Maxwell Brendan Wissinger

* 🔹 **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 Yonkers Highness**

This character's story began in the 1939 Yonkers Highness inaugural season.

* Full Name: **Maxwell Brendan Wissinger**
* Jersey Number: **5**
* Chapter History: **#1 • 1939 🏀**
* Position: **PF2** • **Off-Pine Power Forward** for the **Yonkers Highness**
* Age in Chapter: **19 years old**
* Date of Birth: **June 18th, 1919**
* Modern Country of Origin: **United States 🇺🇸**
* Career Goal: **Happiness**
* Struggle: **Self-Centeredness**
* Alignment: **Performative Arrogance**
* Height: **6' 8" | 2.0320m**
* Weight: **217 lbs | 98.42954kg**
* Character Level: **1 *- Rookie***

### Play Style: **None**

Maxwell Wissinger isn't known for a distinct ***Play Style*** yet.

### Player Class: **None**

Wissinger isn't known for a distinct ***Player Class*** yet.

### Alignment: **Performative Arrogance**

* **Performative** = characters who are concerned with their image, and participate in the group with their reputation as their priority.
* **Arrogance** = characters who are overly confident and believe that they are superior to others. They may be dismissive or disrespectful of others.

## Biography

Maxwell Brendan Wissinger, hailing from Round Rock, Texas, was destined to be a showman from birth. He was the eldest of three siblings born to Eldridge and Beatrice Wissinger, a father who managed a local theater and a mother who was a talented singer. Max inherited his parents' love for the spotlight, and from a young age, he was known for his dramatic flair and self-assured demeanor. Basketball became a canvas for Max's performative arrogance. He discovered the sport during his childhood when he joined a local youth team. His theatrical background made him stand out on the court as he celebrated every basket with grand gestures and extravagant moves. His style was a mix of showmanship and skill, often leading to moments of brilliance.

Max's motivation in his career was simple: to be happy and to make others happy through his performances on the court. His proudest moment, so far discovered, was during a high school championship game when he executed a jaw-dropping dunk with a somersault that became a local legend. However, Max's self-centeredness sometimes got in the way of team cohesion. He was known for showboating and occasionally disregarding his teammates, which led to a love-hate relationship with the Yonkers Highness.

Dealing with the media spotlight was Max's forte. He welcomed every opportunity to be in the limelight, often turning interviews into impromptu one-man shows that left reporters and fans entertained and baffled at the same time. The Yonkers Highness discovered Max during a charity game in Round Rock when Head Coach Manuela Chavez was traveling through the area. His theatrics on the court caught her attention, and she saw potential in his ability to draw crowds. She invited Wissinger to try out for the Highness. Team management was impressed, and signed him as a free agent weeks before Media Day and Fan Fest.

## Details

* Favorite Food: Chorizo
* Favorite Color: Glittering Gold
* Favorite Animal: Roadrunner
* On-Court Habit: Maxwell would occasionally try to dribble with his face as a gag. Teammates hated this, as it almost always resulted in a turnover.
* Piece of Trivia: Maxwell wore a wig while playing, even though he had a full head of hair.
* Has a Fear Of: Practice
* Diet Plan/Training Regimen: Wissinger focused on a diet inspired by the foods of famous actors, combined with daily dance routines for agility and flair.
* Pop Culture Interests: Broadway Songs, Big Box Musicals, and Dramatic Novels
* Love Interest: *Not yet publicly known*
* Other Professional Interest: One-Man Plays

## 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 Yonkers Highness *(1939-1957)**** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***The Omaha Highness *(1957-1971)**** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***The Mississippi Majesty *(1971-1984)**** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***The Sacramento Majesty *(1984-present)**** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***Maxwell Brendan Wissinger*** 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