"It's cool!" is a perfectly valid reason for physical aesthetic choices, mostly because they don't ussually give anything to your character but flavor. Things like scars, tattoos, jewelry, skin marks, etcetera. This could apply to weapons: maybe your blade has an odd shape or something.
However, every time you pick a 'trait' or 'asset' that is not superted by the game (like, say, having your character's head completely bandaged, or having a flintock) you have to be constantly reminding people about it, or at the very least every time someone joins the scene.
On the specific subject of weapons, you have to consider what the weapon brings on the table both from a characterization/storyline point, as people have mentioned before me. But you also have to consider what, if any, power it will give the wielder, how powerful that is and then balance your character accordingly: if the weapon is too powerful or exotic, then you'll have to give your character some very glaring weaknesses to compensate.
And, no, being 'an introverted and agressive loner' is not a weakness.
However, every time you pick a 'trait' or 'asset' that is not superted by the game (like, say, having your character's head completely bandaged, or having a flintock) you have to be constantly reminding people about it, or at the very least every time someone joins the scene.
On the specific subject of weapons, you have to consider what the weapon brings on the table both from a characterization/storyline point, as people have mentioned before me. But you also have to consider what, if any, power it will give the wielder, how powerful that is and then balance your character accordingly: if the weapon is too powerful or exotic, then you'll have to give your character some very glaring weaknesses to compensate.
And, no, being 'an introverted and agressive loner' is not a weakness.