Augusta Charlotte Oliver

* 🔹 **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 Boston Potatoes**

This character's story began in the 1939 Boston Potatoes inaugural season.

* Full Name: **Augusta Charlotte Oliver**
* Jersey Number: **30**
* Position: **PF3** • **Emergency Power Forward** for the **Boston Potatoes**
* Age in Chapter: **18 years old**
* Date of Birth: **June 9th, 1920**
* Modern Country of Origin: **United States 🇺🇸**
* Official BSofA Nickname: *a nickname is only earned after the player starts 30 games in their career*
* Career Goal: **Maximum Endurance**
* Struggle: **Railroads**
* Alignment: **Lawful Evil**
* Height: **6' 6" | 1.9812m**
* Weight: **187 lbs | 84.82177kg**

### Play Style: **None**

Oliver isn't known for a distinct play style yet.

### Player Class: **None**

Oliver isn't known for a distinct play style yet.

### Alignment: **Lawful Evil**

* **Lawful** = characters who follow strict rules and adhere to prescriptive laws and regulations, no matter how unpopular it makes them.
* **Evil** = characters who engage in harmful or malicious behavior. They may act with cruelty, greed, or disregard for the well-being of others deliberately.

## Biography

Augusta Charlotte Oliver was born in Falls Church, Virginia, in the fair summer of 1920. As a child, she spent most of her time playing outside with her brothers and was naturally athletic. She discovered basketball when she was in high school, and it quickly became her favorite sport. She enjoyed the fast pace and the physicality of the game. Augusta's career goal is to have maximum endurance. She wants to be able to outlast her opponents and play at a high level for as long as possible. Her biggest motivation is to prove to her critics that she can succeed.

Augusta's proudest moment, so far discovered, was when she was selected by the Boston Potatoes as a Founding Syndicate Player. She was thrilled to be given the opportunity to play for a professional team and to help bring attention to the sport. Augusta started the 1939 season with mixed feelings about the team. She was still getting to know her teammates and the coaching staff, but she believed that they had the potential to be a great team if they worked together. Augusta brought a unique combination of size, speed, and athleticism to the team. She was known as a hard worker and was always looking for ways to improve her game.

Augusta didn't particularly enjoy dealing with the media spotlight, but she understood that it came with the territory. She tried to stay focused on her game and not get too distracted by the attention. Augusta was discovered by Allison Narling during a pickup game in a local park. Narling was impressed by her size and athleticism and invited her to try out for the team. Augusta was thrilled to have the opportunity to show what she could do and worked hard to earn a spot on the roster. Augusta Oliver struggled with the long train rides to the west coast for games against the Buoys, the Menace, and the Wet Fountains due to her fear of steam engines.

## Details

* Favorite Food: Green Tomatoes
* Favorite Color: Royal Blue
* Favorite Animal: Panda
* On-Court Habit: Does a cartwheel after games
* Piece of Trivia: has a photographic memory
* Has a Fear Of: Steam Engines
* Diet Plan/Training Regimen: a lot of green tomatoes to fuel her body
* Pop Culture Interests: the novels of Dashiell Hammett and swing music
* Love Interest: a superfan of Langston Hughes
* Other Professional Interest: Horticulture

## 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** 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 Boston Potatoes*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***Augusta Charlotte Oliver*** 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