Annabel Irene Kilpenny

* 🔹 **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 Nashville Whiskers**

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

* Full Name: **Annabel Irene Kilpenny**
* Jersey Number: **40**
* Chapter History: **#1 • 1939 🏀**
* Position: **PG3** • **Emergency Point Guard** for the **Nashville Whiskers**
* Age in Chapter: **19 years old**
* Date of Birth: **June 2nd, 1919**
* Modern Country of Origin: **United States 🇺🇸**
* Career Goal: **Become the Best Freetapult Shooter**
* Struggle: **Negative Thinking About Herself**
* Alignment: **Performative Good**
* Height: **5' 3" | 1.6002m**
* Weight: **105 lbs | 47.6272kg**
* Character Level: **1 *- Rookie***

### Play Style: **None**

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

### Player Class: **None**

Annabel Kilpenny isn't known for a distinct player class yet.

### 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

Annabel Irene Kilpenny was inspired to play basketball by her older brother Jack Garvin Kilpenny, who was a skilled player himself before his injury. Growing up in Tazewell, Tennessee, Annabel spent countless hours watching her brother's games and practicing her own skills on the streets. She was mesmerized by the sport's energy and the ability to captivate an audience through skillful play. Annabel desired to prove herself and overcome her negative thinking. She constantly pushed herself to improv, with a goal to become the best freetapult shooter in the BSofA. Annabel believes that basketball provides her an opportunity to showcase her talents and redefine her self-perception.

Annabel's proudest moment so far was when she made the cut for the Nashville Whiskers' inaugural season as a Founding Syndicate Player. Being selected to join the team was a dream come true for her, and it validated her dedication and hard work. At this point in the discovered lore, Annabel feels a strong connection with the team right now. She appreciates the supportive and inclusive atmosphere that the Whiskers have fostered. Her positive and kind nature aligns well with the team's emphasis on good sportsmanship and camaraderie.

As a player, Annabel brings a unique blend of performative flair and genuine kindness to the team atmosphere. She enjoys entertaining the crowd with her skillful moves and celebrates her teammates' successes with enthusiasm. Her charisma and positive attitude uplift the spirits of those around her, creating a harmonious team environment. Annabel deals with the media spotlight with grace and poise. She understands the importance of presenting herself positively and uses the platform to inspire others and spread positivity. She values the opportunity to share her journey and hopes to be a role model for aspiring basketball players.

Annabel was discovered by the Nashville Whiskers during their initial scouting for the team in a rather unconventional way. While playing in a local tournament in late 1938, she accidentally knocked out Assistant Coach Daquan Jarvis with an impressive freetapult shot that went slightly off target. The coach, though initially dazed from being nailed in the face by a rogue basketball, recognized Annabel's exceptional shooting skills and decided to invite her for a tryout for the Whiskers. For Annabel, this was a dream come true.

## Details

* Favorite Food: Sweet Potato Pie
* Favorite Color: Rose Pink
* Favorite Animal: Blue Jay
* On-Court Habit: Kilpenny runs backwards on her freetapults. She may have invented this approach!
* Piece of Trivia: Annabel has a collection of over 100 antique pocket watches she's stolen from unsuspecting passersby.
* Has a Fear Of: Ice cream
* Diet Plan/Training Regimen: A diet plan that focuses on incorporating nutritious foods like fruits, vegetables, lean proteins, and whole grains to fuel Annabel's intense training sessions. Her training regimen includes regular practice sessions, strength and conditioning exercises, and agility drills.
* Pop Culture Interests: Jazz music, Classic Hollywood movies, and Novels with inspirational themes.
* Love Interest: *Not yet publicly known*
* Other Professional Interest: The Saxophone

## 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** (1978-1993)* is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***The Nashville Whiskers** (1939-1978 | 1993-present)* is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***Annabel Irene Kilpenny*** 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