[hider=Baba]][center][img]https://img.roleplayerguild.com/prod/users/dbed7876-1c85-49b8-a86a-0a6454bc378c.png[/img] [img]https://as2.ftcdn.net/v2/jpg/05/53/74/07/1000_F_553740730_hdYCZW1OLhUxfhqyTdkGQ2oTXWioUL5e.jpg[/img] [i][color=39b54a]"We didn't know what to do, so we decided to Sk8te."[/color][/i][/center] [h2]__________[/h2] [b][color=39b54a]Age:[/color][/b] 21 [b][color=39b54a]Appearance:[/color][/b] A standing height of 5'8" (1.727m) holds itself up confidently in Baba's posture. Though presenting as thin and lanky, the dainty appearance of her visible physique masks a lithe figure optimized for its purpose. Were she to remove her outer layer jacket, it would unveil a surprisingly defined and capable, if still thin, set of muscles, a point which would hold true for her lower body as well. Traces of past malnourishment persist in the form of a below average amount of body fat, giving the faint impression of a skin-and-bone physique. Nonetheless, it's a body suited to the lifestyle that Baba has chosen, being quick, flexible, balanced, and maneuverable. While showing the slightest hint of an olive tone, her complexion is primarily fair. Facial structure and other aesthetics owe to an undetermined mixing of prior ethnic backgrounds. If not for the weathering of a life lived on the streets, Baba might look younger than she really is. Sitting in a standout almond-shaped framing, Baba's irises are dark in color, black though edging towards a dark brown. However if you're looking for a gleam or glow therein, you're looking in the wrong place; Baba's gaze is somewhat duller and more hardened when set against the world around her. Baba is adorned by a ragtag ensemble of worn and self-assembled articles. Often centered in her attire is a lightweight, forest green parka. The outerwear has seen its share of abuse and distress, with Baba herself having mended and patched it. Spots of gray and black fabrics are sewn over commonly torn spots around the elbows, shoulders, and under the arms. Beneath the jacket, she can be found sporting simple gray or white t-shirts. She generally opts for black pants with the look of jeans, though every pair she owns has extra padding at the knees; the bottoms she opts for are both durable and with a good elasticity, as to work with her freerunning and Spelunking ventures. If she wears any belt at all, it's a minimalist style. She prefers an athletic style of footwear, either sporting running shoes or cross trainers; Her current shoes are a pair of black running shoes with white outsoles. Her style is ultimately utilitarian in nature. She wastes little space on her body on anything that doesn't serve a purpose. She's absent jewelry, as it can be easily caught up when negotiating over and around obstacles. Her jacket bears a healthy assortment of pockets, which she uses to carry some of her tools and weapons. Her go-to weapons are mounted to her wrists on a pair of wrist guards. [h2]__________[/h2] [b][color=39b54a]Faction:[/color][/b] Sk8te [center][h3][b][color=39b54a]Sk8te Cell:[/color][/b] [i]The Lost[/i][/h3][/center] [indent]Wandering the main strip of Metro Street, darting in and out from the Back Streets, is a band of Sk8ters that are uncommonly mobile even for Sk8te Cells. They’re scathingly dubbed “street rats” by the likes of Demonio and E-Street, or “urchins” by the wealthy Heirs and Black Maria; the more amicable of society, as well as other Sk8ters and The Pack, might refer to them informally as “the orphans.” Regardless of what they’re called, their identity remains the same. The Lost are a collective of Sk8ters whose common bond is that they were severed from what would have otherwise been their place in the Megacity Society. This Cell is a rapidly growing collective of those who either lost or were abandoned by their families; for most, their parents died by one means or another, while others were left at the doorsteps of underfunded orphanages as infants, or were kicked out onto the streets by their parents and disowned. The Lost follow a semi-nomadic lifestyle. They carry only what is useful to their survival, and only as much so as they can carry without weighing themselves down. Without a proper spot to call their home, they are constantly shifting throughout the Megacity, setting up makeshift camps wherever they can find a safe place; as a result, they’ve become extremely effective in locating sites to set up their camps. On occasion, The Lost find themselves welcomed within other, amicable Sk8te Cells, temporarily squatting with and running with them to provide strength in numbers. More So than other Sk8te Cells, The Lost are as adept at navigating the causeways and tunnels underneath the Megacity as they are traversing the skyways and highrises. Perhaps due to their own sense of abandonment, The Lost have a soft spot for the old and discarded. They have a passion for old world culture, especially in the vein of entertainment. It is, in part, this nature, that inspires their tradition of shedding their given names in favor of such aliases that reflect the times long gone. Above anything else, The Lost are hardy survivors, capable of making themselves comfortable just about anywhere in the Megacity, and are unphased about wandering off even the beaten paths of Sk8ters.[/indent] [center][h3][b][color=39b54a]Relations With Other Factions[/color][/b][/h3][/center] [list][*][i][color=39b54a]Other Sk8te Cells.[/color][/i] The Lost have a generally amicable relationship with their brethren in other Sk8te cells. A handful of The Lost, Baba included, have prior relations with other Sk8ters through earlier Cells that either became defunct in the shifting conflicts, or simply never got properly off the ground. As a result, members of this Cell can usually find a welcome place amongst other Cells if they get separated, and The Lost, as a whole, aren’t strangers to allying themselves with other gangs of Sk8ters in order to achieve common goals, or receive some manner of reward for their efforts. Friction isn’t entirely unheard of; The Lost have had their disputes with the other Cells, typically a matter of clashing over territory and competing for jobs. However, due largely to Baba’s efforts, these situations tend to be resolved with little to no bloodshed, albeit with a fair share of bruises. [*][i][color=39b54a]The Pack.[/color][/i] On the whole, the relationship between The Lost and The Pack sets is one in which the former is genuinely intrigued by the latter, and the latter, in most cases, seems remarkably sympathetic towards the former. There are exceptions to this, of course. The Pack is the most frequent client of The Lost’s services, as other Sk8te Cells, being more established, are often already stretched working for other factions with the resources to pay them. The Lost frequently assist The Pack sets in acquiring the odds and ends they need for their own machinations. In return, The Lost receive tools, equipment, custom rigged weapons, and mods. [*][i][color=39b54a]The Demonio.[/color][/i] The Demonio gangs are the ones towards which The Lost harbor the most animosity. In some cases, The Demonio are the direct reason which they were left to fend for themselves. It’s rare for The Lost to accept work from The Demonio, and quite common for the Cell to get into skirmishes with them. Generally, if The Lost is associating with Demonio, it’s as an intermediary between the Demonio and a neutral citizen. [*][i][color=39b54a]Black Maria.[/color][/i] Infrequently, The Lost find their way into the entertainment district of the Megacity. When they do, it’s for one of two reasons: Reason one being that they are sneaking into a showing of a “classical” entertainment piece; reason two is that they’ve been hired out by The Black Maria. The entertainment moguls of the Red Light District see the roving band of orphans as something of a novelty, a sideshow act of sorts. Being that The Lost are just about the only Sk8te Cell desperate enough to take on such work, they can often be found on the corner, displaying their agility, and expertise in maneuvering. Sometimes they draw an earnest crowd, though moreso, they are gawked at and laughed at like monkeys in a circus. Either way, whoever hired them pays up. Older members of The Lost will occasionally take on more “adult” work in this sector. [*][i][color=39b54a]E-Street Gang.[/color][/i] The Lost don’t frequently associate with E-Street. Their policy towards the enforcers of the Gang is one centered around avoidance and non-aggression. They occasionally take on jobs for E-Street if it means protection from either E-Street themselves or another faction. However, E-Street Gang itself is wholly unconcerned with the dealings of The Lost, as their territories don’t border and Retros rarely, if ever, wander close unless hired out for work. [*][i][color=39b54a]The Heirs.[/color][/i] The Heirs are the most distant faction from the Retros. It’s perhaps, once or twice in a calendar year that an Heir approaches The Lost for anything, let alone offering a job; it seems likely that most Heirs simply aren’t aware of The Lost’s existence. The few jobs they get from the Spire are money makers though, and they take them with little hesitation knowing the Heirs have the power and influence to keep other factions away from them; in fact, The Lost will generally take less material payout from Heirs in favor of compensation in the form of protection.[/list] [h2]__________[/h2] [b][color=39b54a]Background:[/color][/b] "Baba" was originally listed in city records under the name "Caiden Park." Even that name, however, was a pseudonym. As an infant she was abandoned, and left in the care of one of a few old, rundown, overfilled, and poorly funded orphanages in the Megacity. It was unclear who exactly it was that dropped the young child at the Orphanage’s doorstep, and the facility lacked the resources to investigate. With nothing to go off of, a staff member named the child, giving her their surname as well. In the formative years of her adolescence Baba grew to appreciate her fellow orphans as akin to family; with adoption being a rarity amid the hot mess that was (and still is) the Megacity those without families either lashed out on their own, or fell back onto found family. Among other glaring problems that plagued them, most orphan homes had the distinct displeasure of operating in the Metro Street sector. As a result, the Demonio sects were a constant presence in day-to-business, with more cutthroat circles going as far as to demand protection money from orphanages and other shelters. This was exactly the case for Baba's refuge. As a reality, The Clarence Home for Wayward Youth was being squeezed by a nasty group of Demonio enforcers. Funds that could, and should, have been invested into repairs and improving quality of life were being sacrificed to ensure the building stayed standing. This recipe for tragedy and disappointment finished cooking around the time Baba was twelve years of age. The Home had had its meager funding cut. When Demonio came looking for the dues to be paid, the money wasn't there. What followed was a beatdown of The Home's staff, and the savage dismantling of anything that made it worth living in. Fortunately, the children were left unharmed; truly homeless, and without resource or direction, but otherwise unspoiled. Some got taken in by or joined the Demonio over time, figuring that if they couldn’t beat them, they might as well join them. Others drifted into the back alleys and became members of scavenger packs. Most of them became vagrants and degenerates. They started as beggars and panhandlers; when that didn't work they morphed into a cult of pickpockets and eventually full on thieves. Those that followed the latter path found themselves honing the crafts of mobility, navigation, and stealth that resulted in them finding their true calling: Sk8te. Shedding their ways as young criminals they took the Neosky. The core of Baba’s friends from the orphanage bounced around for sometime, assimilating with larger Sk8te Cells, many of which dissolved as territorial disputes removed them from influence, or the MCPD raided them into oblivion. It was in this time, around the age of 15, that Baba and her Sk8te crew fostered a fondness for “old culture,” with many of them adopting new names reflective of this shared interest. This was when Caiden Park became “Baba O’Reilly.” Over the course of years, the revolving door of Sk8te Cells through which Baba and her crew entwined themselves developed into them being the dominant faction as their allies splintered off; the numbers grew steadily, and Baba fell, on accident, into the role of leadership. Finally declaring their own Cell, Baba’s crew began calling themselves “The Lost.” The once and always orphans spent the next two years drifting about the city, sheltering wherever they could find refuge, whether in the sky, on the streets, or in the underground. They moved through other Sk8te Cells that would have them, usually only as temporary tag-alongs to act as mercenary help with more complicated jobs. This run allowed them to make connections across the Neosky. As the two years rolled by, Baba began garnering more influence as a leader among The Lost. At the same time, they had drawn some attention from others of similar background to their own. Eventually, what started off as a ragtag bunch of less than a dozen street kids was starting to grow as other orphans circled around what they viewed as a chance to find a home and family. The two years that have since passed have seen both triumph and tribulation. The Lost have grown in numbers, though they still lack a proper home to set their roots in, still wandering and scattering to and from. While more people under her gives Baba extra latitude to take on work, it also means more mouths to feed and more people to keep track of. The fear of keeping a growing group out in the open much longer, and the concern for everyone’s well-being is a driving force in Baba’s life. As leader of one of the fastest growing Sk8te Cells in the city, Baba seems at a crossroads that will define both her identity, and that of the Cell she leads. [h2]__________[/h2] [center][h3][b][color=39b54a]Cybernetics[/color][/b][/h3][/center] [list][*][i][color=39b54a]Neural Implants.[/color][/i] Located in the corpus callosum of Baba's brain, is a Stimulus module that regulates the neural input of Baba's primary five senses. The device, operating in balance, enhances these senses allowing for a greater range of frequency hearing, improved eyesight for picking out details of areas from a distance and boosted peripheral vision, and a sense of touch that permits a degree of feeling elements of her surroundings by proxy. This same implant also bestows Baba a minor level of active sensory regulation, allowing her to acutely focus stimuli from a single sense, though this comes at the extent of others. Also in tow is a slight enhancement of reflexes, allowing quicker response times to stimuli, though this enhancement is limited; for example one can't simply evade projectiles in the vein of bullets and other high velocity rounds. [*][i][color=39b54a]Skynet Mod.[/color][/i] Common among Sk8ters, regardless of their Cell, the Skynet Mod is a built-in mapping and GPS system that is implanted somewhere within the recipient’s brain. It stores and actively updates information regarding the layout of the Megacity, expanding as new locations are discovered, and adjusting to the changes of the cityscape that arise from the inevitable decay… if a building collapses, a Sk8ter is likely to document it; if the MCPD is blockading an area, it will be noted. It can even keep tags on other Sk8ters, and provide common routes. As far as any Sk8ters can tell, their particular Skynet systems are a closed network, not conventionally accessible to the likes of other factions or the MCPD. [*][i][color=39b54a]Physiological Mod.[/color][/i] Sometimes implanted into Sk8ters after they've matured physically, the Physiological Mods reinforce the skeletal, muscular, and organ systems. Along with a modest enhancement in physical prowess, stamina, and vital function, these cybernetics also provide the Sk8ter with additional shock absorption, reducing the strain and wear on their joints and skeletal structure as they perform their maneuvers.[/list] [center][h3][b][color=39b54a]Weapons & Tools[/color][/b][/h3][/center] [list][*][i][color=39b54a]Dasher Free Runs.[/color][/i] Compact, easy to use, and, beyond that, affordable with not too much work, holo-blades are a common method of transportation among Sk8ters that need to move with a bit more urgency, or simply wish to conserve some energy for running. All holo-blades operate on a similar principle to hoverboards, utilizing a polarity-based lift produced by mechanisms on the bottom of the feet. The rapid shift in charge allows the blades to maintain a resting position roughly a foot off the ground. The lift force is enough to roughly simulate a grounded experience, allowing maneuvers akin to rolling on a set of wheels (aerial movement, such as jumping takes a little getting used to). The Dasher Company is a relatively small business, and was able to successfully design and market a product that Sk8ters could make use of. They are lighter in weight than other models, lacking forward propulsion that would otherwise assist in speed. However they make up for this with a design that allows a fluid integration of holo-blading and freerunning; a collapsibility feature makes it possible to, with a click of the heels, for the blades to fold, mostly comfortably, into reasonably durable, shock-resistant shin guards. Not every member of The Lost has been able to acquire these yet, with many still relying on refurbished pairs of discontinued lines. [*][i][color=39b54a]Grappling Gun.[/color][/i] a roughly pistol-sized mechanism that houses a spool of thin but strong cable with a hook and spike at the end that latches over ledges and into structures. Roughly 100' of cable is housed in this compact version. Requires regular maintenance to ensure the integrity of the cable and that the spool doesn't get knotted or caught on itself. [*][i][color=39b54a]Wrist Mounted Stunners.[/color][/i] Small and easily concealed on her person. Mounted to the bottom of her wrists, these release a short range ray of electricity that can stun a grown man for a short time. The electrical pulse is enough to short out some electronics, and well-aimed shots can disrupt and ruin more complicated mechanisms, especially if wiring becomes exposed. [*][i][color=39b54a]Flash Bombs.[/color][/i] Small capsules that, when charged and thrown to the ground or other solid surface, explode into a second-long flare of intense brightness. Exposure results in temporary blindness. Baba and others in her Cell use these to escape pursuers. Also on hand are similarly sized and operated [i][color=39b54a]Smoke Bombs[/color][/i] to work around eye protection, though often the flash of light offers enough cover I the user can escape quickly and discreetly enough. [*][i][color=39b54a]Runner Specs.[/color][/i] Common among Sk8ters, especially those at the heads of their Cells, these goggles offer both eye protection and a connection to the Skynet mod. The insides of the lenses can display the maps, routes, and points of interest uploaded into the Skynet, and mark the wearer’s position, enabling ease of navigation through the streets and skyways of the Megacity.[/list] [h2]__________[/h2] [center][h3][b][color=39b54a]Likes[/color][/b][/h3][/center] [list][*][i][color=39b54a]Freerunning.[/color][/i] It's important to do what you love and love what you do. Baba O'Reilly lives up to that mantra on a daily basis. With the unique Sk8ter way of getting from point A to B and through to Z being a fact of life, she has grown to find passion and exhilaration in the act of maneuvering over rooftops and around the backstreets of Megacity-01. [*][i][color=39b54a]Exploration.[/color][/i] When she's not running for a client or tending to matters if her Sk8te Cell, Baba is busy scoping out the landscape of the city in search of new places; underground causeways, hidden courtyards, roads and alleys left untraveled or seldom used are all in mind. She's meticulous about mapping out locales she finds and bringing them back to Home. [*][i][color=39b54a]Old Culture.[/color][/i] Having been introduced to the culture of the now by-gone days of the 20th and 21st centuries, Baba has taken a shine to the expressions thereof. In particular she is deeply invested in the musical and literary heritage of those times. [*][i][color=39b54a]Ramen.[/color][/i] It was one of the few food items cheap enough for her old orphanage to routinely supply to the children. Over time it grew on Baba, and she never grew out of it. It's not hard to find her in the Oriental corner of Megacity-01 indulging in the authentic dishes, or scarfing down a to-go cup between jobs.[/list] [center][h3][b][color=39b54a]Dislikes[/color][/b][/h3][/center] [list][*][i][color=39b54a]Bullies.[/color][/i] Baba can't stand to see the merciless beatdowns and disparagement of Megacity society. Friendships and relationships are quickly ended or set aside to stand up to pointless aggression. While she prefers to talk things out as a starting point, she's either foolish or courageous enough to get physical when words fail. [*][i][color=39b54a]Seeing Children Suffer.[/color][/i]Having been orphaned in her youth, Baba is deeply empathetic to the trials and tribulations of youth. This goes especially for those living in the more down-trodden areas of the Megacity. She will step in to defend a child she sees being abused. She's among the first among members of the R.O. to extend the welcoming to new or prospective members, and sees to their well being like an older sister. [*][i][color=39b54a]The Heirs.[/color][/i] While she moderates her feelings well enough to avoid associating most individuals with the whole of their class or clique, Baba holds back nothing when it comes to the Heirs. Knowing that the wealth and resources being hoarded in the Spire is a thought that disgusts her. She carries a blanket contempt for the ruling class as they could, but refuse to, do anything to undo the pain and violence that plagues other parts of the city. Her ventures into the Spire have been seldom, with a begrudging undertone, and it's the single part of the Megacity that she doesn't linger in after her work there is done. [*][i][color=39b54a]Being Injured.[/color][/i] Major injury such as broken limbs, deep cuts and gashes, and the like are one of Baba's primary disdains. Despite her willingness to fight and put herself at risk, the thought of being injured looms in mind constantly. Having once been bedridden with a spinal injury, she's learned quickly that being immobilized is not to her liking.[/list] [center][b][h3][color=39b54a]Quirks[/color][/h3][/b][/center] [list][*][i][color=39b54a]Sk8ter Girl.[/color][/i] Has a stereotypical skater/surfer drawl; tends to use comparable jargon in conversation. [*][i][color=39b54a]Matriarch.[/color][/i] Baba takes her position as leader of The Lost seriously. She runs her Cell with the mentality of a mother or big sister, striving to balance the sternness of expectation with empathy for the individual plights of her cellmates. She's not opposed to "grounding" those that underperform or jeopardize the Cell, restricting them from taking jobs. She holds those under her to a four-deep buddy system to the best that she can manage, ensuring that no one is left alone if it can be helped. [*][i][color=39b54a][color=39b54a]I am not afraid of Dying.[/color][/color][/i] Baba is a known risk taker. Whether in the jobs she takes on or in the mundane explorations and wanderings of her daily life, she keeps her eyes open for challenges and opportunities to step outside of the box. She is almost always found running at the front of any formation as her Cell moves from place to place. [*][i][color=39b54a][color=39b54a]Mother and Father?[/color][/color][/i] In recent years Baba has grown increasingly curious as to her biological parents in what little spare time she has, she's been seeking out a doctor that might be able to run blood samples to determine who in the city might be related to her. She plays this close to the chest, and isn't sure what she would do if she were to meet either her birth parents or another blood relative, though she knows she'd have strong words in the short term.[/list] [h2]__________[/h2] [center][h3][b][color=39b54a]Places of Interest[/color][/b][/h3][/center] [list][*][i][color=39b54a]Metro Street.[/color][/i] The main stomping ground of The Lost. Work and recreation intersect here. The many transit stops and shops that line the street and sprawl into the back alleys are where The Lost and other Sk8te Cells compete for the majority of their business, though each have a few regular clients. [*][i][color=39b54a]Shimazu's Ramen Hut.[/color][/i] Located on the main drag of Metro Street, Shimazu's is one of a handful of competing Ramen establishments. Its main competitor is Jigen’s Noodles. The word on the street is that at some point, the two were a single business under a different name, but a falling out generations prior resulted in a split, and a (not-always) friendly rivalry that has withstood the test of time. There’s ongoing debate over which is superior, with an even split in preference that keeps both operating smoothly. Baba and others of The Lost are preferable to Shimazu’s, and often taken on work on their behalf. [*][i][color=39b54a]Backstreets.[/color][/i] Baba has worked frequently with the Pack, aiding their scavenging exploits as best she can. Unlike most in the city, she isn't put off by or scared of the Pack's visual presentation and expression. Over her time on the streets she's built a stable ground work with a few of the Pack, enough to be on a first name basis and considers them friends. [*][i][color=39b54a]Grunge Park.[/color][/i] Located between the backstreets and that main strip of Metro Street, Grunge Park was once an active industrial block. However, as the businesses moved into the “safe” districts closer to The Spire, the area fell into decay and disrepair. These days, it is mostly occupied by The Moles, a small Pack set that has set up shop for tinkering with the odds and ends they scavenge. Grunge Park is the closest thing The Lost have to a home, being allowed access to it by The Moles, with whom they frequently do business. There are a few highrises that The Lost escape to when they head into the Neosky, and Grunge Park is their most used spot to set up camp. [*][i][color=39b54a]Theatre Row.[/color][/i] A walkable stretch of the Entertainment District. Baba often gets herself hired out for the amusement of people looking to see "the homeless monkeys dance." [*][i][color=39b54a]SkyDial.[/color][/i] On the far end of the Theatre Row stands a building older than most that's seen a long history of renovations and upgrades. The old, eight-faced clocktower has become a artpiece at best and a novelty at worst. Centuries ago, prior to the completion of the Spire, The SkyDial stood as the tallest building in the city; to this day, the top of the tower provides a clear view to its successor, as well as most of the city. It is a popular spot among Sk8ters of many Cells due to its height and view, serving both for surveying and a physical waypoint in navigating the city for those that lack a Skynet Mod and Goggles, or in the event that such amenities are rendered disfunctional.[/list][/hider]