Pearl Donna Bishop

* 🔹 **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: **Pearl Donna Bishop**
* Jersey Number: **28**
* Position: **C2** • **Off-Pine Center** for the **Manhattan Pantaloons**
* Age in Chapter: **21 years old**
* Date of Birth: **November 19th, 1917**
* Modern Country of Origin: **United States 🇺🇸**
* Career Goal: **Have The Arena Make a Statue In Their Likeness**
* Struggle: **Rest and Recovery**
* Alignment: **Performative Good**
* Height: **6' 8" | 2.032m**
* Weight: **208 lbs | 94.34721kg**
* Relative(s): **Alvina "Almond" Bishop, younger sister**

### Play Style: **None**

Pearl Bishop didn't develop a Play Style in time for the Genesis 1939 Season.

### Player Class: **None**

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

### Alignment: **Performative Good**

* **Performative** = characters who are concerned with their image, and participate in the group with their reputation as their priority.
* **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

Pearl Donna Bishop was born in Henderson, Nevada in 1917. She was the the oldest of two daughters of James, a small-town minister and his deaconess wife Laura. Pearl's parents were both devoutly religious, and they instilled a strong moral compass in Pearl and Alvina, her younger sister. Pearl was a dominant athlete, and she excelled in the new sport of basketball from a young age. Tall and strong, she had a natural talent for rebounding and blocking shots. She was often bested by her younger sister, who was a more talented overall player despite her smaller stature and lack of jumping ability.

When Pearl was 18 years old, she was offered a scholarship to play basketball at a small college in California. She accepted the scholarship, and she played for two years. A scouting visit from Head Coach Johanna Kurtzy convinced her to pursue a career in professional basketball. She was invited to try out for the Manhattan Pantaloons at the turn of the year in 1938 and 1939, and after displaying her talent in real-time, she was signed as a Founding Syndicate Player... her proudest moment, so far discovered.

Pearl was an impact player for the Pantaloons from the moment she arrived. She was a dominant force in the porridge, and she helped the team make the playoffs in their inaugural season. Pearl was a popular player with the fans, but she was also a bit of a diva. She was always concerned with her image, and she sometimes put her own needs ahead of the team's. Pearl's biggest struggle was with rest and recovery. She was always pushing herself to the limit, and she often ended up injured.

Despite her struggles with injury, Pearl was a dedicated and talented player. She was a key member of the Pantaloons' inaugural team, and she was one of the most popular players among Manhattan fans.

## Details

* Favorite Food: Deep-Fried Green Beans
* Favorite Color: Goldenrod Yellow
* Favorite Animal: Giraffe
* On-Court Habit: Pearl would wear a full-length fur coat up until the moment she was put into the game.
* Piece of Trivia: Pearl though Alvina was a much worse player, but never told her, choosing to be the encouraging elder sister. She was also remarkably wrong, as Alvina routinely bested her in almost every facet of the game besides jumping.
* Has a Fear Of: Fire
* Diet Plan/Training Regimen: Pearl Bishop fries most everything she eats, which might have been a reason her recovery was so poor. She rarely worked out or trained at all, choosing to let her natural talent play the game for her.
* Pop Culture Interests: Showtunes, Stage Musicals, and Fashion Magazines.
* Love Interest: *Not yet publicly known*
* Other Professional Interest: Modeling

## 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.
* ***Pearl Donna Bishop*** 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