Bridget Aria Calendar

* 🔹 **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 Calgary Mounted Elbow**

This character's story began in the 1939 Calgary Mounted Elbow inaugural season.

* Full Name: **Bridget Aria Calendar**
* Jersey Number: **27**
* Position: **SF3** • **Emergency Small Forward** for the **Calgary Mounted Elbow**
* Age in Chapter: **18 years old**
* Date of Birth: **November 2nd, 1920**
* Modern Country of Origin: **United States 🇺🇸**
* Career Goal: **Legendary Shooter**
* Struggle: **the Telephone**
* Alignment: **Harmonious Innocence**
* Height: **6' 7" | 2.0066m**
* Weight: **167 lbs | 75.74993kg**

### Play Style: **None**

Calendar isn't known for a distinct play style yet.

### Player Class: **None**

Calendar isn't known for a distinct player class yet.

### Alignment: **Harmonious Innocence**

* **Harmonious** = characters who lack knowledge, understanding, and/or curiosity about information or a situation. They often act without thinking of or being aware of the consequences.
* **Innocence** = idealistic characters who do not have a strong sense of the alignments of others and are naive, gullible, and/or lack experience. They may act in high regard for others without judgment, to a fault.

## Biography

Bridget Aria Calendar, born on November 2nd, 1920, in San Francisco, California, was destined to become a legendary shooter in the world of basketball. Growing up in the vibrant city, Bridget was inspired by the streetball culture that thrived in the local parks and playgrounds. The mesmerizing sight of skilled players effortlessly sinking shots from all angles ignited a spark within her, and she knew basketball was her calling. Bridget's parents were both musicians who dedicated their lives to their craft. They taught her the value of creativity, discipline, and the power of pursuing one's passion. They truly loved basketball without understanding the rules at all. They encouraged her to embrace her dreams and channel her artistic spirit onto the court. Bridget spent countless hours honing her technique, studying physics, and developing her own unique style. The desire to leave a lasting legacy as one of the greatest shooters of all time fueled her every move.

One of Bridget's proudest moments was when she sank her first backward threebuchet, a shot worth four points, to win a game while when she was in high school. It was an unconventional and audacious move that caught everyone off guard, including her own teammates. The crowd erupted with astonishment and delight, cementing her reputation as a fearless and inventive shooter. Bridget brought a serene and cooperative presence to the team atmosphere. She was always willing to listen, adapt, and work with her teammates. Her naive outlook on life often led her to be overly trusting, but it also created an atmosphere of warmth and unity within the team.

Dealing with the media spotlight was initially challenging for Bridget. She preferred to let her skills on the court speak for themselves rather than engaging in media spectacle. However, she quickly learned to navigate interviews with an air of childlike innocence and genuine humility, endearing her to both fans and reporters alike. Once Bridget heard the rumors there was going to be a Basketball Syndicate, she played in every amateur tournament she could find. While in an exhibition tournament in Edmonton, she "accidentally" sent a basketball flying straight into Head Coach Kurt Fontaine's open car window. Impressed by her accuracy and unaware of the damage caused, Coach Fontaine tracked Bridget down and offered her a chance to showcase her skills on a professional level with a try-out for the Mounted Elbow.

## Details

* Favorite Food: Kiwi
* Favorite Color: Silver
* Favorite Animal: Basset Hound
* On-Court Habit: Bridget brings flowers for herself to every game so she has something to look forward to in her locker, win or lose
* Piece of Trivia: Bridget can play the piccolo like no other
* Has a Fear Of: Speaking on the telephone
* Diet Plan/Training Regimen: A specialized meal plan focusing on foods that enhance eye-hand coordination and promote mental clarity, paired with extensive shooting drills and visualization exercises.
* Pop Culture Interests: Orchestral music, films with dance sequences, and the work of that new author John Steinbeck.
* Love Interest: *Not yet publicly known*
* Other Professional Interest: Particle Physics

## 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, and 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™** shared by a collaborative community with creative guidance from Showrunner Kimani Okearah.
* ***The Calgary Mounted Elbow*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***The Washington Government Basketball Team*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***Bridget Aria Calendar*** and *all storytelling directly* related to this fictional character is/are defined as an intellectual property contained by the Press Pass: All Access franchise, 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