a Brash Youth
character has to "wise up" - to
lose some of his preconceptions
and naivete. If this doesn't happen naturally in the course of a
campaign, the DM should design an adventure around the
Brash Youth, an adventure
where he's confronted with the
consequences of his brashness.
For instance, a confidence man
could trick the Youth into accidentally betraying his allies; or,
a Youth's plan could go horribly
awry and seriously or critically
endanger his friends; or, a hero
particularly admired by the
Youth could tum out to be far
less admirable than the Youth
has always thought.
When this happens, the character must stop being a Brash
Youth and choose some other
personality type. By now, he
should have been playing long
enough that the player will
know what sort of personality
that is; alternatively, the events
that shock him out of being a
Brash Youth could affect him seriously enough that this event
chooses his new personality for
him (this results in such personallties as a disillusioned Crude
Crusher or a hostile Dangerous
Antagonist).
Best Suited For: In terms of
alignment, the Brash Youth is
best suited to the full range of
Good and Neutral alignments
(Lawful Good, Lawful Neutral, Neutral Good, Neutral, Chaotic Good, Chaotic Neutral). Evil
characters aren't suited to being
naive and trusting. In terms of
Warrior Kits, the Brash Youth is
admirably suited to all of them!
The only kit that might give you
a problem is that of the Samurai, but it's possible to play an
inexperienced and eager Samurai struggling to keep his enthusiasm from showing beneath
the veneer of eastern detachmcnt; this is an especially good
choice in an all-samurai campaign, where one character is
the brash young warrior interacting with more experienced
and settled samurai.
In Combat Situations: The
Brash Youth is likely just to
charge up to a foe and begin
pounding away, unless that foe
is so big and scary that even the
most foolish youth will be afraid
of it. He's very likely to take
combat orders from his friends,
however, so it's easy for one
wiser warrior to keep him from
killing himself through bad tactics. It's often a good idea for the
party to make the Brash Youth
one of their designated archers,
because it usually keeps him
out of direct hand-to-hand combat until he has wised up,
The Brash Youth can learn
from his experiences, on a case-by-case basis. After he's been
hammered by a troll, he can be
more cautious with the next
troll or trollĀ·like monster he
encounters. But he'll be Just as
brash with a monster unlike the
others he's encountered...
In Role-Playing Situations:
The Brash Youth gets along with
everybody until such time as
the other person insults one of
his friends, challenges one of his
preconceptions, or betrays him.
Even then, he'll simply be furious and willing to fight or oppose the other fellow; to be truly
vengeful requires that the Youth
go through his personality
change and take on a new personality.
The Brash Youth should be
played as either hesitant and
nervous in new situations, or eager to throw himself into such
situations - he's never bored or
indifferent. Other characters
find his youthfulness charming.
but may also find him exasperating because he's always getting into trouble.
[The Complete Fighter's Handbook]
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