Ruthie Penelope Rochester

* 🔰 🔹**Sponsored Lore Producer:** **A. David** *[Press Pass (Season One) Actress]*
* 🔰 **Registered with 🔹PP:S1\_V2:** *0x4d6dc042de44fe69678c280cc661ad3150b6798b76d4be0be77dbfecdeacd6ab*
* 🕯️ **Performer(s):**
	+ Era 1 (1939-1948): *A. David*

## Active Lore Chapter: **1939 Nashville Whiskers**

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

* Full Name: **Ruthie Penelope Rochester**
* Jersey Number: **9**
* Position: **SF2** • **Off-Pine Small Forward** for the **Nashville Whiskers**
* Age in Chapter: **20 years old**
* Date of Birth: **December 9th, 1918**
* Modern Country of Origin: **England 🏴󠁧󠁢󠁥󠁮󠁧󠁿**
* Career Goal: **Maximum Strength**
* Struggle: **Freetapults**
* Alignment: **Ignorant Innocence**
* Height: **6' 8" | 2.032m**
* Weight: **212 lbs | 96.16158kg**

### Play Style: **None**

Ruthie Rochester isn't known for a distinct play style yet.

### Player Class: **None**

Ruthie 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

Ruthie Penelope Rochester's passion for basketball was ignited by watching a local street game in her hometown of Ely, Cambridgeshire, England. The speed, agility, and skill displayed by the players fascinated her, and she dreamed of becoming a part of the sport. Upon immigrating to the United States, Ruthie saw the opportunity to pursue her basketball aspirations and joined a local amateur team. In Ruthie's preteen years, her family embarked on a transatlantic journey from their hometown in Ely, Cambridgeshire, England to the vibrant city of Nashville, Tennessee. Seeking new opportunities and a fresh start, her parents made the decision to uproot their lives and immigrate to the United States. Adjusting to a new culture and way of life was initially challenging for Ruthie and her family, but they embraced the adventure with open hearts and minds. Over time, they established a sense of belonging in Nashville, building a supportive community and embracing the rich local culture that would ultimately shape Ruthie's destiny on the court.

Ruthie was motivated by the pursuit of maximum strength. She believes that physical prowess is the key to excelling in basketball and making a significant impact on the court. She is determined to push her limits, improve her skills, and become an unstoppable force on the court. Being a Founding Syndicate Player for the Nashville Whiskers is Ruthie's proudest moment so far discovered in this Syndicate lore. She feels honored to be a part of the inaugural BSofA season and hopes to leave a lasting legacy in the league. Her biggest hope is to become a dominant player, earn the respect of her teammates and opponents, and have her body reach its maximum potential. Ruthie feels a strong connection with her team, the Nashville Whiskers. She admires their dedication, teamwork, and the supportive atmosphere they foster. She believes that together, they can achieve greatness and make a name for themselves in the BSofA.

As a player, Ruthie brings a relentless work ethic and determination to the team atmosphere. She constantly pushes herself and her teammates to give their best and never settle for mediocrity. Her energy and drive motivate those around her and contribute to a competitive and focused team dynamic. Ruthie is still adjusting to the media spotlight but remains grounded and focused on her goals. She understands the importance of maintaining a positive public image and chooses her words carefully during interviews. She aims to use her platform to inspire others and promote the values of maximum strength and dedication. Ruthie's discovery by the Nashville Whiskers is a tale of unexpected encounters. While attending the Nashville Whiskers try-out in late December of 1938, she caught the attention of the team's Head Coach Acacia Monet when Ruthie Rochester effortlessly sank a backwards threebuchet. Impressed by her moxie and natural athleticism, Coach Monet approached Rochester and offered her a spot on the team.

## Details

* Favorite Food: Octopus
* Favorite Color: Black
* Favorite Animal: Brown Bear
* On-Court Habit: Ruthie likes to perform acrobatic flips during warm-up routines
* Piece of Trivia: Ruthie only goes to charity events for 15 minutes, tops.
* Has a Fear Of: Stepping on marbles
* Diet Plan/Training Regimen: A rigorous training regimen that includes weightlifting, plyometrics, and high-intensity interval training. Her diet consists of lean proteins, whole grains, and a variety of fruits and vegetables to fuel her athletic performance.
* Pop Culture Interests: Swing Jazz, Hollywood Films, and English Literature.
* Love Interest: *Not yet publicly known*
* Other Professional Interest: Physical Training and Conditioning Methods

## 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*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***The Nashville Whiskers*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***Ruthie Penelope Rochester*** 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