Christian Joseph Lawrence

* 🔹 **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: **Christian Joseph Lawrence**
* Jersey Number: **32**
* Chapter History: **#1 • 1939 🏀**
* Position: **SG3** • **Emergency Shooting Guard** for the **Calgary Mounted Elbow**
* Age in Chapter: **18 years old**
* Date of Birth: **August 14th, 1920**
* Modern Country of Origin: **Scotland 🏴󠁧󠁢󠁳󠁣󠁴󠁿**
* Career Goal: **Legendary Defense**
* Struggle: **General Reliability**
* Alignment: **Ignorant Innocence**
* Height: **6' 6" | 1.8034m**
* Weight: **252 lbs | 114.3053kg**
* Character Level: **1 *- Rookie***

### Play Style: **None**

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

### Player Class: **None**

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

### Alignment: **Ignorant Innocence**

* **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.
* **Innocence** = idealistic characters who do not have a strong sense of the alignments of others and are naive, gullible, and/or lack experience. They may act in high regard for others without judgment, to a fault.

## Biography

Christian Joseph Lawrence, born on August 14th, 1919, in Aberdeen, Scotland. His family immigrated to Calgary, Canada in search of new professional opportunities for his parents in 1935. Basketball was not an integral part of Christian's childhood, as he initially had different aspirations, sharing a love for biology with his brother, Kim. Their mother, Sop Yeh-Jin Lawrence, was originally from Korea. Despite his background, an unexpected encounter with the sport ignited a passion within him. Christian stumbled upon a wooden court in his school, captivated by the sound of sneakers squeaking on the polished surface and the rhythmic bounce of the ball. The sheer joy and energy displayed by the players on the court sparked something within him, prompting him to pick up a basketball and try it for himself.

His parents, both accomplished scientists, had a strong influence on Christian's life. They instilled in him the values of hard work, dedication, and the importance of pursuing one's dreams. His father, Joseph Lawrence, initially envisioned a career for Christian in the scientific field, but he eventually supported his son's newfound passion for basketball, recognizing the determination and commitment he displayed.

Christian made no secret of his desire to become a defensive legend. He possessed an innate ability to anticipate his opponents' moves and had an uncanny knack for shutting down their scoring attempts. The prospect of being recognized as one of the greatest defenders of all time fueled his drive to continually improve and leave an indelible mark on the game.

Christian's proudest moment, so far discovered, was when he received his official contract as a Founding Syndicate Player for the Calgary Mounted Elbow. It was a validation of his abilities and marked the beginning of his journey towards legendary status. He was determined to make a name for himself as an impenetrable force on the court. Christian brought a unique dynamic to the team atmosphere. His lack of knowledge about the alignments of others and his naive outlook created a sense of authenticity and genuine camaraderie. He was often seen treating his teammates with unwavering trust and respect, embracing the purity of the game.

Dealing with the media spotlight was a new experience for Christian. He approached it with a wide-eyed wonder, always staying true to himself and never succumbing to external pressures or expectations. He believed that his actions on the court spoke louder than any words or media narratives, focusing on his defensive prowess to make his mark. Christian was discovered by the Calgary Mounted Elbow While attending a local basketball clinic, Christian unintentionally tripped and crashed into a rack of basketballs, sending them flying in all directions. Head Coach Kurt Fontaine thought this was funny, but was secretly impressed by his athleticism and inadvertently disruptive presence. Coach Fontaine saw potential in his ability to disrupt opposing teams on defense, and welcomed Christian to try out for the team. Management of the Mounted Elbow was impressed, and signed Christian to the team just a few weeks before Media Day and Fan Fest in 1939.

## Details

* Favorite Food: Bubble and Squeak
* Favorite Color: Tartan Plaid
* Favorite Animal: Gorilla
* On-Court Habit: Christian drinks tea instead of water while playing
* Piece of Trivia: Christian was known in Aberdeen as "Penguin Boy"
* Has a Fear Of: Being called animal-based names
* Diet Plan/Training Regimen: A high-calorie regimen aimed at maintaining Christian's strength and size, including a combination of hearty Scottish delicacies and intense weightlifting sessions.
* Pop Culture Interests: Bagpipe Music, Classic Scottish Films, and Books on Korean History
* Love Interest: *Not yet publicly known*
* Other Professional Interest: Running a Zoo

## 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.
* ***Christian Joseph Lawrence*** 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