Zelda "The Martian" Bethany Mars

* 🔹 **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 Minnesota Menace**

This character's story began in the 1939 Minnesota Menace inaugural season.

* Full Name: **Zelda Bethany Mars**
* Jersey Number: **42**
* Chapter History: **#1 • 1939 🏀**
* Position: **PF1** • **Starting Power Forward** for the **Minnesota Menace**
* Age in Chapter: **18 years old**
* Date of Birth: **September 11th, 1920**
* Modern Country of Origin: **England 🏴󠁧󠁢󠁥󠁮󠁧󠁿**
* Official BSofA Nickname: **The Martian**
* Career Goal: **Community Wealth**
* Struggle: **Affection**
* Alignment: **Ignorance Arrogance**
* Height: **6' 6" | 1.9812m**
* Weight: **194 lbs | 87.99692kg**
* Character Level: **1 *- Rookie***

### Play Style: **Soft Boom**

Zelda Mars was incredibly strong, but most opponents and fans underestimated how strong she was. Calbert "Soft Boom" Clemente was the originator of this ***Play Style***.

### Player Class: **Freak**

The Martian did most everything well in basketball to the point of annoying teammates and opponents.

### Alignment: **Ignorant Arrogance**

* **Ignorance** = 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.
* **Arrogance** = characters who are overly confident and believe that they are superior to others. They may be dismissive or disrespectful of others.

## Biography

Zelda Bethany Mars, known as "**The Martian**" in the Basketball Syndicate of America, was born on September 11th, 1920, in Peterborough, Cambridgeshire, England. She was the only daughter among four children of working class parents who relocated to the United States in pursuit of better opportunities in 1927. Her father, Dandy, worked as a blacksmith, while her mother, Othella, was a seamstress. Both embraced the American dream. Zelda's passion for basketball was ignited during her childhood in the vibrant streets of her new American home in Saint Paul, Minnesota. She was inspired by the unity and camaraderie she witnessed on the streets, where the game was often played. The idea of community wealth, where everyone contributes to create something greater, became her driving force.

Her proudest moment, so far discovered, came during a local basketball tournament in Frogtown. In a crucial game, with seconds on the clock and her team trailing, Zelda called her own foul and executed a perfect freetapult, securing a victory that brought tears of joy to eyes of passersby. Zelda's ***Play Style*** was somewhat unique. Though she possessed immense strength, her opponents often underestimated her due to her femininity. It baffled almost everyone who faced her on the court. As a **Freak** ***Player Class***, she excelled in all aspects of the game, earning both admiration and annoyance from her peers.

Off the court, Zelda struggled with affection. Her ignorance about matters of the heart led to awkward and comical situations. She displayed an arrogant confidence, even in areas where she lacked understanding. As a player, Zelda brought an abstract quality to the team atmosphere. She would randomly break into interpretative dance routines during team practices, often leaving her teammates bewildered but entertained. Zelda's approach to the media spotlight was equally perplexing. She would often give cryptic, nonsensical answers to reporters' questions, leaving them scratching their heads.

The Minnesota Menace discovered Zelda during a a strange encounter. Head Coach Cheyanne Karns happened upon her playing street basketball in an empty swimming pool, where she displayed her skills against no opponent. This unique encounter led to Coach Karns inviting Zelda to try out for the Minnesota Menace. Impressing team management, Zelda Mars signed as a free agent and her began her journey as one of the Founding Syndicate Players in the 1939 season.

## Details

* Favorite Food: Bangers and Mash
* Favorite Color: Black
* Favorite Animal: Corgi
* On-Court Habit: Performed spontaneous interpretative dances as she moved up and down the court in practice, and occasionally, during games.
* Piece of Trivia: Zelda was known for having quite the brain in conceptual sciences.
* Has a Fear Of: Sheep
* Diet Plan/Training Regimen: Her diet plan consisted of hearty British dishes. Training involved lifting weights and swimming in cold water.
* Pop Culture Interests: British Folk Music, Films about World War I, and Science Books
* Love Interest: *Not yet publicly known*
* Other Professional Interest: Quantum Physics

## Fan Letter

The Press Pass (Season One) production team discovered a collection of chansons, addressed to the coaches and starting players of the Minnesota Menace. This particular song was left for Zelda Mars.

### The Martian Has Landed in Minnesota!

> The Martian, Soft Boom Style in guise,
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> With strength concealed by gentle eyes,
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> On the court, she left foes mesmerized,
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> A Freak Class player, blessed by Gemini.
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> In Ignorant Arrogance, she would stride,
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> A heart uncharted, her affections hide,
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> Her interpretive dancing, a baffling ride,
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> The Martian, her secrets she kept inside.
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> England-born but she found her place,
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> In twin cities of dreams in our land of lakes,
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> Quantum physics is what she embraced,
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> The Martian brought smiles to every fans' face.
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> In interviews, answers turn the page,
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> Cryptic words, like a mystic sage,
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> Zelda brought Pressure on every stage,
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> Our Minnesota Martian in this basketball age.
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> Community wealth was her noble quest,
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> In the BSofA, she gave her best,
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> With a mind for Pressure, she passed the test,
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> The Martian, forever, our honored guest.
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> ~ Keep up the Pressure - signed M. I. Lancaster of Minneapolis.
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## 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 Minnesota Menace*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***The St. Paul Yoopers*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***Zelda "The Martian" Bethany Mars*** 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