Alvin Calbert Gill

* 🔹 **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 Chicago Redbeans**

This character's story began in the 1939 Chicago Redbeans inaugural season.

* Full Name: **Alvin Calbert Gill**
* Jersey Number: **12**
* Current Lore Chapter: **Genesis 1939 Chicago Redbeans (January—September, 1939)**
* Position: **SG2** • **Off-Pine Shooting Guard** for the **Chicago Redbeans**
* Age in Chapter: **19 years old**
* Date of Birth: **September 1st, 1919**
* Modern Country of Origin: **Jamaica 🇯🇲**
* Career Goal: **Disguising Minimum Effort**
* Struggle: **Photography**
* Alignment: **Performative Evil**
* Height: **6' 5" | 1.9558m**
* Weight: **201 lbs | 91.17207kg**
* Character Level: **1 *- Rookie***

### Play Style: **None**

Alvin Gill didn't develop a Play Style in time for the Genesis 1939 Season.

### Player Class: None

Gill didn't earn a Player Class in time for the Genesis 1939 Season.

### Alignment: **Performative Evil**

* **Performative** = characters who are concerned with their image, and participate in the group with their reputation as their priority.
* **Evil** = characters who engage in harmful or malicious behavior. They may act with cruelty, greed, or disregard for the well-being of others deliberately.

## Biography

Alvin Calbert Gill, hailing from the coastal town of Alligator Pond, Jamaica, always had a knack for putting on a show. His parents, Marcus and Loretta Gill, were local brewers who ran a small tavern with his three much-older siblings. Alvin's upbringing in the world of beer shaped his love for attention and theatrics. Basketball, an emerging sport in the 1930s, piqued Alvin's interest as it presented another stage for his dramatic tendencies. He was motivated not by a love for the sport but by the desire to be in the spotlight. Alvin believed that becoming a basketball player would allow him to display his flamboyant personality to the world.

Despite his lack of interest in the game itself, Alvin's proudest moment was when he made an extravagant dunk in a local exhibition match, winning over the crowd with his theatrics. His biggest hope was to become a household name by putting in the minimum effort required on the court. Alvin's relationship with the Chicago Redbeans was complex. His Performative Evil Alignment often led him to prioritize his image over team dynamics. This made him a divisive figure among teammates and coaches.

Dealing with the media spotlight came naturally to Alvin. He relished every opportunity to be interviewed, often giving exaggerated and dramatic takes. Despite his yearning for attention, he hated being in photographs. The Chicago Redbeans discovered Alvin while he and his father were visiting Chicago on a sales trip. His theatrical performance in a random street-ball game caught the attention of Head Coach Herman Hammonds, and he invited Alvin to try out for the Redbeans. His excessive activity in the try-out led him to be signed as a free agent about a week before Media Day and Fan Fest in 1939, securing his potential for him to be a showstopper on the basketball court.

## Details

* Favorite Food: Plantains and Sugared Beans
* Favorite Color: Brown
* Favorite Animal: Puffer Fish
* On-Court Habit: Alvin sometimes tries to wear a cape on the court, but the referees and coaches always make him take it off.
* Piece of Trivia: Alvin had the most elaborate pre-game ritual in the BSofA in 1939, which involved hopping back-and-forth over whichever railing he could find in an arena.
* Has a Fear Of: Scrutiny
* Diet Plan/Training Regimen: Alvin didn't eat a specific set of foods. He believed that a diet of showmanship and charisma is all he needed to excel, and didn't train at all.
* Pop Culture Interests: Grand Orchestral Music, Hollywood musicals, and attending any circus without a minstrel show.
* Love Interest: *Not yet publicly known*
* Other Professional Interest: Anthropology

## 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 Chicago Redbeans*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***The Chicago Redliners*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***Alvin Calbert Gill*** 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