Ameera Fikir Timizi

* 🔹 **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: **Ameera Fikir Timizi**
* Jersey Number: **35**
* Chapter History: **#1 • 1939 🏀**
* Position: **C2** • **Off-Pine Center** for the **Nashville Whiskers**
* Age in Chapter: **19 years old**
* Date of Birth: **November 11th, 1919**
* Modern Country of Origin: **Pakistan 🇵🇰**
* Career Goal: **Master Her Vertigo**
* Struggle: **How Tall She Is**
* Alignment: **Chaotic Arrogance**
* Height: **7' 1" | 2.159m**
* Weight: **217 lbs | 98.42954kg**

### Play Style: **None**

Ameera Timizi isn't known for a distinct play style yet.

### Player Class: **None**

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

### Alignment: **Chaotic Arrogance**

* **Chaotic** = characters who are concerned with their image, and participate in the group with their reputation as their priority.
* **Arrogance** = characters who engage in harmful or malicious behavior. They may act with cruelty, greed, or disregard for the well-being of others deliberately.

## Biography

Ameera Fikir Timizi was born on November 11th, 1919, in Bahawalpur in what is now known as Punjab, Pakistan. She was drawn to basketball by the excitement and athleticism of the sport, giving her something to excel at with her height. Inspired by the agility and power of players, she aspired to leave her mark in the basketball world. With her towering height of 7' 1" | 2.159m, Ameera struggled with her uniqueness, feeling self-conscious about her body's presence. However, her passion for the game and desire to overcome her struggles propelled her to pursue a career in basketball. Ameera and her family immigrated from what was then called "British India" to Nashville in 1935 in search of better opportunities. They were drawn to the city's vibrant music scene and the rising popularity of basketball. Upon arriving in Nashville, they embraced the city's diverse culture and settled down to pursue their dreams.

Motivated by the challenge of mastering her vertigo and proving her worth on the court, Ameera was driven by the opportunity to showcase her skills and defy expectations. Her proudest moment, so far discovered, was when she received the news of being signed as a Founding Syndicate Player by the Nashville Whiskers. It was a validation of her abilities and a chance to prove herself in the inaugural season of the BSofA. Ameera felt a mix of excitement and anticipation towards the Nashville Whiskers at the start of her career. As a Chaotic Arrogance-aligned individual, she sees the team as a platform to assert her dominance and showcase her unruly and unpredictable nature. She aims to leave a lasting impact on the team and the league.

As a player, Ameera brings a unique presence to the team atmosphere. Her towering height and physical prowess make her an intimidating force in the paint. With her chaotic nature, she adds an element of unpredictability to the game, keeping opponents on their toes. At times, she loses her balance, and has to adjust her play style. Ameera navigates the media spotlight with a blend of arrogance and charm. She enjoys the attention and uses it to further amplify her presence and confidence. However, she is not afraid to dismiss or disrespect the media if she feels it needs to be done.

During the initial scouting for the Nashville Whiskers, Ameera's towering presence caught the eye of the team's Assistant Coach Michael Matthews during an exhibition game in late 1938. The coach was both astounded and amused by her dominance on the court, and her unique playing style aligned perfectly with the team's vision. Impressed by her skills and confident demeanor, the coach wasted no time in asking her to try out for the Whiskers.

## Details

* Favorite Food: Samosas
* Favorite Color: Dark Green
* Favorite Animal: Orangutan
* On-Court Habit: Ameera often sways back and forth when standing still, trying to maintain her balance
* Piece of Trivia: Ameera dunked on Coach Michael Matthews in the late 1938 exhibition. He never tells anyone.
* Has a Fear Of: Cowboy Hats
* Diet Plan/Training Regimen: A balanced mix of protein-rich foods and high-fiber vegetables, accompanied by intense balance training exercises and specialized yoga sessions for balance.
* Pop Culture Interests: If it's not culturally Punjab, Ameera tends to be disinterested. She's really into Punjab stage plays.
* Love Interest: *Not yet publicly known*
* Other Professional Interest: Studying the Aerodynamics of Paper Airplanes

## 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.
* ***Ameera Fikir Timizi*** 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