(08-25-2015, 03:25 PM)Ariza Tyanu Wrote: Well, Ari is a sunseeker. She despises tribal life....She is a nomad. She has no home really. She just basically goes where the wind takes her. She has a hard time trusting people. And has a fear of Nunhs. Has a dark past that she carries with her.
All right we've already got some stuff to work with.
If she despises the tribal life but is still a vagrant you could play up the conflict between those two systems over lapping, the character lapsing into the familiar tribal habits of her people because it makes being a vagrant easier, which in turn when realized causes frustration and perhaps a knee jerk move to the extreme in the other direction. (Maybe gets huffy about always wearing sandals and the strappy kind of tribal clothes so she goes off and gets something more formally Ul'dahn and then has to suffer through the heat for the benefit of not feeling like a sand-cat.)
To be honest those are all fairly common tropes so its pretty easy to work with the rest.
"A wanderer" can go "current merc" "past merc who still uses the skills" "Past merc who wants to leave that life behind" (plays into dark past.) or a transition between them.
Trusting people is fairly easy to work with, you can go the route of using it to make them more risky in that they don't use help/want to trust people to help make their way so they're often taking jobs on their own which can expose them to characters in the adventurers guild. Or you can go the route of using it to have them take up more menial jobs ala' Choco shite shovler at one of the various towns and just a general busy body.
Fear of Nuhns (shouldn't) come up that often ICly since there's comparatively few who would leave their tribe for any extended period of time, or venture out at all in the first place, but its still a trait that can be used.
A dark past can be worked with in a few ways, i'll presume something rape-y since that's whats implied through the nuhn dislike, often I feel that these work better when shown, not told. For an example (though the cause hardly compares) Quari's got a bit of water trauma. So when ever people are near open water he gets quite restless and will often be very close to supervise, but when its him by himself or around people he doesn't know he'll gravitate towards the mostly likely to be floating object if things go sideways.
Edit: forgot to explain that this can then be used to have her interactions with both people she likes and dislikes modified around the perceived threat, like I do with the ol' grump and large bodies of water.
Hope that helps, please let me know if you have any further ideas or questions.