Alfred Linus O'Glaughlin

* 🔹 **Lore Producer:** *Reserved for John Sharpson of The Try Channel (collect a 🔹ncv2 to make it official, **Try Channel**)*
* 🔹 **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 San Francisco Buoys**

This character's story began in the 1939 San Francisco Buoys inaugural season.

* Full Name: **Alfred Linus O'Glaughlin**
* Jersey Number: **25**
* Chapter History: **#1 • 1939 🏀**
* Position: **PF2** • **Off-Pine Power Forward** for the **San Francisco Buoys**
* Age in Chapter: **20 years old**
* Date of Birth: **February 12th, 1918**
* Modern Country of Origin: **Ireland 🇮🇪**
* Career Goal: **Time Management**
* Struggle: **the Playbook**
* Alignment: **Ignorant Formal**
* Height: **6' 8" | 1.9304m**
* Weight: **235 lbs | 75.74993kg**
* Character Level: **1 *- Rookie***

### Play Style: **None**

**Alfred O'Glaughlin** isn't known for a distinct play style yet.

### Player Class: **None**

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

### Alignment: Ignorant Formal

* **Ignorant** = characters who lack knowledge, understanding, and/or curiosity about information or a situation. They often act without thinking of or being aware of the consequences.
* **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

Alfred Linus O’Glaughlin was born in Galway County, Ireland, in 1918, and moved to San Francisco in the United States with his family when he was a teenager. O’Glaughlin was a towering figure, even from a young age, and he was encouraged to pursue basketball by his parents, Darvin and Rachel, his sister Fanny, and his closest friends. Despite his passion for basketball, O’Glaughlin struggled with the playbook and the complex strategies involved in the game. However, his dedication and work ethic were undeniable, and he spent countless hours practicing and studying the game.

O’Glaughlin’s proudest moment, so far discovered, came when he was signed by the San Francisco Buoys as a Founding Syndicate Player in the inaugural season of the BSofA. His biggest hope was to make a significant contribution to the team and prove that he belonged in the league. O’Glaughlin felt a mix of excitement and nerves about the upcoming season. He was determined to overcome his struggles with the playbook and make a positive impact on the team.

O’Glaughlin brought a unique sense of formality and respect to the team atmosphere. He valued manners and etiquette highly and expects the same from his teammates. He also had a strong sense of time management, and he was always punctual and reliable. Though his attraction to formality suits him for it, O’Glaughlin was not one for the media spotlight. He preferred to let his actions on the court speak for themselves and didn’t seek attention or praise. He was discovered by Assistant Coach Kelly Warren when he was playing basketball with his friends on the piers. He was invited to try out for the San Francisco Buoys, and nailing the try-out, he was signed by the genesis Governors' 100 Club a few weeks before Media Day and Fan Fest in 1939.

## Details

* Favorite Food: Shepherd's Pie
* Favorite Color: Red
* Favorite Animal: Wolfhound
* On-Court Habit: O'Glaughlin wipes his shoes with a handkerchief before every freetapult attempt
* Piece of Trivia: enjoys tinkering with old watches.
* Has a Fear Of: mice, which he finds to be unbearably unpredictable and unmanageable.
* Diet Plan/Training Regimen: a strict diet plan focused on lean protein and vegetables, and he maintains a rigorous training regimen that includes weightlifting and agility drills.
* Pop Culture Interests: the works of James Joyce.
* Love Interest: Fully focused on his basketball career and time management goals.
* Other Professional Interest: Horology.

## 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, names of people, previously-established Lore, 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™ (SIPP)** shared by a collaborative community with creative guidance from Showrunner Kimani Okearah.
* ***The San Francisco Buoys** **(1939-1962)*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***The Long Beach Floaters** **(1962-1974)*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***The Long Beach Yachts** **(1974-1981)*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***The Malibu Yachts of Los Angeles** **(1981-present)*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***Alfred Linus O'Glaughlin*** and *all storytelling directly* related to this fictional character is/are defined as an intellectual property contained by the Press Pass: All Access franchise, available to be 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