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<blockquote data-quote="Primitive Screwhead" data-source="post: 4428017" data-attributes="member: 20805"><p>I would echo that the 'build'..even the system, has little to do with this. I think its purely how the player approaches the game and what inspiration is being used to draw the character.</p><p></p><p>Recently there have been a flood of the "Jason Bourne"s unemotional killing machine archtypes in popular movies. It stands to reason that many people model thier characters along these lines. </p><p></p><p>I never claim to have strong, emotional characters.. but I always try to create a character that is tied to the setting and has a history. Many of these characters ended up with unfortunate endings <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p><p></p><p>Examples:</p><p> RoleMaster, playing a Rogue in a group that learned that they were the only chance to stop the world from being destroyed... all they had to do is march two days south and defeat a powerful which. So I chose to head north for half a day and spend the remaining day and a-half of existance in blissful drunken debauchery! For some reason the party Paladin took offense to that...</p><p></p><p> Star Wars, playing a failed Jedi who seemed to always have a portable bar around. After three sessions where none of the party members noticed his adept use of telepathy and the Jedi mind trick {which saved the party much pain and potential dismemberment}... he was too good at hiding his powers and got left behind as a 'useless old drunk'.</p><p></p><p>Characters are lots of fun!</p><p></p><p></p><p>..of course, cold blooded killing machines are fun too <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 4428017, member: 20805"] I would echo that the 'build'..even the system, has little to do with this. I think its purely how the player approaches the game and what inspiration is being used to draw the character. Recently there have been a flood of the "Jason Bourne"s unemotional killing machine archtypes in popular movies. It stands to reason that many people model thier characters along these lines. I never claim to have strong, emotional characters.. but I always try to create a character that is tied to the setting and has a history. Many of these characters ended up with unfortunate endings :( Examples: RoleMaster, playing a Rogue in a group that learned that they were the only chance to stop the world from being destroyed... all they had to do is march two days south and defeat a powerful which. So I chose to head north for half a day and spend the remaining day and a-half of existance in blissful drunken debauchery! For some reason the party Paladin took offense to that... Star Wars, playing a failed Jedi who seemed to always have a portable bar around. After three sessions where none of the party members noticed his adept use of telepathy and the Jedi mind trick {which saved the party much pain and potential dismemberment}... he was too good at hiding his powers and got left behind as a 'useless old drunk'. Characters are lots of fun! ..of course, cold blooded killing machines are fun too ;) [/QUOTE]
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