RGFA termed these “develop in play” and “develop at start”, if I’m reading you right.
An entertaining mode of characterisation I’ve seen in a couple of games of mine (which have lots of stake-choosing tradeoffs) is “my character allows/prevents X bad thing every time, and seizes on every opportunity to get /totally ignores Y good thing every time.”. So, a reckless character who never bothers about preventing collateral damage when it’s at stake, kind of thing. Requires a deliberate choice to hold to pattern, but the rules shape what the pattern comes off as. It’s interesting.
But anyway, yeah.