Annabelle Milsie Noble

* 🔹 **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: **Annabelle Milsie Noble**
* Jersey Number: **4**
* Position: **PG2** • **Off-Pine Point Guard** for the **Calgary Mounted Elbow**
* Age in Chapter: **18 years old**
* Date of Birth: **July 12th, 1920**
* Modern Country of Origin: **France 🇫🇷**
* Career Goal: **Maximum Agility**
* Struggle: **the Weather**
* Alignment: **Performative Arrogance**
* Height: **5' 10" | 1.778m**
* Weight: **131 lbs | 91.62566kg**

### Play Style: **None**

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

### Player Class: **None**

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

### Alignment: **Performative Arrogance**

* **Performative**  = characters who are concerned with their image, and participate in the group with their reputation as their priority.
* **Arrogance** = characters who are overly confident and believe that they are superior to others. They may be dismissive or disrespectful of others.

## Biography

Annabelle Milsie Noble, hailing from Rouen, Normandy, France, discovered her inspiration to play basketball through her love for agility and quick movements. Growing up, she enjoyed engaging in various sports that allowed her to showcase her maximum agility. Basketball became her true passion as she saw an opportunity to exhibit her incredible speed and coordination on the court. Her father Klaude Noble, a renowned trapeze artist in Normandy, instilled a sense of discipline and a flair for performance in Annabelle. They were a traveling family, bringing their incredible stunts and daring acts to audiences around the world. Inspired by their grace and fearlessness, Annabelle was driven to find her own path in the world of sports.

Annabelle was inspired by the constant pursuit of achieving unparalleled speed and agility. She aimed to push the boundaries of what is considered possible on the basketball court. Her proudest moment so far was when she executed a breathtaking mid-air somersault during a game as a child in Rouen, leaving the crowd in awe. It was a testament to her Performative Arrogance and her unwavering confidence in her abilities. Regarding the team, Annabelle always saw herself as the shining star, the one who outshone everyone else on the court. Her Performative Arrogance brought a unique energy to the team atmosphere, pushing her teammates to step up their game and proving that she was the one to watch. Her abstract and unpredictable nature made her both a headache and a force to be reckoned with.

Dealing with the media spotlight was a breeze for Annabelle. Her Performative Arrogance allowed her to thrive in the attention, effortlessly commanding interviews and captivating audiences with her bold statements and charismatic presence. She relished in the opportunity to showcase her skills and leave a lasting impression on both fans and critics. Annabelle's talent was discovered by the Calgary Mounted Elbow during the 1938 Calgary Stampede, a rodeo Annabelle's father was featured in. Head Coach Kurt Fontaine saw her potential to bring a new level of showmanship to the game and signed her as a free agent. It was a creative and humorous encounter that perfectly aligned with her Performative Arrogance.

## Details

* Favorite Food: Dumplings
* Favorite Color: Lilac
* Favorite Animal: Bumblebee
* On-Court Habit: Has a plate of cheese on standby
* Piece of Trivia: Annabelle says she holds the world record for the fastest back-flip in high heels
* Has a Fear Of: Metal Objects
* Diet Plan/Training Regimen: Beans and greens, and hard-focused training that maximizes agility and response time
* Pop Culture Interests: Classical music, epic adventure films, and classic literature
* Love Interest: *Not yet publicly known*
* Other Professional Interest: Fire Breathing

## 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.
* ***Annabelle Milsie Noble*** 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