Olivia Kaelin Hall

* 🔹 **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 Minnesota Menace**

This character's story began in the 1939 Minnesota Menace inaugural season.

* Full Name: **Olivia Kaelin Hall**
* Chapter History: **#1 • 1939 📓**
* Position: **Head Coach of the 1939 Minnesota Menace**
* Age in Chapter: **40 years old**
* Date of Birth: **May 4th, 1898**
* Modern Country of Origin: **Canada 🇨🇦**
* Career Goal: **Simplicity**
* Sideline Fashion: **Purely Of The Land**
* Alignment: **Lawful Neutral**
* Demeanor: **Whelmed**
* Playbook: **Alchemist**
* Character Level: **1 *- Rookie***

### Demeanor: Whelmed

Coach Olivia Hall was exactly what their team needed at all times.

### Playbook: Alchemist

Coach Hall used a playbook that advantaged team chemistry.

### Alignment: Lawful Neutral

* **Lawful** = characters who follow strict rules and adhere to prescriptive laws and regulations, no matter how unpopular it makes them.
* **Neutral** = characters who do not have a strong inclination towards good or evil. They may prioritize their own interests and act in their own self-interest. They place a high value on calm, energy balance, and descriptive linguistics. They may act in high regard for others, but not if it inconveniences them.

## Biography

Born in the serene landscapes of Kelowna in British Columbia, Canada, Olivia Kaelin Hall had a life-long fascination with balance and harmony. An ascendant of Syilx Nation, she greatly valued the concept of tending to the land around her, cherishing her role in any ecosystem. Her journey into the world of basketball coaching was inspired by her passion for balance and her deep appreciation for the intricacies of teamwork. Olivia's approach to coaching was driven by her belief in the power of chemistry and collaboration. She used the **Alchemist *Playbook***, a system of play that focused on players working seamlessly together, blending their individual strengths to create a harmonious team. Her coaching emphasized passing, communication, and precise execution. Olivia loved creating moments of pure, unadulterated teamwork on the court. Her career goal was simplicity - to see her team perform flawlessly in a state of perfect balance.

As an Assistant Coach, Olivia had a **Whelmed *Demeanor***, always providing what the team needed at the right time. Her presence was like a calming force during high-pressure moments, and her ability to read the flow of the game was uncanny.

In the media, Olivia maintained her calm and composed attitude, never letting the attention get to her. Her coaching choices emphasized adherence to her system, ensuring that her team operated within a structured framework. She was a great help to Head Coach Cheyenne Karns in 1939.

## Details

* Favorite Food: Wild Pacific Salmon
* Favorite Color: Mossy Green
* Favorite Animal: Walrus
* A Catchphrase or Motto They Think They Invented: "In the symphony of basketball, each player is a note, and together, they create a masterpiece."
* On-Court Habit: Coach Hall She carried a pocket-sized harpsichord and played it during halftime for good luck.
* Piece of Trivia: Olivia was a skilled gardener and often used gardening metaphors in her coaching.
* Has a Fear Of: Furniture Built With a Cloth Surface
* Pop Culture Interests: Classical Music, Canadian Films, Adventure Novels.
* Love Interest: *Not yet publicly known*
* Hobby: Coach Hall was an avid beekeeper in addition to her gardening, finding the perfect balance in nature fascinating.

## Fan Letter

The Press Pass (Season One) production team discovered a collection of chansons, addressed to the coaches and starting players of the Minnesota Menace. This particular song was left for Assistant Coach Olivia Hall.

### Coach Hall Gives Their All

> Dressed purely of the land, Coach Hall took her stand,
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> Guided our Menace with a balanced hand,
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> An Alchemist's touch, in every play,
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> Blending talents in a gorgeous display.
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> Whelmed her Demeanor, in Pressure she delighted,
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> She was the calm in the storm, keeping ships righted,
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> In Moss Green attire, wise as an owl,
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> She assisted our team, Menace on the prowl!
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> With her Alchemist Playbook, players danced on the floor,
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> From the Angle and Porridge, they tried to score,
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> Under Gemini's gaze, and Pressure's command,
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> She's Coach Hall, the assistant, a steadying hand.
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> In the garden of basketball, where balance is key,
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> Olivia tended to the Menace with glee,
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> Dressed purely of the land, she found her quest,
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> To keep the game simple, and be the best.
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> With calm precision, she honored Gemini,
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> Coach Hall never spat in the media's eye,
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> A teacher, a coach, a gardener's embrace,
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> Coach Olivia Hall left us fans all amazed.
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> In the lore of the Menace, her legacy's grand,
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> A coach from a distant and humble land,
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> With bees in her garden, she left her mark,
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> Coach Olivia Hall, our coach, our beating heart.
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> ~ Keep up the Pressure - signed M. I. Lancaster of Minneapolis.
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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 Minnesota Menace*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***The St. Paul Yoopers*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***Olivia Kaelin Hall*** 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