
I think everyone's pretty much said it perfectly so there's not a lot I have to add and may get a little beyond what answers you are looking for. Also feel free to disagree, these are opinions that I have developed overtime and results may vary.
I think with both your concepts you may be too focused on what the character is and not as focused on how you plan to play the character, this could significantly help with your decision.
When it comes to character creation I try to go for the K.I.S.S. method because putting too much focus on what you want the character to be can sacrifice playability. In books and games you're creating something that's static to that reality, you are moving to an ending that you planned out, what you throw at the character is something you know fits with the concept. Because role play is more fluid and depends on other player contributions it's important to have a concept that can roll a little with the punches, focusing too much on one static idea can become nigh unplayable over time when you have exhausted the number of stories you can tell or the concepts you designed no longer make sense, It literally becomes evolve or die.
Something that has worked really well for me is once I come up with a concept I immediately try to break it, basically poking as many holes as possible before I start playing and see if the character can survive beyond the original idea.
I think with both your concepts you may be too focused on what the character is and not as focused on how you plan to play the character, this could significantly help with your decision.
When it comes to character creation I try to go for the K.I.S.S. method because putting too much focus on what you want the character to be can sacrifice playability. In books and games you're creating something that's static to that reality, you are moving to an ending that you planned out, what you throw at the character is something you know fits with the concept. Because role play is more fluid and depends on other player contributions it's important to have a concept that can roll a little with the punches, focusing too much on one static idea can become nigh unplayable over time when you have exhausted the number of stories you can tell or the concepts you designed no longer make sense, It literally becomes evolve or die.
Something that has worked really well for me is once I come up with a concept I immediately try to break it, basically poking as many holes as possible before I start playing and see if the character can survive beyond the original idea.