Aaron Alvin Wrestling

* 🔹 **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 Nashville Whiskers**

This character's story began in the 1939 Nashville Whiskers inaugural season.

* Full Name: **Aaron Alvin Wrestling**
* Jersey Number: **3**
* Chapter History: **#1 • 1939 🏀**
* Position: **SG2** • **Off-Pine Shooting Guard** for the **Nashville Whiskers**
* Age in Chapter: **20 years old**
* Date of Birth: **January 15th, 1919**
* Modern Country of Origin: **Canada 🇨🇦**
* Career Goal: **Politics**
* Struggle: **Lack of Financial Resources**
* Alignment: **Harmonious Neutral**
* Height: **6' 6" | 1.9812m**
* Weight: **195 lbs | 88.45051kg**
* Character Level: **1 *- Rookie***

### Play Style: **None**

Aaron Wrestling isn't known for a distinct ***Play Style*** yet.

### Player Class: **None**

Wrestling 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

Aaron Alvin Wrestling was inspired to play basketball by the sense of unity and camaraderie he witnessed while watching a local basketball game in his hometown of Pontypool in Ontario, Canada. Aaron's mother Farn shoveled snow for a living, and she was rumored to have disapproved of her only child's engagement with "such a silly game." His father Ployd, a steamboat sailor who never had much opportunity, encouraged Aaron's development in basketball, something Ployd Wrestling considered to be a patriotic duty of Canadians. The game's fast-paced nature and the strategic maneuvers of the players fascinated Aaron, igniting a desire to become a part of the sport himself. In his basketball career, Aaron was motivated by his passion for politics because he considered himself "a proud Pontypool pauper." He saw basketball as a platform to connect with people and build relationships which would ultimately help him pursue a career in politics, make a positive impact on society, and platform his family. He believed that through the sport, he could gain the necessary exposure and network to further his political aspirations while making a solid Canadian dollar to his name.

Aaron's proudest moment so far is being signed as a Founding Syndicate Player for the Nashville Whiskers. This opportunity provided him with a platform to showcase his skills and represent his best self in the inaugural BSofA season. His biggest hope was to excel on the court, gain recognition as a talented player, enjoy stability as a man, and use his influence to advocate for social and political causes. As a player, Aaron Wrestling brought a melodious and cooperative attitude to the team atmosphere. He prioritized teamwork and was always ready to support his teammates both on and off the court. His calm demeanor and balanced energy contributed to a positive and cohesive team environment.

Being relatively new to the spotlight, Aaron was still navigating his way through dealing with the media in 1939. He remained composed and focused on providing thoughtful and descriptive responses during interviews. He understood the importance of maintaining a positive public image and used his platform to convey his political ideals and aspirations. Aaron was discovered by the Nashville Whiskers during their initial scouting for the team in a rather humorous way. While eating at his local diner in Pontypool, Aaron was engaged in a spirited conversation about the politics of Toronto with his friends. Little did he know that the table next to him was occupied by the team's Head Coach Acacia Monet, who overheard his passionate and articulate arguments. Impressed by Aaron's eloquence and basketball potential, Coach Monet approached him and offered him a tryout for the Whiskers.

## Details

* Favorite Food: Poutine
* Favorite Color: Tranquil Azure
* Favorite Animal: Trout
* On-Court Habit: Aaron curiously performs Tai Chi movements between plays
* Piece of Trivia: Aaron has been the president of his secondary school since he was in primary school.
* Has a Fear Of: Public Speaking
* Diet Plan/Training Regimen: A nutritious plan that includes a variety of fruits, vegetables, lean proteins, and herbal teas, combined with daily meditation and regular cardio and weight training sessions.
* Pop Culture Interests: Smooth jazz, Film Noir movies, and Political Biographies
* Love Interest: *Not yet publicly known*
* Other Professional Interest: Canadian Constitutional Law

## 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™ (SIPP)** shared by a collaborative community with creative guidance from Showrunner Kimani Okearah.
* ***The Murfreesboro Whiskers** **(1978-1993)*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***The Nashville Whiskers** **(1939-1978 | 1993-present)*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***Aaron Alvin Wrestling*** 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