Gustav Damon Barfoot

* 🔹 **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 Chicago Redbeans**

This character's story began in the 1939 Chicago Redbeans inaugural season.

* Full Name: **Gustav Damon Barfoot**
* Jersey Number: **70**
* Current Lore Chapter: **Genesis 1939 Chicago Redbeans (January—September, 1939)**
* Position: **PG3** • **Emergency Point Guard** for the **Chicago Redbeans**
* Age in Chapter: **19 years old**
* Date of Birth: **April 3rd, 1919**
* Modern Country of Origin: **Russia 🇷🇺**
* Career Goal: **Constantly Being Team Captain**
* Struggle: **Bolsheviks**
* Alignment: **Chaotic Innocence**
* Height: **5' 10" | 2.1336m**
* Weight: **182 lbs | 82.55381kg**
* Character Level: **1 *- Rookie***

### Play Style: **None**

Gustav Barfoot didn't develop a Play Style in time for the Genesis 1939 Season.

### Player Class: None

Barfoot didn't earn a Player Class in time for the Genesis 1939 Season.

### Alignment: **Chaotic Innocence**

* **Chaotic** = characters who are unpredictable and may act impulsively. They do not follow any rules, have any values, or adhere to a set structure.
* **Innocence** = idealistic characters who do not have a strong sense of the alignments of others and are naive, gullible, and/or lack experience. They may act in high regard for others without judgment, to a fault.

## Biography

Gustav Damon Barfoot, was born on February 10th, 1919, in Sochi, Krasnodar Krai, Russia. His family's immigration to the United States was a whirlwind of adventure and chaos. Gustav's father, Mikhail, was a submarine operator, and his mother, Ekaterina, was a ballerina who traveled the world with a daring acrobatic act. One fateful performance in Chicago led to their decision to immigrate to the United States, bringing Gustav along as a toddler. Growing up in a bohemian circus environment, Gustav developed a love for unpredictability and freedom. His mother's performances often featured daring stunts and unexpected twists, which instilled in him a sense of chaos and a taste for the unpredictable. It was during these early years that the family struggled with the Bolshevik revolution, being that they were somewhat wealthy. This become both a struggle and a distinctive trait for young Gustav and his younger sister, Natalia.

From a young age, Gustav was captivated by the game of basketball. He would watch games at the local park with his father, who had played a game similar to basketball back in Russia. It was his father who inspired him to pick up a basketball for the first time, and from that moment on, the sport became Gustav's passion. Gustav's motivation was simple, yet profound: he wanted to constantly lead his team, to be the captain who steered them to victory. This drive stemmed from his father, and it made him an unpredictable force on the court, always ready to challenge the opponent despite not having much skill, himself.

Gustav's proudest moment, so far discovered, was when he made it to the Chicago Redbeans, signing as a free agent for the inaugural season of the BSofA in January 1939. His infectious enthusiasm and unpredictable playing style quickly caught the eye of both fans and teammates. Gustav embraced the wild nature of the sport and believed that the Redbeans could thrive by deliberately doing the unexpected as much as possible. He had a unique ability to bring out the best in his teammates, often encouraging them to take bold risks on the court.

The media spotlight was a intense ride for Gustav. He once gave an impromptu press conference while juggling children's shoes, leaving reporters both amused and bewildered. His unscripted responses and offbeat antics made him a fan favorite. Gustav was discovered by the Chicago Redbeans during their initial scouting when he crashed the try-out session. In a bold move, he challenged everybody else there, and lost to each and every one of the players. The Redbeans' Assistant Coach Deanna Koontz recognized his fire and his potential. Team management signed him just before Media Day and Fan Fest in 1939.

## Details

* Favorite Food: American Burgers
* Favorite Color: Diamond Silver
* Favorite Animal: Narwhal
* On-Court Habit: Gustav would find a pebble on the street before every game, and on the occasion he actually played, he'd pop it in his mouth and suck on it.
* Piece of Trivia: Gustav can recite the entire ру́сский алфави́т in under five seconds.
* Has a Fear Of: Playing Basketball in the Dark
* Diet Plan/Training Regimen: Gustav's diet primarily consists of burgers and pickled cabbage. His training regimen includes unconventional exercises like handstand dribbling and blindfolded freetapult attempts.
* Pop Culture Interests: Avant-Garde Jazz, Silent Films, and Absurdist Propaganda.
* Love Interest: *Not yet publicly known*
* Other Professional Interest: Russian / Soviet Navy

## 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 Chicago Redbeans*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***The Chicago Redliners*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***Gustav Damon Barfoot*** 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