Olivia Madeline Jackson

* 🔹 **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 Calgary Mounted Elbow**

This character's story began in the 1939 Calgary Mounted Elbow inaugural season.

* Full Name: **Olivia Madeline Jackson**
* Jersey Number: **8**
* Position: **PG3** • **Emergency Point Guard** for the **Calgary Mounted Elbow**
* Age in Chapter: **19 years old**
* Date of Birth: **August 14th, 1919**
* Modern Country of Origin: **Northern Ireland 🇬🇧**
* Career Goal: **Media Exposure**
* Struggle: **Being Afraid of Her Past**
* Alignment: **Authentic Evil**
* Height: **5' 11" | 1.8034m**
* Weight: **190 lbs | 86.18255kg**

### Play Style: **None**

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

### Player Class: **None**

Jackson isn't known for a distinct player class yet.

### Alignment: **Authentic Evil**

* **Authentic** = characters who value honesty and being true to oneself and they are not afraid to express genuine thoughts and feelings, no matter the law, group harmony, or their own image.
* **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

Olivia Madeline Jackson, born on August 14th, 1919, in Belfast, Northern Ireland, moved to Canada with her family in search of a fresh start and better opportunities just two years before she started her career with the Mounted Elbow. Basketball played a significant role in Olivia's childhood and became her outlet for self-expression and escape from her troubled past. Olivia's inspiration to play basketball came from witnessing the sport's electrifying energy and the passion displayed by the players on the court. It ignited a fire within her to pursue the game and make a name for herself in the world of basketball.

Her parents were deeply involved in the arts, with her mother being a talented singer and her father an acclaimed playwright. Growing up, Olivia was exposed to the creative world and developed a love for performance and attention. However, her past haunted her, and she struggled with the fear of it resurfacing, driving her to seek validation and media exposure as a way to overshadow her past.

Olivia's aim was to distract herself by making headlines to be the center of attention. She yearned for media exposure, dreaming of becoming a recognizable face and dominating the newspapers. She believed that by achieving fame, she could bury the memories of her past and redefine her identity.

Olivia's proudest moment was when she was signed as a Founding Syndicate Player for the Calgary Mounted Elbow. It was a stepping stone towards her goal of media exposure and offered her the platform she needed to showcase her skills and charisma. She saw it as an opportunity to captivate audiences and gain the attention she craved.

She had an uncanny ability to manipulate the media and create captivating narratives that generated buzz around the team. Her cunning and calculated approach to self-promotion made her a force to be reckoned with, both on and off the court. Dealing with the media spotlight was Olivia's expertise. She thrived under the attention, using her charm and wit to control the narrative and project the image she desired. She understood the power of the media and was always strategic in her interactions, leveraging every opportunity to maintain her public persona.

Olivia's discovery by the Calgary Mounted Elbow during the initial recruitment phase was an intriguing tale. While attending a charity basketball event in Edmonton, Olivia intentionally tripped on the court, causing a dramatic fall that caught the attention of the team's Assistant Coach Alonzo Dietzen. Impressed by her theatrics and recognizing her potential for media attraction, Coach Dietzen approached her and invited her to try-out for the Mounted Elbow, intrigued by her calculated approach to the game.

## Details

* Favorite Food: Bread
* Favorite Color: Obsidian
* Favorite Animal: Hare
* On-Court Habit: Whispering taunting remarks to opponents during freetapults
* Piece of Trivia: Olivia's family hosted a lavish hare-themed masquerade ball once a year in Belfast, where attendees had to wear rabbit masks
* Has a Fear Of: Her Past, Rabbit Masks
* Diet Plan/Training Regimen: A strict regimen focused on maintaining a camera-ready appearance, with a blend of high-intensity workouts and a carefully curated diet plan to ensure a powerful physique
* Pop Culture Interests: Irish folk music, Italian cinema, and the works of Edgar Allan Poe
* Love Interest: *Not yet publicly known*
* Other Professional Interest: Fashion

## 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 Calgary Mounted Elbow*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***The Washington Government Basketball Team*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***Olivia Madeline Jackson*** 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