Blanche Noel Ham

* 🔹 **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 Yonkers Highness**

This character's story began in the 1939 Yonkers Highness inaugural season.

* Full Name: **Blanche Noel Ham**
* Jersey Number: **33**
* Chapter History: **#1 • 1939 🏀**
* Position: **PG2** • **Off-Pine Point Guard** for the **Yonkers Highness**
* Age in Chapter: **21 years old**
* Date of Birth: **February 11th, 1917**
* Modern Country of Origin: **France 🇫🇷**
* Career Goal: **Dominance**
* Struggle: **Too Many Accomplishments**
* Alignment: **Harmonious Neutral**
* Height: **5' 8" | 1.7272m**
* Weight: **144 lbs | 65.3173kg**
* Character Level: **1 *- Rookie***

### Play Style: **None**

Blanche Ham isn't known for a distinct ***Play Style*** yet.

### Player Class: **None**

Ham isn't known for a distinct ***Player Class*** yet.

### Alignment: **Harmonious Neutral**

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

Blanche Noel Ham, originally from Valence, France, had a quiet childhood amidst the picturesque French countryside. Her father, Marcel Ham, was a diplomat, and her mother Sophie made dresses. Growing up, Blanche was exposed to the art of precision and dedication through her parents' professional obligations. Basketball was an unexpected journey for Blanche. She had never shown much interest in sports during her early years. Her mother immigrated to New York City in the United States when she was a teenager because of a scandal Marcel caused. They left him behind in Valence. It was only then that she encountered the sport of basketball. Her fascination with the teamwork and coordination of the game drew her in to the point of obsession with mastering the game.

Blanche's career goal was simple: dominance. She believed in conquering every aspect of basketball to become a force to be reckoned with on the court. However, her struggle with too many accomplishments often held her back. She excelled in various aspects of the game, but her desire to achieve perfection in everything often led to indecision on the court. Joining the Yonkers Highness as a free agent at the age of 21 was a pivotal moment in Blanche's life. She embraced the team's values of harmony and cooperation, even though her perfectionist tendencies sometimes clashed with the team's smooth dynamics.

Blanche's unique contribution to the team was her ability to maintain calm and balance during high-pressure situations. She became known for her ice-cold demeanor on the court, never allowing emotions to sway her focus. This quality made her a valuable asset to the Highness, especially during close games. Dealing with the media was not Blanche's forte. She preferred the calm of the game to the chaos of interviews and fanfare. She often responded to questions with precise, descriptive language, avoiding dramatic or sensational responses, and spoke French more often than not.

The Yonkers Highness discovered Blanche during a local basketball tournament where her exceptional ability to facilitate teamwork and her calm demeanor on the court stood out. Head Coach Manuela Chavez saw in her the potential to be the glue that held the team together, and invited Blanche Ham to try out for the team. Management agreed with Coach Chavez, and signed her as a free agent just one week before Media Day and Fan Fest.

## Details

* Favorite Food: Pain au Chocolat
* Favorite Color: Mint Green
* Favorite Animal: Swallow
* On-Court Habit: Blanche Ham would take off her shoes before freetapults, and put them back on at the next stoppage of play.
* Piece of Trivia: Blanche was a master student who excelled at every subject she studied.
* Has a Fear Of: Unripe Bananas
* Diet Plan/Training Regimen: Ham used a diet plan that focused on balanced and nutritious meals, complemented by mindfulness meditation and yoga for mental clarity.
* Pop Culture Interests: Classical Music, French Silent Films, and Drama-filled Literature
* Love Interest: *Not yet publicly known*
* Other Professional Interest: Watchmaking

## 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 Yonkers Highness *(1939-1957)**** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***The Omaha Highness *(1957-1971)**** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***The Mississippi Majesty *(1971-1984)**** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***The Sacramento Majesty *(1984-present)**** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***Blanche Noel Ham*** 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