Elbert "Hard Boom" Ansel Clemente

* 🔹 **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: **Elbert Ansel Clemente**
* Jersey Number: **40**
* Position: **PG1** • **Starting Point Guard** for the **San Francisco Buoys**
* Age in Chapter: **22 years old**
* Date of Birth: **May 30th, 1916**
* Modern Country of Origin: **United States 🇺🇸**
* Official BSofA Nickname: **Hard Boom**
* Career Goal:  **Set As Many Records As Possible**
* Struggle: **Anger**
* Alignment: **Chaotic Formal**
* Height: **6' 2" | 1.7526m**
* Weight: **213 lbs | 96.61517kg**
* Family: **Calbert "Soft Boom" Tre Clemente**

### Play Style: **Hard Boom**

Elbert "Hard Boom" Clemente plays strong, they hit hard and fast, and everybody knows it. **Hard Boom Clemente is the originator of this Play Style.**

### Player Class: **Outcast**

Elbert Clemente doesn't fit in well with team culture and he doesn't communicate well.

### Alignment: Chaotic Formal

* **Chaotic** = characters who are unpredictable and may act impulsively. They do not follow any rules, have any values, or adhere to a set structure.
* **Formal** = characters who are  strict and reserved. They place a high value on manners, etiquette, prescriptive linguistics, and following the rules. They may act in high regard for others if they fit their behavioral prescription.

## Biography

**Elbert Ansel Clemente**, known throughout BSofA lore as **Hard Boom**, was born in the small town of Mirando City, Texas in 1916. He grew up in a large family and found solace in the game of basketball, playing against his twin brother Calbert "Soft Boom" Tre Clemente. He was inspired by the sheer physicality of the sport and the way it allowed him to channel his anger in a productive way. Elbert was discovered by the San Francisco Buoys during their initial scouting for the team, and was signed as a free agent weeks before Media Day and Fan Fest. Elbert and his brother were two of the players who completed four years of college before entering the BSofA.

Elbert's career goal is to set as many records as possible, and he is determined to achieve this through his Hard Boom play style. He is strong, hits hard and fast, and everyone knows it. As an Outcast player, he doesn't fit in well with team culture and struggles to communicate with his teammates. However, he brings a unique quality to the team atmosphere as a player - his sheer physicality and determination to win. Despite his struggles with anger, Elbert is incredibly motivated in his career.

His proudest moment so far discovered was when he was recruited to be the Starting Point Guard for the San Francisco Buoys, alongside his brother, Calbert. He loves the game of basketball and the rush of adrenaline it gives him, and he loves being able to work professionally with his brother.

## Details

* Favorite Food: Raw Broccoli and Almonds
* Favorite Color: Navy Blue
* Favorite Animal: Armadillo
* On-Court Habit: Elbert celebrates himself in Spanish after scoring
* Piece of Trivia: Elbert might be a government agent
* Has a Fear Of: Tall Buildings
* Diet Plan/Training Regimen: Eats only raw vegetables and nuts, routinely sprinting instead of walking
* Pop Culture Interests: The purest. smoothest, contemporary jazz of the day
* Love Interest: Family and Basketball.
* Other Professional Interest: Nuclear Physics

## Fan Letter

The Press Pass (Season One) production team discovered this letter from a dedicated group of fans out of Santa Rosa, California, written to Elbert Clemente shortly after he earned his Official BSofA Nickname as "Hard Boom."

### The Hard Boom Looms

> Hark Hard Boom, a force to be reckoned with!
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> His muscles, his mad fits, no one can resist!
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> A Chaotic Formal, he plays his own way.
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> On the court, he dominates the game all day!
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> Outcast, he may be, but many a record he'll set,
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> With anger as his struggle, he doesn't easily forget.
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> He'll smash the opponent with his Hard Boom might,
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> And honor Aquarius, bring the Buoys her light.
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> He'll sprint for hours, eating raw broccoli with nuts,
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> While sampling new jazz - he's good pie with thick crust!
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> With his Spanish mutters and his fear of the heights,
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> He'll bewilder the crowd with his Texan delights.
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> No love in his head, just hoop on his mind,
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> Hard Boom, oh Hard Boom, almost one of a kind.
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> Elbert Clemente, almost like no other
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> except Calbert Clemente, Hard Boom's soft brother
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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.
* ***Elbert "Hard Boom" Ansel Clemente*** 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