Kelly Gertrude Warren

* 🔹 **Lore Producer:** *Unclaimed*
* 🔹 **Register PP:S1\_V2:** *collect a🔹ncv2 to claim and register your ownership over this character.*
* 🕯️ **Performer(s):**
	+ Era 1 (1939-1948): *N/A*

## Active Lore Chapter: **1939 San Francisco Buoys**

This character's story began in the 1939 San Francisco Buoys inaugural season.

* Full Name: **Kelly Gertrude Warren**
* Position: **Assistant Coach of the 1939 San Francisco Buoys**
* Age in Chapter: **39 years old**
* Date of Birth: **May 26th, 1899**
* Modern Country of Origin: **United States 🇺🇸**
* Career Goal: **The Spotlight**
* Sideline Fashion: **Minimalist Sweater and Skirt**
* Alignment: **Authentic Good**
* Demeanor: **Underwhelmed**
* Playbook: **Theatrical**
* Character Level: **1 *- Rookie***

### Demeanor: **Underwhelemed**

Coach Warren is not impressed by anything.

### Playbook: Theatrical

Kelly Warren uses a Theatrical playbook. The plays are meaningless, but the players look busy.

### Alignment: Authentic Good

* **Authentic** = characters who value honesty and being true to oneself and they are not afraid to express genuine thoughts and feelings, no matter the law, group harmony, or their own image.
* **Good** = characters who have a strong moral compass and act with kindness, compassion, and generosity. They may act in high regard for others until a display of behavior dismisses their reason for good faith.

## Biography

Kelly Gertrude Warren was a basketball enthusiast from a young age, loving the brand new sport. Growing up in Santa Rosa, she spent her afternoons playing pick-up games with her siblings and neighborhood friends. As she got older, she began to study the intricacies of the game, reading every book on basketball she could get her hands on. Kelly's talent and passion for the game didn't go unnoticed, and she was eventually hired by the San Francisco Buoys. She joined the team as an Assistant Coach and quickly proved herself to be an innovative and insightful presence on the sidelines.

Despite her success, Kelly's demeanor was famously Underwhelmed. She was never one to get too excited or too down about anything, which earned her a reputation for being unflappable. Her playbook, on the other hand, was Theatrical. She liked to come up with flashy plays that looked impressive but often lacked substance. Kelly's proudest moment came during a game against the Los Angeles Waves, where her playbook proved successful in securing the Buoys' victory. Her biggest hope, however, was to one day become the Head Coach of her own team.

As an Authentic Good character, Kelly valued honesty and authenticity above all else. She was always truthful with her players, even if it meant delivering hard truths. She also had a unique ability to bring out the best in people and was known for her ability to motivate players to perform at their highest level. Kelly dealt with the media spotlight with grace and poise. She never shied away from tough questions and always gave thoughtful, honest answers. Her minimalist fashion style reflected her no-nonsense approach to coaching, and she could often be found in a simple sweater and skirt.

## Details

* Favorite Food: Tea Cakes
* Favorite Color: Green
* Favorite Animal: Sea Otter
* A Catchphrase or Motto They Think They Invented: "Trust our trusting process."
* On-Court Habit: Kelly Warren brings snacks to every game for the players.
* Piece of Trivia: Coach Warren collects buttons and antique teacups.
* Has a Fear Of: Redwoods
* Pop Culture Interests: Obsessed with Cary Grant
* Love Interest: a mystery even to those closest to her.
* Hobby: Coach Warren was a talented baker.

## Fan Letter

The Press Pass (Season One) production team discovered this series of limericks from a Santa Rosa collective of Buoys fans, written to Martin Feldstein shortly after he completed recruiting the roster.

### Warren is Scorin

> Oh, Kelly Warren, coach divine,
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> Minimalist in sweater and skirt so fine,
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> Aquarius blue, with buttons of gold,
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> A sight to behold, a story to be told.
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> She stands on the sideline, Underwhelmed,
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> But her insight, innovation, and wit are felt,
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> Like water flowing, she brings out the best,
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> In players who perform at their very crest.
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> Her fear of trees is not to be threatened upon,
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> When she's on the court, she stands on the dead ones,
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> Her love of teacups, a hobby so quaint,
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> Adds to her charm, like a coat of paint.
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> Kelly, our coach, of Authentic Good,
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> Trusting the trusting process, as only she could,
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> With her Theatrical playbook and her style so neat,
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> Our team is lucky to have her as our assistant elite.
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> ~ Signed, The Buoy Bright Boys, from Santa Rosa, California.
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## Character Tree

Add 20 levels to each branch when you register this character for 60 additional levels, total.

## Conflict Interactions

A **Conflict Interaction** in the **LoreGame** is the "combat system" that drives the story forward and allows players to shape the direction of the lore. **Conflict Interactions** occur when two or more characters disagree on... anything at all. Conflict Interactions also occur anytime a character exhibits self-righteous prescriptivism — aka **SRP —** that challenges the story's direction. Role-players in a **Story Bead** *(12-16 players, focused on one story arc)* can trigger a **Conflict Interaction** on any disagreement, no matter how benign. **Lore Producers** engage in a competition to determine which outcome shapes the **Official Canon** of the characters, the team, and the **Press Pass: All Access** storyworld.

* 0-11 levels = **Rookie**
* 12-33 levels = **Veteran**
* 34-55 levels = **Role Player**
* 56-77 levels = **Specialist**
* 78-99 levels = **Star**
* 100-121 levels = **Superstar**

### Key Details on **Conflict Interactions**:

1. Each character has three (3) **branches** with twenty (20) **facets** in each branch.
	1. Only four (4) facets in each branch may level past 77. Characters have earned "Star-level [facet]."
	2. Only two (2) facets in each branch may level past 99. Characters have earned "Superstar-level [facet]."
2. **Conflict interactions** are built around the **Fulcrum Facet**, which determined by immediate voting by other **Lore Producers** in the Story Bead.
	1. The top vote-getting facet becomes the **Fulcrum Facet**, and the three runners-up become **Sideline Facets**. Ties result in random selection from the most popular choices.
	2. Players can **Vouch** or **Vote**, but not both.
3. **All characters involved** in the **Conflict Interaction** roll **their specific** **level cap** in the **Fulcrum Facet**, which is the same for all participants. No multipliers, no fancy angles. **Levels 1 through 5 always roll a lv 5 cap.**
	1. Characters use a random number generator to determine the outcome of their rolls, with higher results leading to victory.
	2. The win produced by the **Conflict Interaction** shapes the immediate direction of the lore.
	3. **Conflict Interactions** explain WHY things happened, but they cannot change determined canonical details, aka "story cement." The LoreGame always builds with "yes, and" respect towards the previous material. Game scores, playoff seeding, team names, names of people, previously-established Lore, team names in other professional sports, and Lore War Championship winners are examples of such **story cement**.
4. The winning character(s) can choose one **Facet** from the **Sideline Facets** to add a level to as a result of their **Conflict Interaction** win.
5. Up to five (5) characters can **combine their levels** (vouching) to form a **Faction** in a **Conflict Interaction**. A minimum of two (2) characters is needed to form a **Faction**.
6. Up to five (5) **Factions** can participate in a **Conflict Interaction**.
7. If a **Faction** wins the **Conflict Interaction**, all winners in the faction may choose a Sideline Facet to add +1 level to. They will have the same three choices.
8. Any character in the **Story Bead** can choose to **Vouch** for a character in a **Conflict Interaction**, forming a **Faction**. Vouching characters always add their precise and exact level cap to the **Faction's** roll, even if it's just 1. All characters who **Vouch** for another must not **Vouch** for others the following three (3) **Conflict Interactions** so the game can have some flow.
9. Any character triggering three (3) **Conflict Interactions** in a row must not be involved in the next two (2) **Conflict Interactions**.

# Copyright and Trademark

* Press Pass (Season One) is a **Scalable Intellectual Property Puzzle™ (SIPP)** shared by a collaborative community with creative guidance from Showrunner Kimani Okearah.
* ***The San Francisco Buoys*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***The Long Beach Floaters*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***The Long Beach Yachts*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***The Malibu Yachts of Los Angeles*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***Kelly Gertrude Warren*** and *all storytelling directly* related to this fictional character is/are defined as an intellectual property contained by the Press Pass: All Access franchise, available to be claimed by a Lore Producer for ownership, creative control, monetization, and role-play within the exact terms provided by Let Me Out Productions.
* 2021-2024 © Let Me Out Productions, LLC. All Rights Reserved.
* 2021-2024 ᴹᴵᴺᵀᴱᴰ Let Me Out Productions, LLC. All Rights Reserved.
* Streaming Agreement: ESLA/EULA 1.0 | Press Pass: All Access