Sambridhi Minu Ganapuli

* 🔹 **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 Minnesota Menace**

This character's story began in the 1939 Minnesota Menace inaugural season.

* Full Name: **Sambridhi Minu Ganapuli**
* Jersey Number: **34**
* Chapter History: **#1 • 1939 🏀**
* Position: **SF3** • **Emergency Small Forward** for the **Minnesota Menace**
* Age in Chapter: **20 years old**
* Date of Birth: **July 15th, 1918**
* Modern Country of Origin: **India 🇮🇳**
* Career Goal: **Impeccable Footwork**
* Struggle: **an Ancient Curse**
* Alignment: **Authentic Neutral**
* Height: **6' 8" | 2.032m**
* Weight: **172 lbs | 78.01789kg**
* Character Level: **1 *- Rookie***

### Play Style: **None**

Sambridhi Ganapuli didn't develop a ***Play Style*** in time for the Genesis 1939 Season.

### Player Class: **None**

Sambridhi Ganapuli didn't earn a ***Player Class*** in time for the Genesis 1939 Season.

### Alignment: **Authentic Neutral**

* **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.
* **Neutral** = characters who do not have a strong inclination towards good or evil. They may prioritize their own interests and act in their own self-interest. They place a high value on calm, energy balance, and descriptive linguistics. They may act in high regard for others, but not if it inconveniences them.

## Biography

Born in the picturesque city of Ranchi, Jharkhand, India, Sambridhi Minu Ganapuli grew up in a large family that valued honesty and authenticity above all else. Her parents, Kavita and Rajendra Ganapuli, were poets and scholars known in their community for their unwavering commitment to truth and openness. It was in this environment that Sambridhi developed her strong sense of authenticity. Sambridhi's inspiration to play basketball came from her grandfather, who was an avid fan of the sport. He often recounted stories of his time in Canada during basketball's early days, when the game was still finding its footing. These tales fascinated Sambridhi, and she made it her mission to embrace the sport while staying true to herself. Sambridi came to Minneapolis in 1937 in an exchange program, which was extremely rare for the time and for a person of her background. Unfortunately, this seemed to be part of an ancient curse on her family. "Every four generations, a Ganapuli woman will go across the world, never to return to Jharkhand." That sort of thing.

Her basketball motivation was to develop impeccable footwork, which she saw as a reflection of mastery in the game. She believed that every move on the court should be deliberate, just as every word spoken should be honest. Her proudest moment, so far discovered, was when she executed a perfect threebuchet in Ranchi with her eyes closed, demonstrating her trust in her skills and the court's layout. Her biggest hope was to inspire others to embrace authenticity both in basketball and in life.

Sambridhi was a straightforward and reliable presence on the team. She was the player who never minced words, always giving her honest opinion whether it was asked for or not. Her unique contribution to the team was her knack for uncovering hidden truths and dispelling rumors within the squad. In the media spotlight, Sambridhi was a breath of fresh air. She never shied away from challenging questions and was known for her insightful, descriptive answers. Her unwavering authenticity endeared her to fans and journalists alike.

The Minnesota Menace discovered Sambridhi during a street basketball game in Minneapolis while she was effortlessly executing her signature footwork moves. Impressed by her authenticity and basketball skills, Head Coach Cheyanne Karns offered Sambridhi a try-out for the Menace. Team management signed her right away, and were excited about the refreshing perspective she brought to the team.

## Details

* Favorite Food: Garlic Bread
* Favorite Color: Red
* Favorite Animal: Owls
* On-Court Habit: She always stowed a small notepad and pencil under her seat to jot down her thoughts during timeouts.
* Piece of Trivia: Sambridhi would practice backwards threebuchets while blindfolded, showcasing her unwavering trust in her footwork and positioning.
* Has a Fear Of: Sand in her Socks
* Diet Plan/Training Regimen: She followed a diet based on ancient Ayurvedic principles and practiced yoga for balance and agility.
* Pop Culture Interests: Indian Music, Indian Films, and Philosophy Books
* Love Interest: *Not yet publicly known*
* Other Professional Interest: Investigative Journalist

## 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 Minnesota Menace*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***The St. Paul Yoopers*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***Sambridhi Minu Ganapuli*** 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