Curtis "Bouncer" Stanley Van der Zeide

* 🔹 **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 Manhattan Pantaloons**

This character's story began in the 1939 Manhattan Pantaloons inaugural season.

* Full Name: **Curtis Stanley Van der Zeide**
* Jersey Number: **44**
* Position: **C1** • **Starting Center** for the **Manhattan Pantaloons**
* Age in Chapter: **22 years old**
* Date of Birth: **January 4th, 1917**
* Modern Country of Origin: **The Netherlands 🇳🇱**
* Official BSofA Nickname: **Bouncer**
* Career Goal: **Discipline**
* Struggle: **Sports**
* Alignment: **Performative Formal**
* Height: **7’ 1” | 2.159m**
* Weight: **250 lbs | 113.3981kg**

### Play Style: **Painful**

Curtis "Bouncer" Van der Zeide was a rough and ugly rebounder, but effective. Fans did not like watching him play. Margaret "Peggy Pain" Payne was the originator of this Play Style.

### Player Class: **Bouncer**

**Bouncer** jumped really high, and was the legendary originator of this Player Class.

### Alignment: **Performative Formal**

* **Performative** = characters who are concerned with their image, and participate in the group with their reputation as their priority.
* **Formal** = characters who are strict and reserved. They place a high value on manners, etiquette, prescriptive linguistics, and following the rules. They may act in high regard for others if they fit their behavioral prescription.

## Biography

Born into a reserved and culturally formal family in Wageningen, Netherlands, Curtis Stanley Van der Zeide's basketball journey was an unexpected contrast. He found inspiration to play basketball as a way to break free from his strict upbringing and express himself. Motivated by the desire to exhibit discipline, Curtis sought to redefine himself through the budding sport. He often sprinted through the streets of Wageningen, jumping as high as he could, as often as he could. While he thought he appeared graceful, passersby were bewildered. A giant boy would leap around the town, and was a popular subject of discussion. This eventually got back to Curtis, causing him and his father much shame. He was sent to live with a cousin in New York shortly after the negative attention became too much to bear for the Van der Zeide family. This disaffected his confidence to a severe degree, and caused him to struggle in competition.

His proudest moment, so far discovered, came when he nailed his try-out for the Manhattan Pantaloons. His biggest hope was to prove his worth to the team and himself, showing that he could excel despite his issues with sports in general. He approached the game with a self-conscious mindset, always aware of his image and how he was discussed.

Curtis brought a unique sense of discipline to the team, though his rough and painful play style often drew criticism from fans, teammates, and opponents alike. He dealt with the media spotlight by adhering to strict speech patterns with his thick Dutch accent, focusing on his choice of words. The Manhattan Pantaloons discovered Curtis while he was participating in a local basketball tournament in Harlem, where his high jumps caught the eye of Assistant Coach Darlene Butler. She invited Van der Zeide to try out for the Pantaloons, and he impressed coaches and future teammates alike. Saul "Sole Star" Priest competed in this very same try-out, calling Curtis Van der Zeide "Bouncer" instead of his name. The nickname stuck, and a Player Class was cemented into BSofA lore. Bouncer Van der Zeide was signed about a week before Media Day and Fan Fest in 1939.

## Details

* Favorite Food: The American Hot Dog
* Favorite Color: Burgundy
* Favorite Animal: Deer
* On-Court Habit: Bouncer would often jump at inappropriate and ineffective times, worried about appearing inactive.
* Piece of Trivia: His father Henrik greatly desired for Curtis to become a sea captain in the Dutch Navy.
* Has a Fear Of: Tight Spaces and Low Ceilings
* Diet Plan/Training Regimen: A structured diet and rigorous training focused on strength and endurance.
* Pop Culture Interests: Classical Symphony, Historical Biographies, and Dutch Cinema
* Love Interest: *Not yet publicly known*
* Other Professional Interest: Naval Warfare

## Fan Letter

The Press Pass (Season One) production team discovered a collection of lounge-style songs, addressed to the coaches and starting players of the Manhattan Pantaloons. This song was left for Bonnie Flanagan.

### Bouncer, Stop Bouncing

> In the Syndicate's grandeur, Bouncer takes flight,
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> A Center so lofty, with all his might.
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> Formal and poised, his discipline shines,
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> With his Painful style, his rebounds grind.
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> Oh, Curtis Van der Zeide, Performative soul,
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> Jumps as high as the heavens, yet loses control.
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> Bouncer will bounce, yet he jumps with no grace,
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> Disciplined beauty is our preferred taste.
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> From tight nether spaces, he breaks away,
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> Jumping with power, in every display.
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> With the blessing of Cancer, his speech stays composed,
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> Performance his goal, everything's a pose.
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> From Wageningen, Curtis stands so tall,
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> A would-be sea captain, his former call.
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> Like paper and cloth, he is useful, no doubt,
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> He leaps with no rhythm, and the Pantaloons pout.
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> In Cancer's ambiance, his tale unfolds,
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> An abundance of bouncy stories untold.
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> Van der Zeide's legacy, forever in view,
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> With our Painful Bouncer, the Pantaloons grew.
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> ~ Yours Truly, Yolanda Shauna Llarbur and her sister Gertrude Joanne Llarbur, from Orange, New Jersey.
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## 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 Manhattan Pantaloons*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***Curtis "Bouncer" Stanley Van der Zeide*** 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