darktrollofthesith: (gurl that ain't gon work)
Snare, Sith Marauder ([personal profile] darktrollofthesith) wrote2012-07-16 10:10 pm

Application for [community profile] singularityrpg

Player Information
Your Nickname: Mindy
OOC Journal: [personal profile] artoni
Under 18? NOPE
Email/IM: maege1ATgmailPERIODcom, AIM; twixtthestreams
Characters Played at Singularity: Nemesis Prime, Roll Light

Character Information
Name: Snare
Name of Canon: Star Wars: The Old Republic
Canon/AU/Other Game CR: Canon AU? Snare is the Sith Warrior from the SW:TOR video game, adapted and fleshed out in to a full character.
Reference:
Canon Point: Just after completing Act I - having converted a Jedi Padawan to the Dark Side, he's achieved the rank of 'Sith Lord' and has been given a license to party bit of a breather by his master, Darth Baras.

Setting: A long time ago, in a galaxy far, far away...

...the line is iconic but so very true. The entirety of the Star Wars saga takes place in a galaxy filled with culture, aliens, space travel, advanced weaponry and starships and so many other things...but no matter what, we need to start with the Force that binds the galaxy together.

The Force is present in all living things; it is a force (we'll be using capital F and lowercase f a lot, please bear with me) that literally is life...and death. Without it, the galaxy of Star Wars would simply not exist in any recognizable form. The Force has been the cause of wars, it has been the saving power - and doom - of civilizations, it is undeniably the driving force beyond civilization in one way or another.

Specifically, through those who can control it. These Force-users, early on, began to create traditions, and two would have the greatest effect on the greater galaxy - the Jedi, who embraced what became known as the 'Light Side' of the Force...and the Sith, who were masters of the 'Dark Side'.

The Light Side, as one might imagine, is what your average Joe would consider 'good'. It nurtures, it heals. By separating themselves from their emotions, Jedi walk this path as guardians of the innocent and the bringers of justice. Their very name means 'Lightbringer', and their monk-like members are welcomed nearly everywhere they go.

They can really be summed up by their very code;

There is no emotion, there is peace.
There is no ignorance, there is knowledge.
There is no passion, there is serenity.
There is no death, there is the Force.


The Dark Side, however, is fueled by passion. Anger. Rage. Hatred. Love. Strong emotions period are what give it power - and those who embrace it find themselves turning towards the darker ones for strength. Sith, as a whole, desire that strength, that power, and forever seek more and more. They drive themselves towards perfection and domination, as taught to them by the Sith species that developed what would become their beliefs. It is only through conflict that they can grow.

Peace is a lie, there is only passion.
Through passion, I gain strength.
Through strength, I gain power.
Through power, I gain victory.
Through victory, my chains are broken.
The Force shall free me.


Now. Force, Jedi, Sith. A quick overview of the rest of the galaxy; as mentioned, we have aliens, we have space travel, we have a society that for all of its 'long time ago' is incredibly advanced. Cross-galaxy travel is performed via hyperspace, a Faster-Than-Light route of traveling that lends itself for shipping (and smuggling) cargo and people, culture and product, and while you'll have some people who live their lives without stepping off their planet, you'll have a group that has never set foot on one at all. You have slicers (the equivalent of hackers) searching for information about corporations and governments, you have militaries of foot soldiers and of starfleets, you have civilians who just want to get by. You have races at war, you have planet-destroying weapons, you have...basically a giant space opera, full of mystery and intrigue and then those people who are just trying to get by doing their moisture farming thing on a desert planet, man, why don't you just leave them alone?

We good? We good. Let's move on.

Star Wars, as most people know it, plays out over the course of 6 movies. We're going in to the distant past of these movies; an even longer time ago, that really...doesn't change anything that I've already set up. In short, we have a Republic, and we have an Empire...who are on the brink of war with one another, both comprised of a multitude of planets and species (the Empire is notoriously human-centric and xenophobic, however). While their development has been affected by the Force, all told, these governments are not necessarily Force-centric; there's respect for the traditions, but the greater majority is made up of those without any connection to it at all. You know. Politicians! And...stuff.

Anyway, the Republic and the Empire have just fought along, bloody war, and are held from continuing it only by the Treaty of Coruscant. Even then, there's skirmishes going back and forth, but both sides are hesitant to consider it outright war. The Jedi are loosely allied with the Republic; the Sith essentially run the Empire. The MMO follows the path of 8 characters (technically 16, but each class splits in to 2 that shares a storyline) - the Republic Trooper, Jedi Knight and Consular, and the Smuggler who's really just in it for the money...and on the opposite side, the Imperial Agent, the Sith Warrior and Inquisitor, and the Bounty Hunter, who, like the Smuggler, has only so many ties to the Empire itself. It is through the eyes of these characters that the player learns yet more about the Galaxy, its state, and has a chance to determine its fate.

Well, as much as an MMO set in the past can.

The Sith Warrior's path starts off being brought in to the Academy special by one of the overseers. They are to defeat another acolyte who can ruin everything said overseer worked for, and their journey through it has some harassment by some, fawning-over by others, and, of course, being ordered to kill that overseer as part of their test. (Snare let them go, figuring that since they were useful before, they could be useful again.) EVENTUALLY they kill that acolyte and become the apprentice of Darth Baras!

And then quickly find out that there's a Jedi Padawan - basically another trainee, same general rank as the Warrior - who can undermine everything that Baras has worked for. Cue running over the galaxy trying to find information about said Padawan, eventually confronting the Padawan's Master and using them to lure said Padawan...and promptly lure that Padawan to the Dark Side!

Kickass.

ACT II has to do with restarting the war. I'll be frank and admit I haven't gotten that far yet, but that's okay I think since I'm not bringing Snare from that late in the game? Before it, rather.

Personality: Most people, upon meeting Snare for the very first time, would consider him an egocentric, hedonistic sadist of a Sith Lord.

And quite honestly, they wouldn't be far off.

Snare, you see, has very, very little concern for strangers. They're tools and toys to him; things to be used, played with, and discarded. If they're in his way, they're obstacles, challenges at most - if not, well, they could be aids or playthings. Either way, they are not people. And he has no empathy to spare for them, whatsoever.

He really doesn't have much empathy at all, to be fair. Much of what he displays is faked, false, meant to manipulate others in to doing what he wants. And really, at heart, he's lazy; he'd rather manipulate something or someone rather than outright kill them...especially if it nets him more than killing them would. But don't be fooled - Snare enjoys causing others pain and making them wish he had killed him. Games, you see - it's all in the reactions strangers give him.

Mainly because he gets bored otherwise. And a bored Snare can very easily be a dangerous Snare, looking for something to entertain him - be it the screams from pain and suffering, or...well. Let's simply say that he has nothing whatsoever against taking someone aside and pinning them against the wall with an entirely different intent. (We did mention hedonistic, remember. I'd like to note that this part of him won't be forced upon ANY player, but it's still a part of his character and thus worth mentioning.) But either has only so much appear above the other - it's very possible for something Snare found enchanting a moment ago to suddenly turn boring, and for him to turn completely around in mannerism so he can get a different reaction.

Remember: most people aren't people. He doesn't care, nor does he want to. It's a psychosis of a sort - one he is utterly unwilling to care about. Whether he acknowledges it at all is hard to tell, but it's clear that he simply. Doesn't. Care.

However, if you manage to stay alive around Snare for more than a few hours, or if he takes a liking to the sort of entertainment you offer...suddenly, you are people. Or what serves as such in his mind. And when you do become people - Snare won't exactly care or be concerned about your well-being (above you staying alive and in relatively good shape), but he will take care of you. He is fiercely protective of those he consider 'his', and why wouldn't he? They're his toys. His tools. And if he doesn't take care of them, and make sure they stay in one condition...well, with the kind of rough play he's apt to do (by which we mean 'actual duties'), they wouldn't last very long.

But he'll certainly continue playing with them. Teasing them. Manipulating them. It's simply that he'll actually pay attention to their reactions, rather than just treating them as nothing more than sources of amusement - because they don't offer as much amusement if they want to leave, now, do they? So while he's not exactly comfortable playing the 'advisory' or 'comforter' or such roles - he can at least fake them well enough. Or figure out that he needs to get them to someone who /can/ play the role.

Now, with those whom he can't play with, for whatever reason or another - mostly, those with greater power he simply can't hope to match (at his current point) or those that said greater powers have marked as 'off limits' - Snare can behave. Mostly. He honestly doesn't mind having a superior, someone to guide him - though he doesn't see them as such. Sith don't have guides. Sith have a pecking order in power, and while Snare is certainly nothing shabby in terms of power, he knows he has a long way to go before he's considered powerful enough to be a 'Darth'. It is his ultimate goal, and he's perfectly willing to kill whoever he has to to get there...but until then?

He doesn't bootlick. But he does know how to bow his head and simply be useful, at least until he's ready to turn the tables. Perhaps a better way of describing it, though, would be that Snare has a talent for identifying the 'Alpha' of a situation - whether it be himself or someone else. And if he's not the Alpha...he's only got so much restraint from falling behind the one who is, if he deems them capable of bringing him up. Take his Master, Darth Baras - he may be a little bit sarcastic from time to time, but he's ultimately willing to serve him, especially when Baras offers him 'fun' opportunities - ex, turning a Padawan to the Dark Side, going on a spree of murdering, etcetcetc. Once in a while he may twist his missions - such as leaving his primary target alive because he was bribed in to doing so - but it is never outright defiance. That target was left alive because of a deal made that would make it seem as though he had completed his mission...and aside from about three people, none would ever know the difference. So what's the harm? He's not going to get in trouble, and everybody is happy.

Take a few other Darths - Snare has learned that if he sees their orders/missions as an opportunity for fun, more often than not, he'll be rewarded, and rewarded well. So there's really no reason for him not to be willing to follow orders, not when it nets him power and prestige. Now, to be fair, one has to be identified as an 'Alpha' or at least higher in the pecking order than Snare for him to be willing to take such orders without complaint, and for him to offer what serves as respect...and he may end up eventually seeing them as an obstacle to be overcome to increase his own power...but while Snare seems himself as subordinate? He's subordinate. He doesn't mind it overly much, unless you start crippling his idea of 'fun', and then you become less of a superior and more of an obstacle - a target to be removed as quickly as possible.

In short, though, Snare is a relatively simple person - childlike, even. One who never matured past a certain age, or at least never cared to. But he is a very dangerous child, and a very powerful one - strong in the Force, berserk in combat, bloodthirsty and ever hungry for the next distraction.

Something to note apart from all this, though, that is if Snare wasn't so strong in the Force - he'd actually be quite a terrible Sith. All of what has been said suggests that he only feels things so much, and in truth, that's entirely true. He can't always sustain emotion or passion for very long, and with Sith drawing their power from such...it's lucky for him that what he feels, he at least feels strongly for how long it lasts, and is able to draw upon that. Flashes of rage, of hatred, of all other sorts - while they may not last for overly long unless he forces himself to stoke them (unless you count warped amusement as an emotion, because boy, can he make /that/ last), the surges are often all he needs.


Abilities, Weaknesses, and Power Limitation Suggestions: Right, so, Snare is a Sith Marauder from a MMO and let's just throw most of the MMO skills out the window and try and turn it all in to something that actually makes sense in an RP setting. (lvl 30 dps lfg!!!1one)

First and foremost, Snare is strong in the Force. His primary use of it is actually upon himself - his combat reflexes are far beyond any nonsensitive, his strength amplified to shatter concrete. He's strong, he's fast, he's agile, he's an absolute monster in a fight. You Do Not Want to get in his way because unless you have some way of defending yourself, you'll be cut apart, and even then...even outside of straight melee, he can throw himself/lunge across a room in a second, he can use telekinesis to choke someone or to blow up an explosive canister from across said room...

And even without the Force, Snare can fight. His style is with two lightsabers - weapons I'll go in to more detail in his inventory, but suffice it to say they're energy swords that can cut through almost anything - and he's the sort who will rush in to combat, roaring a challenge (through the Force, even, his scream sounding more like a lion than anything), swirling both blades around and just...going berserk. He feeds off the thrill, from attacking and even being attacked - everything just sort of blurs for him in a fight in to an incredible high.

And he loves every moment of it.

He's also shown some (limited) ESP, also tied to the Force; mostly an awareness if someone's entered a room and is about to try and stab him in the back. He's also displayed the ability to get a general sense of someone - sensing fear, anger, etc, which he can then try and goad out more in order to try and make them lose their focus.

IN TERMS OF CRIPPLING. Technically, Snare is a lot weaker than the other TOR characters we already have on the playing field (they're around level 50, he's quite a bit less, for what it's worth), so I don't think much more than somewhat suppressing his connection to the Force will be necessary if the mods deem him needed to be toned down. As it stands, most of his aspects (in the game) are based on combat with the Force amplifying it. So the only thing that'd make sense if the mods feel that he needs some bringing down would be dampening his connection to the Force.

I'm really open to suggestions!


Inventory: Snare will come in wearing some body armor, a few bits of jewelry on his face, a holo communicator and...his lightsabers.

These ones are the big ones. A lightsaber is the weapon for both Jedi and Sith; it consists of a hilt, in which a number of components work together to focus energy through a crystal and emit a colored beam that is not unlike the blade of a sword. A blade that can...cut through nearly anything, all told. (Except when you're playing a video game and can't decide to just cut through the door to the main boss. Sigh.)

I'M FINE WITH LIMITING THESE, FOR THE RECORD. While I would still like them to be able to cut through things like skin and bone and most armors with ease (or at least with enough force, able to do so, in the case of the latter), cutting through the hull of the station is off-limits. Not that he'd really be that stupid to do so, but...just in case there was any concern.


Appearance: Snare is a Pureblood Sith; not only part of the Force-using tradition, but his species is actually what led to the formation of said tradition itself. (Not that he really cares one way or another. It makes for bragging rights, but it's not as though he takes an ultimate pride in it one way or another.) What does that mean? It means that he's basically humanoid, the only difference being his red skin and the bone structure of his face. The bones are more pronounced, with a few spurs jutting out here and there (very few, compared to the rest of the species) - he doesn't have eyebrows, but the ridges there are more than expressive enough.

He cares about his appearance enough to keep himself in good condition, when he has the option; his brown hair's kept neat and chin-length, and he's even gone through and had some gold jewelry grafted on to the bridge of his nose. Along with a few hoops. Note, though, that they're small enough to not get in the way during combat. His hair might fall in to his face, but by the time that happens, he usually doesn't care.

In body structure itself, he's actually quite small; it'd be easy to not take Snare seriously, even with the confident way he carries himself. He's not visibly muscular, he's not physically imposing even with the multitude of scars...and oddly enough, for all of his corruption to the Dark Side, there's not that much that visibly shows - other than his red-orange eyes. While it may be too much to say he looks harmless at times, he really, really doesn't look like someone who could go berserk at practically the drop of a hat.


Age: Early 20s.

OC/AU Justification
If AU, How is Your Version Different From Canon, and How Will That Come Across?
What are you talking about? He's completely canon.

The way SW:TOR is set up is to grant its players a degree character control that isn't just limited to 'good' or 'bad'; you can make Light side decisions, you can make Dark. Choices have consequences, and ones you make early on can and will have effects later down the line..

Snare's choices have ultimately been selfish, made to make others' lives harder, or just because they seemed entertaining at the time. Being sent to kill a the son of a Sith Lord, for example, and being bribed in to sparing said son and going to kill the Sith Lord instead, and then coming back to seduce the wife and drag his Twi'lek companion along for a threesome...off-camera it may have been, but the choices were there and made. As was sparing a set of Jedi who had laid a trap for him because they had committed Dark acts during, and Snare knew they would have their lives tainted forever by what they had done. (Another life spared was because they had been useful in the past, and could continue to be useful in the future...)

Snare may have made one or two decisions that were considered 'Light', but they were made ultimately for his own gain and profit. He has never made a selfless decision, not even for his companions; it may have been made with the intent of entertaining them so that they would be endeared to him, but that is still a 'gain'.


If OC, Did You Run Your Character Through a Mary-Sue Litmus Test?
And What Did You Score?


Samples
Log Sample:

It was an unfortunate rule of combat; someone got hurt. Though it was only unfortunate to Snare when that someone was him - as much as he liked to think otherwise, the fact was, he wasn't.

He was doing better than the other guy, at least. But at least the 'other guy' was little more than a smoldering corpse, and didn't have to put up with a medical droid that had been programmed with sadism. Snare swore it was intentional, how it jabbed him with the needle - both bacta and kolto were in short supply on this planet, and he had to make due with more basic repairs until he could get to a civilized world - and more than once had to resist the urge to turn around and crush it.

Mainly because that would have involved taking his eyes off the hologram of his Master, Darth Baras.

And Darth Baras was not happy.

Something about Snare having been meant to take the man alive, and really, Snare had tried. With a bit of help, he'd set up a trap, and been more than ready to beat the target in to unconsciousness and then bring him back to what served as 'base' here.

Only said target had a bit of backup.

And they all thought it smart to dress exactly the same away.

All right, all right, maybe he should have been paying more attention. He was sloppy. So what, he'd demanded, before pointing out that he'd still gotten the information that the target had - albeit by rifling through their computer systems, but that was still what they had wanted. But no, Baras had insisted on him being brought back alive, and really he was probably the one to blame for Snare's current 'nurse'.

The Sith fought back a wince at another jab. He'd bear the discomfort, for now. And the lecture. But it only reinforced his urge to see his Master, not far in the future, be reminded as to which one of them was stronger in the Force, and how years of training meant nothing when it came to sheer power...


Network Sample:

[oh look, this guy again. he seems a bit less...roughed up, from when he first arrived, but there's something else to him. a glint in his eye, somewhere between predatory, and...]

I really don't understand how the lot of you can manage on this station.

[...bored?]

Other than you, it's mostly populated by droids, and base ones at that. There's no life here - why, Tatooine had more trouble than this place. Though I've been assured that this one does have its...charms. Once in a while.

[he shrugs, very lightly]

I suppose what I'm asking is that why so few attempts seem to have been made to get away. Not to the planet, but...[a gesture.]

There's a whole galaxy out there. A space station like this must have some vessels we can use to see it.

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