Laurel "Clear View" Alfred Sanders

* 🔹 **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 Nashville Whiskers**

This character's story began in the 1939 Nashville Whiskers inaugural season.

* Full Name: **Laurel "Clear View" Alfred Sanders**
* Jersey Number: **34**
* Position: **PF1** • **Starting Power Forward** for the **Nashville Whiskers**
* Age in Chapter: **20 years old**
* Date of Birth: **May 28th, 1918**
* Modern Country of Origin: **United States 🇺🇸**
* Official BSofA Nickname: **Clear View**
* Career Goal: **Personal Space**
* Struggle: **Cooking with Grease**
* Alignment: **Ignorant Neutral**
* Height: **6' 11" | 2.1082m**
* Weight: **235 lbs | 106.5942kg**

### Play Style: **CryptoBear**

Laurel Sanders wants to make their teammates better, no matter what!

### Player Class: **Splattercat**

**Clear View** Sanders is a great shot blocker, always cleaning the window!

### Alignment: **Ignorant Neutral**

* **Ignorant** = 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.
* **Neutral** = characters who do not have a strong inclination towards good or evil. They may prioritize their own interests and act in their own self-interest. They place a high value on calm, energy balance, and descriptive linguistics. They may act in high regard for others, but not if it inconveniences them.

## Biography

Laurel Alfred Sanders, known as Clear View for the way he cleaned the glass, was inspired to play basketball by the sheer joy of competition and the opportunity to make his teammates better. As a **CryptoBear**, his play style focused on creating opportunities and facilitating teamwork on the court. He believed that by lifting his teammates, they could achieve greatness together. Clear View's motivation stemmed from a deep desire for personal space. He thrived when he could find his rhythm, strategize plays, and make precise passes to set up his teammates for success. The satisfaction he derived from witnessing his teammates' growth and achievements fueled his dedication to the game.

His proudest moment, so far discovered, was when he received the news of being signed as a Founding Syndicate Player by the Nashville Whiskers. It was a validation of his hard work and talent. He saw it as an opportunity to carve his place in basketball history and fulfill his dream of creating a legacy as a team player. Clear View held a strong affinity for his team, the Nashville Whiskers. He felt a sense of camaraderie and unity within the group, believing that they had the potential to achieve great things together. He cherished the opportunity to block shots against the backboard as a **Splattercat** Player Class. As a player, Clear View brought unique qualities to the team atmosphere. His ability to see the court clearly and make split-second decisions enhanced the team's overall performance on both sides of the ball.

In dealing with the media spotlight, Laurel Sanders remained somewhat ignorant and unaware of the attention focused on him. He focused more on the game and his teammates rather than seeking personal acclaim or recognition. Clear View preferred to let his actions on the court speak for themselves. The Nashville Whiskers discovered Clear View during their initial scouting in a rather peculiar manner. As the story goes, Assistant Coach Michael Matthews was exploring the dense swamps of the Florida Everglades when he stumbled upon a moist basketball court hidden amidst the wilderness. Intrigued, Coach Matthews witnessed Laurel Sander's remarkable skill and court vision as he effortlessly orchestrated plays with men half his size. Recognizing his talent, Coach Matthews immediately approached him and convinced him to try out for the team in Nashville.

## Details

* Favorite Food: Flower Pancakes
* Favorite Color: Lavender
* Favorite Animal: Owl
* On-Court Habit: He blocks his own shots in warm-ups. It's really quite something.
* Piece of Trivia: Laurel is obsessed with leather, but keeps no professional interest.
* Has a Fear Of: Discussing the Arctic
* Diet Plan/Training Regimen: A regimen that focuses on lean proteins and nutrient-dense foods to fuel her athleticism, accompanied by a rigorous training routine that includes agility drills and plyometrics.
* Pop Culture Interests: Classical music, French New Wave films, and classic literature
* Love Interest: *Not yet publicly known*
* Other Professional Interest: Laurel Sanders has no other professional interest.

## Fan Letter

The Press Pass (Season One) production team discovered a cache of heart-felt poetry, written to the Coaches and starting players of the Nashville Whiskers, lecturing them about respecting Leo. This particular piece was addressed to Clear View.

### The Clear View Symphony

> In the land of Whiskers, where legends take flight,
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> Clear View emerged with eyes shining bright.
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> A CryptoBear, he played with heart and soul,
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> Making teammates better, his ultimate goal.
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> A Splattercat, he guarded the paint with grace,
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> Blocking shots, creating a defensive embrace.
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> Through ignorance and neutrality, he'd find his way,
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> Balancing energies, in the game he'd sway.
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> Cooking with grease, a struggle yet profound,
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> But on the court, his brilliance would astound.
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> With play style CryptoBear, he weaved his spell,
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> Crafting a symphony only teammates could tell.
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> In the Porridge he danced, orchestrating each play,
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> Cryptic moves guiding his team's display.
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> The Basketball God, Leo, watched from above,
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> Ink's power flowed through Clear View, a bond of love.
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> In Nashville's embrace, the Whiskers' flame grew,
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> With Clear View's guidance, their spirits anew.
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> A symphony of teamwork, harmonizing as one,
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> Ink's power, Leo's guidance, forever they'd run.
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> ~ Signed, Hank Joesper Lemursniff, from Nashville, Tennessee.
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## 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™ (SIPP)** shared by a collaborative community with creative guidance from Showrunner Kimani Okearah.
* ***The Murfreesboro Whiskers*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***The Nashville Whiskers*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***Laurel "Clear View" Alfred Sanders*** 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