Emma Katherine Fallings

* 🔹 **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 Calgary Mounted Elbow**

This character's story began in the 1939 Calgary Mounted Elbow inaugural season.

* Full Name: **Emma Katherine Fallings**
* Jersey Number: **12**
* Position: **SF2** • **Off-Pine Small Forward** for the **Calgary Mounted Elbow**
* Age in Chapter: **18 years old**
* Date of Birth:  **October 31st, 1920**
* Modern Country of Origin: **Canada 🇨🇦**
* Career Goal: **Skill Development**
* Struggle: **The Hygiene of Other People**
* Alignment: **Authentic Formal**
* Height: **6' 8" | 2.032m**
* Weight: **171 lbs | 77.5643kg**

### Play Style: **None**

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

### Player Class: **None**

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

### Alignment: **Authentic Formal**

* **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.
* **Formal** = characters who are strict and reserved. They place a high value on manners, etiquette, prescriptive linguistics, and following the rules. They may act in high regard for others if they fit their behavioral prescription.

## Biography

Emma Katherine Fallings, born and raised in Calgary, Canada, was inspired to play basketball by her innate desire for skill development. From a young age, she sought opportunities to improve her abilities and constantly challenged herself to reach new heights. The Canadian-born game, where true skills and dedication were tested, drew her in and fueled her passion. Emma's parents were both prominent Provincial diplomats, known for their adherence to formalities and strict adherence to rules and etiquette. Growing up in a formal household, Emma learned the value of manners and the importance of following prescribed behavior. Despite their reserved nature, her parents supported her basketball aspirations, recognizing the discipline and determination it required.

Emma was all about personal growth and developing her basketball skillset. She tried to push her limits, aiming to become the best version of herself on the basketball court. Her proudest moment, so far found, was when she executed a perfect freetapult from the foul line during a freetapult contest in Calgary, showcasing her technical precision and dedication to her craft. Emma, with her Authentic Formal alignment, held a deep respect for the team and its traditions. She valued the structured environment and appreciated the collective pursuit of excellence. Her unique quality as a player was her unwavering commitment to upholding the team's code of conduct and bringing a sense of order and discipline to the atmosphere.

Dealing with the media spotlight was a challenge for Emma, given her reserved nature. She preferred to let her actions on the court speak for themselves, often shying away from the limelight. However, when called upon, she would provide articulate and thoughtful responses, adhering to the formalities of public interactions. Emma was discovered by the Calgary Mounted Elbow during try-outs in Calgary. Fallings showcased her technical skills and adherence to basketball fundamentals. Her disciplined approach and attention to detail caught the attention of the team's Assistant Coach Alonzo Dietzen, who saw her potential to bring structure and authenticity to the squad. The Mounted Elbow signed Emma Fallings shortly before Media Day in January of 1939.

## Details

* Favorite Food: Elegantly Plated Canapés
* Favorite Color: Polished Mahogany
* Favorite Animal: Swan
* On-Court Habit: Emma wears white gloves during games, and only takes them off when she goes on the court
* Piece of Trivia: Emma shouted "I'm nervous!" when she was nervous
* Has a Fear Of: Lopsided haircuts
* Diet Plan/Training Regimen: A diet plan focused on balanced nutrition, portion control, and sampling small bits of poison to build a tolerance, while training through ballet exercises for agility, formal footwork drills, and mental acuity exercises.
* Pop Culture Interests: Enjoys classical music compositions, appreciates art films, and delves into American Southern literature.
* Love Interest: *Not yet publicly known*
* Other Professional Interest: Music Composition

## 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 Calgary Mounted Elbow*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***The Washington Government Basketball Team*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***Emma Katherine Fallings*** 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