What should one do with a character that is so clever at wielding whatever hand they are dealt that they simply become stronger and stronger the more attempts are made to cripple, or otherwise inflict flaws upon them?
For instance, the character in question was captured and locked in jail by a backstabbing leader of a fellow guild, but parlayed that into not only helping overthrow the backstabber, but becoming the guild's second-in-command. Worse yet, simpler moves such as blinding her or taking a limb away will simply motivate her to develop alternatives to the use of the tool she lost in addition to working to regain it. She had her tongue cut out as part of the aforementioned imprisonment, for instance; not only did she have it replaced down the road, she used it as an opportunity to further consider alternate means of communication.
(She also has social interaction traits that could be seen as either sociopathic or autistic, but those are not the primary focus of this problem.)
How do I make this character a better fit into a largely narrativist environment, considering that her current state is very psychologically draining/demoralizing for not only other characters, but other players as well? Keep in mind that I do enjoy her as she is now; yet she poses a problem for other players that is worse than her being simply not fun for them to RP with.
(If you wish to be the devil's advocate and argue I should set her aside and play someone else, I'd appreciate suggestions in that vein as well, as I may very well have found a way to completely undermine the fundamentals of narrativist RP.)
Edited to add context: The asker is the player. The PC is not simply successful, they are successful by means of engaging in psychological warfare at a level that saps the fun factor for other players. There is no single GM, and this is not a classical adventuring party; it's a much more free-form RP style.