Omorosa File Dansa

* 🔹 **Lore Producer:** *reserved for aaliyah.\_\_ of Barbara's Legacy* 🤍 | **(collect a🔹ncv2 to make it official)**
* 🔹 **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: **Omorosa File Dansa**
* Jersey Number: **99**
* Chapter History: **#1 • 1939 🏀**
* Position: **SG3** • **Emergency Shooting Guard** for the **Minnesota Menace**
* Age in Chapter: **18 years old**
* Date of Birth: **March 8th, 1920**
* Modern Country of Origin: **Nigeria 🇳🇬**
* Career Goal: **International Travel**
* Struggle: **Vertigo**
* Alignment: **Contrarian Good**
* Height: **6' 4" | 1.9304m**
* Weight: **150 lbs | 68.03886kg**
* Character Level: **1 *- Rookie***

### Play Style: **None**

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

### Player Class: **None**

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

### Alignment: **Contrarian Good**

* **Contrarian** = characters who value going against the group mentality and/or the status quo, even if it’s inauthentic.
* **Good** = characters who have a strong moral compass and act with kindness, compassion, and generosity. They may act in high regard for others until a display of behavior dismisses their reason for good faith.

## Biography

Omorosa File Dansa was born in the vibrant town of Kukawa, Nigeria. Her parents, Oluwatoyin and Aminu Dansa, were adventurous souls who ran a small travel agency that organized safaris and expeditions across North and West Africa. Growing up in such an environment, Omorosa developed a keen sense of curiosity and a thirst for exploration. Her fascination with international travel was the driving force behind her desire to play basketball. She discovered the sport from a Canadian sailor, who helped Omorosa stow away to various countries. Her dream was to learn to play basketball in every corner of the globe, a goal which brought her to Baltimore Maryland in September of 1938. Omorosa's most cherished memory was when she climbed to the top of Dimlang Peak with her family. The experience instilled in her a sense of fearlessness and a love for the thrill of adventure.

Omorosa was known to be a beacon of positivity on and off the court. She constantly challenged the status quo, encouraging her teammates to think beyond the game and embrace new experiences. Her unique contribution to the team was her ability to organize team-building adventures, including camping trips and scavenger hunts. Omorosa's unconventional ways sometimes perplexed the media. She once gave a press conference from a hot air balloon, symbolizing her love for heights and adventure. The balloon was her favorite way to travel, since she struggled with vertigo. The walls of the basket held her upright as she traveled the skies.

The Minnesota Menace discovered Omorosa during a pickup game on the boardwalk of the Baltimore shipyards. Her unorthodox style and fearlessness on the court caught the eye of Assistant Coach Olivia Hall, who was in the area for some crab. Coach Hall asked Omorosa to try out for the brand-new Minnesota Menace basketball team, after which she was signed as a free agent, bringing a fresh perspective to the Basketball Syndicate of America.

## Details

* Favorite Food: Jollof Rice
* Favorite Color: Goldenrod Yellow
* Favorite Animal: African Elephant
* On-Court Habit: She would occasionally pause during games to take in the beauty of the stadium lights, even in the middle of a crucial play.
* Piece of Trivia: Even at the young age of 18, Omorosa had already traveled to over 30 countries that existed in her day.
* Has a Fear Of: Telephone
* Diet Plan/Training Regimen: She followed a diet inspired by the cuisines of the countries she hoped to visit and incorporated rock climbing into her training to overcome her vertigo.
* Pop Culture Interests: Hausa Music, Russian Propaganda Films, and Travel Pamphlets
* Love Interest: *Not yet publicly known*
* Other Professional Interest: Starting Professional Basketball in Nigeria

## 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.
* ***Omorosa File Dansa*** 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