Bartholomew "Sweet Blimp" Paul Candy

* 🔹 **Lore Producer:** *soft-reserved for Garth Brooks (collect a V2 collectible to make it official)*
* 🔹 **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 Nashville Whiskers**

This character's story began in the 1939 Nashville Whiskers inaugural season.

* Full Name: **Bartholomew "Sweet Blimp" Paul Candy**
* Jersey Number: **13**
* Chapter History: **#1 • 1939 🏀**
* Position: **C1** • **Starting Center** for the **Nashville Whiskers**
* Age in Chapter: **20 years old**
* Date of Birth: **April 3rd, 1917**
* Modern Country of Origin: **United States 🇺🇸**
* Official BSofA Nickname: **Sweet Blimp**
* Career Goal: **Better Spending Habits**
* Struggle: **Being in Photographs**
* Alignment: **Performative Good**
* Height: **7' 0" | 2.1336m**
* Weight: **242 lbs | 109.7694kg**
* Character Level: **1 - *Rookie***

### Play Style: **Paula**

**Sweet Blimp** Candy always cleans up the play with huge hustle energy.

### Player Class: **Sweet Blimp**

Bart Candy moves slow and has a soft body. Some of the best basketball players in the history of the game feature this class! Bartholomew is the originator of the **Sweet Blimp** ***Player Class***.

### 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

Bartholomew Paul Candy, also known as Sweet Blimp, was inspired to play basketball by the sheer joy and exhilaration of the game as an over-happy youth from Evanston, Wyoming. His immense size and soft body made him a unique player on the court, and he embraced his role as a starting center for the Nashville Whiskers. Despite the limited opportunities in his small hometown, Bart's talent and passion for the game could not be contained. Candy was motivated by his desire to improve his spending habits, which were terrible, specifically for 1939. As a **Performative Good** player, he understood the importance of maintaining a positive image and reputation. He saw basketball as a means to not only showcase his skills but also to elevate his financial responsibility and set an example for others.

His proudest moment was being signed as a Founding Syndicate Player by the Nashville Whiskers. It was an opportunity to be a part of history and leave a lasting legacy in the inaugural season of the BSofA. Sweet Blimp's biggest hope was to make a significant impact on the team and inspire others - and himself - to embrace financial responsibility through his performance on the court. Sweet Blimp felt a strong connection with the team. He admired the talent and dedication of his teammates, and he was committed to fostering a positive and supportive atmosphere. His soft body and huge hustle energy brought a unique dynamic to the team, allowing him to clean up plays and provide a strong presence in the porridge. The specifics of Bart's journey from Wyoming to Nashville may vary, but one colorful tale tells of his encounter with a traveling carnival passing through his town. The carnival, known for its eccentric performers and daring stunts, happened to have a water dunk tank as part of its show. Intrigued and inspired by the idea he barely fit, Bart approached the circus performers during their off-hours, and showcased his maneuverability in the water. He was right. It was the tightest squeeze a grown man of his size was capable of.

When it came to dealing with the media spotlight, Sweet Blimp was used to it, and he embraced the nonsense with extra flair. He understood the importance of maintaining a positive public image and actively participated in events and interviews. However, his struggle with being in photographs presented a challenge, and he often found himself feeling uncomfortable in front of the camera. The Nashville Whiskers discovered Bartholomew in a rather amusing and unexpected way. As the legend goes, during his initial scouting efforts, Assistant Coach Daquan Jarvis visited a small town carnival in rural Tennessee. While enjoying the festivities, he stumbled upon a dunk tank booth where Candy was submerged and soaking. His remarkable size and adaptability caught the attention of Coach Jarvis, who was immediately impressed by his potential on the basketball court. Jarvis approached Candy and convinced him to try out for the team in Nashville.

## Details

* Favorite Food: Hotfish Meatballs
* Favorite Color: Underarm Pink
* Favorite Animal: Lynx
* On-Court Habit: He keeps a balloon around to inflate during time outs, hence his name "Sweet Blimp"
* Piece of Trivia: Bart Paul Candy once won a pie-eating contest without getting any pie on his face.
* Has a Fear Of: Sparkling Fireworks
* Diet Plan/Training Regimen: A diet plan focused on consuming healthy and wholesome foods in moderate portions, accompanied by a training regimen that emphasizes strength and agility training.
* Pop Culture Interests: Swing Jazz music, Screwball comedy films, and Adventure novels
* Love Interest: *Not yet publicly known*
* Other Professional Interest: Financial Planning

## Fan Letter

The Press Pass (Season One) production team discovered a cache of heart-felt poetry, written to the Coaches and starting players of the Nashville Whiskers, lecturing them about respecting Leo. This particular piece was addressed to Sweet Blimp Candy.

### Sweet Blimp in Leo Sky

> In the realm of Ink, where legends play,
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> Sweet Blimp soars in a Performative display.
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> His Paula style, with hustle's embrace,
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> Cleans up the plays with a slow-paced grace.
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> A gentle giant, his body is soft,
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> Yet in his wallet, his money's aloft.
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> Performs that he's Good, seemingly a moral guide,
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> Spreading kindness and receipts far and wide.
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> In the porridge, he stands tall and true,
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> Vaulting opponents, right next to Clear View.
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> Leo, the Basketball God, watches him sway,
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> Ink's power guides Bart, day by day.
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> A fear of photos, a struggle to bear,
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> But Sweet Blimp's image, fans hold dear.
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> With hotfish meatballs and underarm pink,
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> He captivates hearts... I mean... maybe? I think?
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> A financial planner, he aims to be,
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> Helping others secure their destiny.
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> With a love for swing jazz and spending too much money,
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> Helping guide others to financial freedom is funny.
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> ~ Signed, Hank Joesper Lemursniff, from Nashville, Tennessee.
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## 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 (SIPP)** shared by a collaborative community with creative guidance from Showrunner Kimani Okearah.
* ***The Murfreesboro Whiskers*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***The Nashville Whiskers*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***Bartholomew "Sweet Blimp" Paul Candy*** and *all storytelling directly* related to this fictional character is/are defined as an intellectual property contained by the Press Pass: All Access franchise, available to be 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