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<blockquote data-quote="Loonook" data-source="post: 4856150" data-attributes="member: 1861"><p>Silly character flaws? Okay... let's go through the list then...</p><p></p><p>1.) A(can't remember), Ex-Paladin. Reincarnated from a former soldier-turned-saint (think St. Cuthbert if he was a disciple of Olidammara). The guy had a lot of flaws, including separation from his powers and a nasty little demon hitching a ride on his spirit. Overtime, the player consulted with the party's arcanist and cleric over how to control his shadowy demon. It led to some great discussions on the nature of good and evil, and by the end of the campaign we found him resurrecting his former self (to rule over the kingdom of his choosing), losing his right eye and hand in the process, and casting himself into a planar wasteland to burn away the demonic presence eating him slowly from the inside.</p><p></p><p>Player took on multiple flaws, never became the spotlight character, and is still chatted about (I've seen him mentioned on boards former players frequent, including here I believe at least once). Provided for a great character, played the flaws (corruption, loss of function, a couple of others over time) without many issues, made for a very realistic character.</p><p></p><p>2.) Artin of the Rose - Fighter. Missing left arm; developed a style using his cloak and one-handed sword to do battle. Made for an interesting character due to the loss of the use of certain useful magic items. Later on, took on the setting's version of the Hand of Vecna, caused a minor plot arc to occur, redeemed himself and became the protector of another player's former PC who turned NPC when they became a leader of the Sorcerers Imperial. Had atrocious Will saves due to fear of magic (and taking a Will save knock flaw), caused some grief for the party due to it, but persevered to understand the necessity of magic. Well-played alignment (cruelly evil, but showed kindness to a group of children who had been turned by foul forces due to his own loss of a son in war, fought tooth-and-nail with the party's holier than thou cleric to save them), overall a very flawed character but made for excellent meat to work with,</p><p></p><p>3.) Mark Smith - (Modern character, can't recall all classes, mostly Techie) - Suffered from sickness, completely useless in combat by himself, but had an enormous amount of knowledge of systems, mathematics, science. Classic 'frail wizard' without the wizardry. Later subsumed into an AI framework and became the party's go-to Rogue-like, moving through cyberspace. Was 'weak' in a party of strong characters, but began to fill his niche. Actually helped to lay down the battle plan (through newly-gained knowledge of tactics and theology) to defeating a cult attempting to open the gates of Heaven to bring about the events of the Revelation.</p><p></p><p>4.) Sparky (Modern character, same game as Mark above, Mage/Arcane Scholar) - Combat liability, but always came through. Strong knowledge of ritual, limited mystic capacity in a firefight. Served as a screen for party battles, very precocious but no social grace. Caused a lot of issues with the party's riff-raff. In all, this party had 3 amazingly well-built characters... and Mark and Sparky. However, between them Mark and Sparky did a lot of the heavy lifting outside of combat, and provided useful tools to those much better prepared to fight. Excellent backstory, provided for a lot of interesting interactions between NPCs and PCs without making himself the center of attention (unless a specific mini-arc focused mostly on Sparky or things associated, just as other specific arcs focused on the other mainstay characters).</p><p></p><p>--</p><p></p><p>Figured I'd give some examples. The above characters had no great stats (solid in their required, but nothing approaching an 18 at the beginning of character generation) but survived through using the tools they had. They fought, learned, and benefited the games they were in more than many of the one-shot 'tough guy' or 'power incarnate' characters who ran through the campaigns. No Mystery Men; just well-played yet flawed characters who evolved into their own comfortable versions of Badass <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />.</p><p></p><p>Slainte,</p><p></p><p>-Loonook.</p></blockquote><p></p>
[QUOTE="Loonook, post: 4856150, member: 1861"] Silly character flaws? Okay... let's go through the list then... 1.) A(can't remember), Ex-Paladin. Reincarnated from a former soldier-turned-saint (think St. Cuthbert if he was a disciple of Olidammara). The guy had a lot of flaws, including separation from his powers and a nasty little demon hitching a ride on his spirit. Overtime, the player consulted with the party's arcanist and cleric over how to control his shadowy demon. It led to some great discussions on the nature of good and evil, and by the end of the campaign we found him resurrecting his former self (to rule over the kingdom of his choosing), losing his right eye and hand in the process, and casting himself into a planar wasteland to burn away the demonic presence eating him slowly from the inside. Player took on multiple flaws, never became the spotlight character, and is still chatted about (I've seen him mentioned on boards former players frequent, including here I believe at least once). Provided for a great character, played the flaws (corruption, loss of function, a couple of others over time) without many issues, made for a very realistic character. 2.) Artin of the Rose - Fighter. Missing left arm; developed a style using his cloak and one-handed sword to do battle. Made for an interesting character due to the loss of the use of certain useful magic items. Later on, took on the setting's version of the Hand of Vecna, caused a minor plot arc to occur, redeemed himself and became the protector of another player's former PC who turned NPC when they became a leader of the Sorcerers Imperial. Had atrocious Will saves due to fear of magic (and taking a Will save knock flaw), caused some grief for the party due to it, but persevered to understand the necessity of magic. Well-played alignment (cruelly evil, but showed kindness to a group of children who had been turned by foul forces due to his own loss of a son in war, fought tooth-and-nail with the party's holier than thou cleric to save them), overall a very flawed character but made for excellent meat to work with, 3.) Mark Smith - (Modern character, can't recall all classes, mostly Techie) - Suffered from sickness, completely useless in combat by himself, but had an enormous amount of knowledge of systems, mathematics, science. Classic 'frail wizard' without the wizardry. Later subsumed into an AI framework and became the party's go-to Rogue-like, moving through cyberspace. Was 'weak' in a party of strong characters, but began to fill his niche. Actually helped to lay down the battle plan (through newly-gained knowledge of tactics and theology) to defeating a cult attempting to open the gates of Heaven to bring about the events of the Revelation. 4.) Sparky (Modern character, same game as Mark above, Mage/Arcane Scholar) - Combat liability, but always came through. Strong knowledge of ritual, limited mystic capacity in a firefight. Served as a screen for party battles, very precocious but no social grace. Caused a lot of issues with the party's riff-raff. In all, this party had 3 amazingly well-built characters... and Mark and Sparky. However, between them Mark and Sparky did a lot of the heavy lifting outside of combat, and provided useful tools to those much better prepared to fight. Excellent backstory, provided for a lot of interesting interactions between NPCs and PCs without making himself the center of attention (unless a specific mini-arc focused mostly on Sparky or things associated, just as other specific arcs focused on the other mainstay characters). -- Figured I'd give some examples. The above characters had no great stats (solid in their required, but nothing approaching an 18 at the beginning of character generation) but survived through using the tools they had. They fought, learned, and benefited the games they were in more than many of the one-shot 'tough guy' or 'power incarnate' characters who ran through the campaigns. No Mystery Men; just well-played yet flawed characters who evolved into their own comfortable versions of Badass :). Slainte, -Loonook. [/QUOTE]
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