We usually have about half, if not more, of the players fitting your description anyway.
Leaving that aside, my third expansion initially had a similar concept, but then "something went wrong." There was also a concept for an expedition where all the player characters would be not very good people, each with a distinct and prominent negative trait, who become victims of a curse and are forced to find a way to break it. Moreover, the game was supposed to be hardcore, and the curse would give good combat bonuses (at the cost of reducing the character's freedom of action) and would intensify if the character indulged in their flaw. The idea was to somehow balance all of this during the search for a cure.