A
amerigoV
Guest
Sounds pretty cool. What hindrances did you pick? I find that helps get me into the character much quicker.
Sounds pretty cool. What hindrances did you pick? I find that helps get me into the character much quicker.
Given how everything he's doing is trying to make up for who/what he was, I went with Loyal and Code of Honor. (It was a tough call between Code of Honor and Vow, and I'm effectively playing him as though he had both.) I also took Outsider, since it's pretty much built into the character concept.
Is there any PC out there that does NOT have the "loyal" handicap? No offense meant, but it yealls "take me" at any good aligned character, because they mostly are loyal anyway. Isn't much of a handicap that way, it seems.
Guess it depends on how the GM runs the game, whether it comes up or not. Given the other PCs, and Rukma's loyalty to his employer, I can certainly see situations where it could impose some hard choices on him.
Is there any PC out there that does NOT have the "loyal" handicap? No offense meant, but it yealls "take me" at any good aligned character, because they mostly are loyal anyway. Isn't much of a handicap that way, it seems.
I agree it is not much of a hindrance PC to PC since that is kinda built into the group dynamic anyway.
Where you can bring is into play is with Extras that get attached to the group. If something bad happens to the extra that is inconvient, will the player hold true or just convientently ignore them?* What if the extra is a friend that gets into trouble all the time - does the PC stick by them? And as others mention, is the PC loyal to a broader organization/cause.
* There was a great story on the PEG boards where a PC (with loyalty) did NOT try to save a henchman after they fell into a gorge. The GM brought the henchman back as a Harrowed (Deadlanes - undead). So the hindrance still came into play, even if it was not for the normal reason.