Bertrand Anthony Purview

* 🔹 **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: **Bertrand Anthony Purview**
* Jersey Number: **20**
* Chapter History: **#1 • 1939 🏀**
* Position: **PG3** • **Emergency Point Guard** for the **Minnesota Menace**
* Age in Chapter: **19 years old**
* Date of Birth: **February 28th, 1919**
* Modern Country of Origin: **England 🏴󠁧󠁢󠁥󠁮󠁧󠁿**
* Career Goal: **Music**
* Struggle: **Sportsmanship**
* Alignment: **Harmonious Innocence**
* Height: **5' 9" | 1.7526m**
* Weight: **178 lbs | 80.73944kg**
* Character Level: **1 *- Rookie***

### Play Style: **None**

Bertrand Purview didn't develop a ***Play Style*** in time for the Genesis 1939 Season.

### Player Class: **None**

Purview didn't earn a ***Player Class*** in time for the Genesis 1939 Season.

### Alignment: **Harmonious Innocence**

* **Harmonious** = characters who cooperate with the group mentality without much question. They don’t want to be the source of drama.
* **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

Bertrand Anthony Purview hailed from Sheffield, England, where he grew up in a large family with six siblings. His parents, Gunther and Alisane Purview, were renowned orchestral musicians and playwrights, albeit always at odds with each other. Growing up in a household filled with combatative strains of the harp and the viola, it was no surprise that Bertrand was drawn to a world of sounds and rhythms. From an early age, Bertrand's fascination with music was evident. He learned to play multiple instruments poorly and composed his own terrible pieces, often using a basketball as his creative inspiration. He didn't learn what a basketball actually was until he was 14 years old, so he was under the impression it was a musical instrument. Instead of shooting hoops, he would drum out rhythms on a wood floor, creating his own unique connection between music and basketball.

Bertrand's career goal was to become a famous Sheffield musician like either of his parents. He was better at the sport of basketball than he was at any instrument, so his brother Stephan encouraged him to focus on his game. His proudest moment, so far discovered, was when he organized a basketball game in Sheffield that combined live music with the sport, delighting the local community. With the rumors of war on the horizon, Alisane divorced Gunther and took three of her children - Bertrand, Stephan, and Rosaline - to Minneapolis, where she continued her career as a viola mastermind. Gunther stayed in Sheffield with the three youngest children - Alourdes, Hilary, and Beatrice.

On the Minnesota Menace, Bertrand brought a sense of unity to the team. He often played the role of peacemaker and encouraged teammates to work together, but he struggled to get along with opponents. His unique quality was his ability to transform the basketball court into a stage, making every game a symphony of teamwork. Bertrand's naivety sometimes made dealing with the media spotlight challenging. He would answer questions with musical metaphors and poetic phrases, leaving reporters both baffled and charmed. After losses, he would occasionally throw a tantrum on the court.

The Minnesota Menace discovered Bertrand during a talent show where he played a mesmerizing piece on the harmonica while simultaneously dribbling a basketball to the rhythm. Assistant Coach Guy Johnson saw potential in his ability to merge music and basketball, and offered Bertrand a try-out with the Menace. Upon witnessing his duality in real time, team management signed him as a free agent a few weeks before Media Day and Fan Fest in 1939.

## Details

* Favorite Food: Crumpets and Mutton
* Favorite Color: Lavender
* Favorite Animal: Nightingale
* On-Court Habit: Bertrand was known to burst into song at random times during a game.
* Piece of Trivia: Bertrand used to think a grand piano was a house for melody.
* Has a Fear Of: The Sound a Whistle Makes
* Diet Plan/Training Regimen: Bertrand followed a diet plan featuring a lot of fried foods, and practiced dribbling while listening to classical music.
* Pop Culture Interests: Orchestral Music, Hollywood Musicals, and Sheet Music
* Love Interest: *Not yet publicly known*
* Other Professional Interest: Composing symphonies inspired by his basketball games

## 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.
* ***Bertrand Anthony Purview*** 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