Going on an adventure is actually an annoyance that you try your best to avoid.
Earning experience points from adventuring actually makes your character advancement slower.
You spend a lot of time discussing the underlying mechanics of the universe. And that actually helps you towards achieving your ultimate goal.
You're an eccentric wizard living in isolation in a distant tower that hires adventurers to get some obscure arcane object for him, instead of the other way around.
Dying of old age is actually a real concern.
You are more likely to die as a result of blowing up your own laboratory while experimenting, than as a result of fighting against some monster.
You are paid during character generation for having a henchman, instead of paying for it.
Your most valued possesion is an old tome bound with a dragon's skin and beautifully embellished by a master illuminator. And it actually makes sense, rules-wise.
Writing and circulating incendiary texts is a valid political strategy.
You know your scribe's name by heart, but couldn't even tell if you actually have a weaponsmith.
Your wizard has memories of apprenticeship that include things like "the year we spent as wolves."
Money holds almost no value to your character.
Your organization likes to write incendiary texts to promote an agenda through thought provoking arguments when read AND create incendiary texts that promote an agenda through bursting into flames when read.
"We"? What sort of master would be ridiculous enough to inflict themselves with a Warping point just for the sake of educating a little scrub? I mean, unless they're Bjornaer. Both because Heartbeast doesn't Warp, and because Bjornaer are just weird.
Anyway...
... Your response to seeing a god in person is either to kill it for vis, engage in discourse, or ignore it, while viewing your reverent grogs with some concern and/or contempt.
... For things that inspire awe in others in general, you reflexively consider their value in terms of vis, though you might feel bad about it if you care for the thing in question.
... Giving decision-making privileges to people who can't cast spells is as silly-sounding an idea to the player as it is to the character.
... If every tiny little decision you make has far-reaching negative consequences, that's considered good work on your SG's part.
... You invite (or sometimes unwillingly recruit) people to live with you for no good reason except to avoid wasting their existences. (Maybe this is just my group.)