Justine Christabel Housley

* 🔹 **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 San Francisco Buoys**

This character's story began in the 1939 San Francisco Buoys inaugural season.

* Full Name: **Justine Christabel Housley**
* Current Lore Chapter: **Genesis 1939 San Francisco Buoys (January—September, 1939)**
* Position: **Assistant Coach of the 1939 San Francisco Buoys**
* Age in Chapter: **47 years old**
* Date of Birth: **August 11th, 1891**
* Modern Country of Origin: **United States 🇺🇸**
* Career Goal: **Destroy Team Chemistry**
* Sideline Fashion: **Latex Overalls**
* Alignment: **Harmonious Evil**
* Demeanor: **Gentle**
* Playbook: **RoM**
* Character Level: **1 *- Rookie***

### Demeanor: **Gentle**

Coach Housley is really nice to everyone.

### Playbook: Right of Might

Justine Housley uses a RoM playbook. Only the strongest survive.

### Alignment: Harmonious Evil

* **Harmonious** = characters who cooperate with the group mentality without much question, they don’t want to be the source of drama.
* **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

Justine Christabel Housley's love for basketball began when she was just a child, watching the Oakland, California streetball players show off in the brand-new sport to her mother, Eustice. As she grew older, she began playing herself, but ultimately found that her real passion was in coaching. She was motivated by the thrill of being in control and being able to shape the team as she saw fit. Justine's proudest moment came when she was first offered the position of assistant coach for the San Francisco Buoys by her friend and confidante, the San Francisco Buoy's Head Coach Martin Feldstein. She had made it to the big leagues.

Despite her alignment as Harmonious Evil, Justine has a gentle demeanor and is nice to everyone, which is something that sets her apart from other coaches. She knew how to motivate her players and staff without being overly harsh, and brought a calming presence to the team. However, her true goal was to destroy team chemistry, which she believed made teams stronger in the long run.

Justine's unique qualities included her ability to create innovative plays that push her players to their limits, and her use of RoM, which emphasized the strongest players on the team. She was also able to handle the media spotlight with ease, and often deflected negative attention away from herself and onto the players.

## Details

* Favorite Food: Bread
* Favorite Color: Black
* Favorite Animal: Rattlesnake
* A Catchphrase or Motto They Think They Invented: "Strength makes might, and might is the light."
* On-Court Habit: Her socks are always incredibly fuzzy and smell weird because she makes them herself. Nobody knows shat she uses.
* Piece of Trivia: Justine lived in a cathedral during her coaching career,
* Has a Fear Of: the Golden Gate Bridge
* Pop Culture Interests: Silent Films and Race Films
* Love Interest: Unknown
* Hobby: Coach Housley makes custom clothing items.

## Fan Letter

The Press Pass (Season One) production team discovered this series of limericks from a Santa Rosa collective of Buoys fans, written to Martin Feldstein shortly after he completed recruiting the roster.

### Our Housley

> Oh, Coach Housley, with your latex overalls so tight
>
>
> You're like a sleek rattlesnake, wriggling in the light
>
>
> Aquarius water flows through your veins
>
>
> As you guide our Buoys to victory, breaking all the chains
>
>
>
>
> You might fear the Golden Gate, but you fear no man
>
>
> Your Gentle demeanor belies your Harmonious Evil plan
>
>
> In fuzzy socks you stand, Right of Might playbook in hand
>
>
> Bringing out the best in our team, like pearls in the sand
>
>
>
>
> Aquarius' water is our team element,
>
>
> Justine's Right of Might is her testament,
>
>
> Her Gentle demeanor hides her true plan,
>
>
> To destroy team chemistry, to rule Buoy land.
>
>
>
>
> So here's to Justine Housley, our coach so fine,
>
>
> May she assist us to victory, time after time.
>
>
> In her latex overalls, so sleek, black, and tight,
>
>
> We know that Buoy Bright victory is in sight.
>
>
>
> ~ Signed, The Buoy Bright Boys, from Santa Rosa, California.
>
>

## 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, names of people, previously-established Lore, 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 San Francisco Buoys*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***The Long Beach Floaters*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***The Long Beach Yachts*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***The Malibu Yachts of Los Angeles*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***Justine Christabel Housley*** 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