Day 11 of #RPGaDay and we revisit a often used prompt: "Tact"
My first thought on this one? There's always a charming character or two in each campaign, but very few that would be tactful.
It's mostly a collection of misfits and warriors, warriors and misfits.
The requisite diplomatic and negotiating missions are there, with decent success.
But then I think of Sonny Helianthus the 10' tall mutant sunflower in my Gamma World game.
He's pretty direct, still learning why human subtlety is important. But he's has a much more important trait that lends him to today's post.Sure, he's a reliable member of the Restorationists. Sure, he can figure out how most devices work, without people dying. Sure, he's the level-headed four-armed voice of reason.
But after 144 sessions, he's been involved in not one, not two, but THREE detonations of nuclear devices.
An inadvertent self-destruction sequence as they investigated "Level A Inc"
The underground detonation of the Iron Society compound, and their leader, The Mutant Master, just above the Koto Dam.
And most recently, upon discovering a living metal facility, surrounded by Hoppers, he uncovered, and accidentally set off a small device in the petrified woods a day's walk from the Glow Lands... and no one knows the wiser, except him.
It could be a fault in Sonny's personality, or it's the high probability of atomic weapons in the printed material I've been using.
Alternate Question: A character made great by having or not having tact

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