Eleanor Marjorie Tablemaker

* 🔹 **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: **Eleanor Marjorie Tablemaker**
* Jersey Number: **20**
* Position: **SG2** • **Off-Pine Shooting Guard** for the **Calgary Mounted Elbow**
* Age in Chapter: **20 years old**
* Date of Birth:  **December 30th, 1918**
* Modern Country of Origin: **United States 🇺🇸**
* Career Goal: **Get a Street Named After Them**
* Struggle: **Jewelry**
* Alignment: **Chaotic Neutral**
* Height: **6' 6" | 1.9812m**
* Weight: **184 lbs | 83.461kg**

### Play Style: **None**

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

### Player Class: **None**

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

### Alignment: **Chaotic Neutral**

* **Chaotic** = characters who are unpredictable and may act impulsively. They do not follow any rules, have any values, or adhere to a set structure.
* **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

Eleanor Marjorie Tablemaker, born in Redding, California, was inspired to play basketball by the unpredictable and chaotic nature of the game itself. Growing up, she found solace in the fast-paced and ever-changing environment of basketball courts. The constant movement, unexpected plays, and sheer energy ignited a fire within Eleanor, propelling her to pursue the sport professionally. Her mother, Heather Tablemaker, was a renowned archaeologist and her father was a train maintenance professional. Her childhood was spent searching for ancient artifacts in far-flung corners of the Americas. They instilled in Eleanor a love for adventure and a desire to leave her own mark on the world. Though her parents didn't understand her fascination with basketball, they encouraged her to follow her passion and carve her own path.

Eleanor wanted to leave a lasting legacy in the sport. She dreamed of having a street named after her, an immortal testament to her chaotic and unpredictable style of play. Her proudest moment, so far discovered, was when she hit a reverse threebuchet at the buzzer of her last high school game, sealing the victory for her team. It was a moment of sheer audacity and brilliance that perfectly captured her Chaotic Neutral alignment.

Eleanor's feelings about the team were always subject to change, as her Chaotic Neutral nature made her unpredictable both on and off the court. She brought a unique energy to the team atmosphere, injecting excitement and unpredictability into every game. Her abstract and unconventional approach to basketball left opponents scratching their heads and teammates inspired to push their own limits. Dealing with the media spotlight was a rollercoaster for Eleanor. Her Chaotic Neutral alignment meant that she reveled in the attention one moment and shunned it the next. She would often give cryptic and enigmatic responses, leaving reporters and fans wondering what she truly meant. Her charismatic and intriguing persona made her a magnet for media attention.

Eleanor was discovered by the Calgary Mounted Elbow during an exhibition game in Calgary where she showcased her unorthodox style of play. Assistant Coach Ellessandra Gallardo was captivated by her chaotic energy and saw the potential for her to bring a new level of excitement to the sport. The Mounted Elbow signed her as a free agent, recognizing her ability to disrupt the game and keep opponents on their toes.

## Details

* Favorite Food: Popcorn
* Favorite Color: Orange
* Favorite Animal: Ladybug
* On-Court Habit: Eleanor has to rub her hands in soft dirt before she plays a game
* Piece of Trivia: Eleanor has been to Halifax more times than she'd ever care to admit
* Has a Fear Of: Cough Medicine
* Diet Plan/Training Regimen: A diet plan focused on colorful and vibrant fruits and vegetables while training through improvisational dance, trampoline exercises, and mental stamina drills.
* Pop Culture Interests: Experimental jazz music, avant-garde films, and surrealist literature
* Love Interest: *Not yet publicly known*
* Other Professional Interest: Anything and Everything in Suede

## 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.
* ***Eleanor Marjorie Tablemaker*** 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