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APPLICATION

Player Name/Handle: Allen
Plurk Handle: [plurk.com profile] radioactivearachnid
Player Status: New Player
Other characters: Doreen
Invited by: Korel

Character Name: Gadget Hackwrench
Fandom: Chip 'n' Dale's Rescue Rangers
Character Journal: [personal profile] scavengineer
OU, AU, CRAU, Canon OC, or OC? OU
Canon point: After end of series
PB: N/A

SETTING BACKGROUND
The world of Rescue Rangers isn't too far different from ours on the surface. However, all animals in this universe are sapient and capable of communication with just about anything except humans. Aliens and magic exist in secret. Both are rare. Mad scientists also exist, although the one that recurs the most seems content to use his skill to just try to rob people blind rather than anything useful.

In this world also exists the Rescue Rangers, a team of rodents who have dedicated themselves to fighting crime. No matter how big or small the crime is, they stand ready to fix the problem.

HISTORY
  • Geegaw Hackwrench's daughter. Grew up knowing Monterey Jack, as he was Geegaw's best friend.
  • A year before the series, Gadget lost Geegaw.
  • Looking for Geegaw, as the group needed a pilot to get to and stop a crook named Aldrin Klordane, Monty and his fly friend Zipper bring Chip and Dale to her home.
  • With Geegaw gone, Gadget offered to be the group's pilot.
  • They arrived at the destination, but Gadget crashed the plane.
  • While the rest of the group went on ahead to retrieve the ruby the crook stole, Gadget stayed behind to try and fix the plane.
  • Chip, Dale, and Monty fell off a flying glacier but were saved at the last minute by Gadget, who managed to build a new plane from miscellaneous junk and the wreckage of the old plane.
  • They followed the glacier, which was being loaded on a train, managed to retrieve the ruby, and brought it back to the police.
  • Fat Cat and Norton Nimnul retrieved the ruby from the police station.
  • As a distraction, the two made a dog friend of Chip and Dale's appear rabid. The group went to rescue him from the pound.
  • Using a thermometer, the group tracked the glacier ice to a cave.
  • Klordane planned to use the ice to help create a giant gelatin mold, which would be used to create an earthquake beneath the Global Gold Reserve. The Rangers fell into the gelatin mix but are saved by some quick thinking from Gadget and Chip.
  • The earthquake broke open the floor of the gold reserve, causing gold to fall into the train below.
  • The Rangers caused another earthquake and the entire building above landed on the gelatin.
  • Klordane attempted to escape on the train, but Gadget built a rocket sled to catch up. The Rangers caught Klordane and he ended up in jail.
  • Though initially intending to go their separate ways, hearing a girl trying to find her lost dog convinced them to keep working together.
  • The Rangers met Pi-Rats who lived in an undersea wreck. Chip and Dale were captured, and Gadget built a submarine to go rescue them.
  • The Rangers rescued a bunch of cats from Norton Nimnul.
  • Gadget built a rocketship out of a trashcan to save Chip and Dale after they ended up stuck on a space shuttle. Subsequently, the Rangers ended up having to safely land the shuttle after its crew was knocked out when it was hit by a meteorite.
  • The Rangerplane was stolen by a bunch of kiwis who worshipped it as a God, believing it will give them the ability to fly. Gadget eventually managed to get it back by making kites with baskets for the kiwis.
  • Nimnul created flying carpets that stole things from the people who ended up purchasing them. The team initially thought they were magic, but Gadget figured out they're technological. They catch him.
  • After a bear accidentally kidnapped a child, Gadget convinced the bear to give the boy back.
  • The Rangers met Monty's parents.
  • Gadget was accidentally kidnapped by a human inventor, who decided to keep her as a good luck charm after she fixed one of his inventions.
  • The Rangers met the ghost of one of Monty's ancestors.
  • The Rangers encountered a cult that worships Coo-Koo Cola. After some of her inventions failed, Gadget quit inventing and left the Rangers to join the cult. However, she and the Rangers discovered that several members were using the cult as a scam. With the others captured, and Gadget discovering her invention's failure had been sabotage, she rebuilt it into a tank to take down the cult and reveal the scam.
  • Gadget met and befriended a lab rat inventor named Sparky. Norton Nimnul turned out to have brainwashed the rat and a Guinea pig as part of his plans to rob a bank. They were eventually stopped and freed of Nimnul.
  • The Rangers ended up stuck on a desert island after Gadget crashed a boat she built. They ran into the Pi-Rats again.
  • In Hawaii, Gadget switched places with Lawhinie, a nearly identical mouse who took advantage of Gadget's better nature to convince her to take a deadly test to become queen. Gadget survived. Lawhinie was revealed as a cheater.
  • Gadget tried to convince the other Rangers to attempt a kinder, gentler method of crime-fighting. They took a case where they believed a baby, later revealed to be an adult thief, was being taken advantage of as part of an adoption scam. Their repeated failures to stop him peacefully lead Gadget to snap and take him down violently.
  • Nimnul accidentally swapped heads with Zipper, requiring Gadget to help fix the machine that caused it.
  • In the last episode, Monty and the Rangers rescued a famous dog from a country where all animals were fair game for hunting.

PERSONALITY
Gadget describes herself as having a mind-bashingly high IQ that gets bored easily. This is more or less true. She is exactly as smart as she says she is, being capable of constructing functional rodent-sized flying machines out of random pieces of junk. She's also capable of doing so in a matter of minutes.

That said, not all of her inventions work the first time, and occasionally she's a little too willing to field test them despite not having worked out all the issues.

The boredom is mostly true. It's mostly a symptom of her somewhat distractable nature. She'll have multiple ideas running through her head when just one will do and has trouble picking just one and sticking with it. This is part of the reason why some of her inventions fail the first time. Her distractability has at one point led to her actually suggesting a method of execution to an antagonist, completely forgetting that she was one of the people they were trying to get rid of. She's also just a bit literal-minded at times. When told to "drop it" after a particularly long string of babbling, another fairly consistent personality trait, she actually dropped the object she was holding.

She's also has a penchant for being over-prepared in some situations. It doesn't come up much, as she usually builds what she needs on-site, but she's had several non-standard items on hand exactly when the Rangers need one, including an inflatable raft and a glass-cutter.

These two traits occasionally lead to confidence issues. While normally she's fairly assured of her intelligence, too many failures in a row or very large ones can lead to her doubting herself. It usually takes a serious confidence boost to get her believing in herself when this happens.

She has a little trouble reading social cues and sometimes has to actively remind herself of proper social conventions. This means she can be a bit oblivious of how others feel at times. Largely, this is a case of her not really being completely aware of Chip and Dale's feelings for her. It's not too much of an issue in other cases since she generally defaults to being as nice as she can be.

And she is, usually, nice. The nicest and gentlest of the Rescue Rangers, in fact. (Considering who her competition is, this isn't exactly saying much, but it does remain true.) She's usually the first to suggest a plan that involves the least possible violence and spent an episode trying to convince the other Rangers to adopt a more pacifistic approach. She also trusts maybe a bit too easily

Try to take advantage of her kindness, however, and you'd better pray she never finds out. She can be absolutely terrified if provoked enough. The aforementioned episode ended with her dragging around the villain with a rocket-powered jet after finally being pushed too far.

She also can take things just a bit too far sometimes. Usually, this is reined in by her genuine niceness or by her friends, but the aforementioned rocket jet, taking down a cult with a tank, and building a series of death traps to keep away door-to-door salesmen is pretty clear evidence of what happens when it isn't reined in.

CANON POWERS
N/A

POWER SELECTION
Gun/No Powers

ABILITIES
Extremely skilled inventor, capable of building flying machines out of junk and a working rocketship out of a trashcan.
Miscellaneous STEM knowledge. Primarily engineering, but also chemistry and physics.
Piloting skills.
Can use a mouse-sized crossbow
Basic outdoor survival skills.
Knows how to surf.

SETTING/SUITABILITY
Please answer all of the following. Keep in mind that if a character is not suited to a stressful intrigue and action setting, or if a character is aged 11-15, you will have to work extra hard to justify how they can function in the game as an equal (or learn how to quickly).

How do you expect your character to respond to the setting? Even if they plan to rebel in the long term, will they be able to at least obey enough to not get shocked to death?

Gadget will pretty much hate everything about it beyond the opportunity to make friends with the other new hires. She is immediately going to start working on plans in secret to get herself and everyone out of here. It's her job. But she's certainly smart enough to play the long game and not doing anything to get herself shocked to death.

What do you hope to do with your character long-term?

Honestly, have her make friends, influence people, build ridiculous things out of junk. I would like to have her slowly start sabotaging the rig whenever she thinks she can get away with it.

Does your character currently have skills that would allow them to adapt, survive, and do the heroic things being asked of them? If your character doesn't, do you think they'd have the capacity to learn quickly?

Her inventing capability alone probably qualifies. Sure, she's small, but the Rangers have taken on humans before and own. And she's adaptable. She once crashed a plane and then built an entirely different plane out of the parts of the old one. She'd be able to handle herself here as long as she's careful.

If they're not used to cooperating with others, what makes you think they'll be able to adapt to cooperating with the group?

She already works with a group. The fact that everyone else here is hundreds of times her size is a but of an issue, but nothing she can't get used to. It helps that unlike humans in her own world, people here can understand her.

Will your character have long-term plans to rebel against Jorgmund? If so, how? Will they betray the other PCs and cooperate with Jorgmund? If so, how do you plan to handle the negative CR that might arise?

Gadget will definitely have some plans, mostly involving sabotage since that's usually how the Rangers handle human enemies. She won't be willing to cooperate with Jorgmund beyond the lip-service required to stay alive until the hires bring Jorgmund down.

SAMPLES

Network Sample
[This entire situation is wrong, in so many ways. There's no way Gadget is the only person they've done this to, not with how rote everything is.

There are clearly people who need rescuing, and she's a Rescue Ranger. It's her job to do it. It's in the name, after all.

However, as much as she dislikes it, she can't really do much rescuing until she learns more. In the meantime, answering some question seems harmless enough. It's the least objectionable part of all this, anyways.]


If you were a kitchen appliance, which kitchen appliance would you be and why?

[Especially since those questions were completely ridiculous.]

...an oven. Wait, no, a mixer. Can it be both? You toss a bunch of ingredients, ideas really, into the mixer, and put them even to let cook into the final product. Sometimes it doesn't always turn out right, especially if your experimenting, but all that means is you have to try again.

[That felt like a pretty solid answer. Bring on the next one.]

If you were on an island and could only bring three things, what would you bring?

[Huh, that's actually less ridiculous.]

Golly, I'm not sure I'd really need anything. As long as there's something to work with I build something to get off the island, no problem. Maybe a flare gun to call for help. And some twine would be pretty helpful no matter what. I guess a metal thimble? It'd be easier to distill fresh water for the trip with that.

[2 down, one to go. Pretty easy so far, here's hoping it stayed that way.]

If you could be anywhere in the world right now, where would you be?

[Oh. Oh. It's not a hard question to answer. It's the easiest one in the world. But it hurts to remember it's going to be who knows how long until she sees it again.]

With my friends. My family. I don't think that should come as much of a surprise, really. Unless you don't have one. I really feel sad for you if you don't.

Prose Sample
Here, here and here

(200 word minimum, 600 word maximum)

ADDITIONAL INFO
Any additional info you think it's important to include. You can use this space to ask the mods if certain weapons, gear, belongings, or animal companions can be brought into the game with the character.

FINAL QUESTIONS
The players won't know what the mods are doing with these questions until sometime later.

Will your character suspect some kind of guiding intelligence has brought them to the game? Or will they think it was random or done by Jorgmund?

Random chance primarily. If there ends up being evidence a guiding intelligence did it, she'd be willing to entertain the thought. Jorgmund doesn't seem competent enough to do it themselves.

If they think it was something other than Jorgmund, like God or some other force of fate, what character traits do they think of that intelligence as having? Is it cruel or kind? Capriciously punishing them or doing it for good reason?

If she does end up believing a guiding intelligence was responsible, she wouldn't really have a solid, singular theory about what they're like. She'd have multiple theories about what they may or may not be like running though all possible traits and ideas for why someone with those traits would do this.

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April 2020

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