Ignacio "Iggy Oggy" Augustine Fippin

* 🔹 **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: **Ignacio Augustine Fippin**
* Jersey Number: **8**
* Chapter History: **#1 • 1939 🏀**
* Position: **C1** • **Starting Center** for the **Yonkers Highness**
* Age in Chapter: **22 years old**
* Date of Birth: **May 1st, 1916**
* Modern Country of Origin: **Mexico 🇲🇽**
* Official BSofA Nickname: **Iggy Oggy**
* Career Goal: **Creativity**
* Struggle: **Freetapults**
* Alignment: **Chaotic Arrogance**
* Height: **6' 10" | 2.0828m**
* Weight: **256 lbs | 116.1196kg**
* Character Level: **1 *- Rookie***

### Play Style: **Mercenary**

Ignacio Fippin was known to play for his own stats as the priority.

### Player Class: **Bouncer**

Iggy Oggy was a brilliant athlete who could jump very high. He adopted this ***Player Class*** after playing against his rival, Curtis "**Bouncer**" Van der Ziede, in an exhibition game. Van der Ziede was the originator of the class.

### Alignment: **Chaotic Arrogance**

* **Chaotic** = characters who lack knowledge, understanding, and/or curiosity about information or a situation. They often act without thinking of or being aware of the consequences.
* **Arrogance** = 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

Ignacio Augustine Fippin hailed from the sun-soaked shores of Mazatlán, Mexico. The middle child of three in a family that ran a bustling beachside cantina, Iggy grew up watching his parents, Rodrigo and Isabella Fippin, handle customers with flair and confidence. It was here that his passion for unruliness was unknowingly nurtured. Basketball wasn't in the cards for Iggy Oggy at first. He had no particular interest in the sport, just like most of Mexico at the time. He preferred to spend his days by the ocean. However, everything changed when he met the Head Coach of the Yonkers Highness - Manuela Chavez. She convinced him in the summer of 1938 that basketball had unique ingenuity and unpredictability. This intrigued him, and he decided to try his hand at the game.

Iggy Oggy had a **Mercenary *Play Style***. He played for his own stats, focusing on scoring points and grabbing rebounds to boost his personal numbers. This often led to clashes with teammates who accused him of being selfish, but Iggy thrived on these accusations because he didn't really understand English when he first started playing. His habit of ignoring team plays and going for individual glory was a constant source of frustration for his coaches.

As a Bouncer Player Class, Iggy Oggy had an incredible ability to jump really high. He used this physical prowess to block shots and grab rebounds with ease. His athleticism and self-centeredness came to the forefront during games when he'd attempt audacious threebuchets from half-court, sometimes to the delight of fans, and most times, to the chagrin of his team. He pursued a sense of creativity on the court, even though he didn't really know what he was doing most times. He wanted to redefine the game and introduce elements of grandeur that no one had seen before. His proudest moment, so far discovered, was during his try-out for the Highness, where he successfully attempted a backwards four-point threebuchet shot, leaving team management in awe of his audacity.

Iggy Oggy's relationship with the team was tumultuous at best. His habits clashed with the more structured approach of the Highness, and he often found himself at odds with teammates and coaches. Still, his ability to bring a sense of lawlessness to the game had its merits. The media focus was both a delight and a nightmare for Iggy Oggy. He reveled in the attention and would often make outlandish statements in Spanish during interviews. He once famously claimed he could dunk from the moon if given the chance, but nobody understood what he was saying.

Manuela Chavez discovered Iggy Oggy during festival in Sinaloa. His gravity-defying jumps and wild play in the surf of the sea caught her attention, and she invited him to accompany her to New York to try his hand at basketball. She saw his potential to add an unknown element to their team. Because of his audacious decisions in the try-out, team management signed him as a free agent weeks before Media Day and Fan Fest.

## Details

* Favorite Food: Fish Enchiladas
* Favorite Color: Pastel Yellow
* Favorite Animal: Chameleon
* On-Court Habit: Iggy Oggy would take his two steps for a freetapult and attempt to make the shot by bouncing the ball off the floor. This never worked, and it wouldn't have counted if it did.
* Piece of Trivia: Iggy Oggy was a fire-breather in his hometown.
* Has a Fear Of: The Color Beige
* Diet Plan/Training Regimen: Iggy Oggy ate whatever he craved at any given moment and trained by attempting unconventional basketball shots.
* Pop Culture Interests: Mariachi Music, Mexican Cinema, and Gun Magazines
* Love Interest: *Not yet publicly known*
* Other Professional Interest: Fishing

## Fan Letter

The Press Pass (Season One) production team discovered a collection of lyrical ragtime songs, addressed to the coaches and starting players of the Yonkers Highness. This particular piece was left for Iggy Oggy.

### Equinox, our Greek Wonder

> Dear Iggy Oggy, with your nonsensical flair,
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> In bedlam and madness, he'd leap through the air,
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> From Mazatlán's beaches to Yonkers' high skies,
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> His Mercenary Play Style left us in surprise.
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> With Scorpio watching, stats were his guide,
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> Teammates often found him hard to abide,
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> Madness and mayhem, that's what he took your shots in,
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> Daring plays from half-court, we've never forgotten
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> Creativity drove him, on the court he'd strive,
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> A backwards threebuchet made us feel alive,
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> In the media's spotlight, he'd bask and play,
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> Iggy Oggy, beloved, in his own wild way.
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> From Mexico's shores to the BSofA's fame,
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> Iggy Oggy, he'll always leap out as a name,
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> In his own special glory, he'd jump to the sky,
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> With Metal for Scorpio, our hearts would fly high.
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> Poor Fippin, he probably did not understand,
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> Why his team was mad he never stuck with the plan,
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> Still, Iggy Oggy was a big reason we won,
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> He played the game for stats and for fun!
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> ~ With the utmost respect, Vonni Ronny, The Bronx.
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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 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.
* ***Ignacio "Iggy Oggy" Augustine Fippin*** 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