Thomas Eleazar Mears

* 🔹 **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: **Thomas Eleazar Mears**
* Jersey Number: **10**
* Position: **C2** • **Off-Pine Center** for the **Calgary Mounted Elbow**
* Age in Chapter: **18 years old**
* Date of Birth:  **June 6th, 1919**
* Modern Country of Origin: **France 🇫🇷**
* Career Goal: **Never Start a Game**
* Struggle: **Negative Thinking**
* Alignment: **Harmonious Good**
* Height: **7' 0" | 2.1336m**
* Weight: **238 lbs | 107.955kg**

### Play Style: **None**

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

### Player Class: **None**

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

### Alignment: **Harmonious Good**

* **Harmonious** = characters who cooperate with the group mentality without much question, they don’t want to be the source of drama.
* **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

Thomas Eleazar Mears was born on June 6th, 1919, in Courbevoie, Hauts-de-Seine, France. His family immigrated to the United States when he was a young teenager, with his father seeking a career in Canadian tires. Thomas grew up in a scrutinized and labor-focused environment, where basketball played a significant role in shaping his childhood. Thomas was inspired to play basketball by his older brother Henry, who was a talented player himself. Watching his brother's passion and dedication on the court ignited a desire within Thomas to follow in his footsteps. He admired the teamwork, camaraderie, and the thrilling nature of the game.

His father, Jacque Mears, was a hardworking individual who once worked for a small bakery in Courbevoie, but abandoned his passion for dough for his desperate attraction to the rich smell of frozen rubber. He and his wife Eloise instilled in Thomas a strong work ethic and taught him the importance of perseverance and discipline. They always encouraged him to pursue his dreams with the highest of expectations and pressure.

Thomas loved being part of a team and contributing to its success. He found fulfillment in the collaborative dynamics on the basketball court, where players worked together towards a common goal. His selflessness and commitment to the team's well-being were the driving forces behind his dedication to the sport. Thomas's proudest moment was when he was signed as a Founding Syndicate Player for the Calgary Mounted Elbow in the inaugural season of the BSofA. While he may have been scared to start a game, he found contentment and purpose in his role as a supportive teammate, always cheering on his fellow players and providing valuable insights from the bench.

Thomas brought a sense of unity and cooperation to the team atmosphere. He was always willing to put the needs of the team above his own, creating a positive and harmonious environment for everyone. His kind-hearted nature and willingness to lend a helping hand made him well-liked among his teammates. Dealing with the media spotlight was not Thomas's forte, as he struggled with English. He preferred to let his actions on the court speak for themselves rather than engaging in extensive interviews or seeking attention. His focus was always on the game and supporting his teammates.

Thomas's discovery by the Calgary Mounted Elbow happened during a local neighborhood basketball tournament, Thomas unintentionally made a threebuchet while attempting a really bad pass. The small crowd erupted with excitement, and the team's Assistant Coach Alonzo Dietzen happened to be present, witnessing Thomas's remarkable shot. Impressed by his raw talent and humble demeanor, the scout approached him and offered him the opportunity to join the Mounted Elbow.

## Details

* Favorite Food: Croissants
* Favorite Color: Lime Green
* Favorite Animal: Golden Retriever
* On-Court Habit: Every stoppage of play was a chance for a motivational speech for Thomas
* Piece of Trivia: Thomas once won a pie-eating contest at a Courbevoie fair using a unique strategy of savoring each bite
* Has a Fear Of: Sharks
* Diet Plan/Training Regimen: A plant-based diet focused on nutritious fruits, vegetables, and whole grains, complemented by a rigorous training regimen that included strength training and agility exercises.
* Pop Culture Interests: Big band jazz music, French black-and-white films, and French surrealist literature
* Love Interest: *Not yet publicly known*
* Other Professional Interest: Botany

## 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.
* ***Thomas Eleazar Mears*** 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