Beth Henrietta Rogers

* 🔹 **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: **Beth Henrietta Rogers**
* Jersey Number: **13**
* Chapter History: **#1 • 1939 🏀**
* Position: **SG2** • **Off-Pine Shooting Guard** for the **Minnesota Menace**
* Age in Chapter: **19 years old**
* Date of Birth: **March 16th, 1917**
* Modern Country of Origin: **United States 🇺🇸**
* Career Goal: **Self-Respect**
* Struggle: **Betrayal**
* Alignment: **Harmonious Good**
* Height: **6' 4" | 1.9304m**
* Weight: **173 lbs | 78.47148kg**
* Character Level: **1 *- Rookie***

### Play Style: **None**

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

### Player Class: **None**

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

### Alignment: **Harmonious Good**

* **Harmonious** = characters who cooperate with the group mentality without much question, they don’t want to be the source of drama.
* **Good** = characters who have a strong moral compass and act with kindness, compassion, and generosity. They may act in high regard for others until a display of behavior dismisses their reason for good faith.

## Biography

Beth Henrietta Rogers, born on March 16th, 1917, in Bristol, England, had a childhood shaped by her parents' dedication to charity work. Her father, William, was a former war doctor who provided medical services to the underprivileged, while her mother, a Hmong woman named Mao Song, ran a orphanage. Growing up in a family that prioritized helping others with her older sister Yia, Beth developed a strong sense of community and kindness.

Beth's journey into basketball started while visiting New York City during a family vacation. She stumbled upon a street basketball game in Manhattan. Beth, with her tall stature and natural athleticism, was invited to join. Despite having no prior experience, she displayed remarkable shooting accuracy and an innate understanding of the game. Beth was on a quest for self-respect and a desire to bring attention to the causes her parents championed, Beth pursued a career in basketball. Her proudest moment came when she was named captain of the Minnesota Menace, a testament to her leadership and dedication.

Beth was known for her cooperative spirit and unwavering kindness. She often organized charity events, donating a portion of her earnings to various causes. Her media interactions were filled with stories of her teammates' achievements rather than her own. Despite her support of others, she seemed to be the subject of many betrayals throughout her childhood and career, disaffecting her self-respect. Her proudest moment, so far discovered, was seeing her sister Yia stand up for her after her friends in Bristol betrayed her good faith, yet again.

Beth's discovery by the Minnesota Menace happened at that very same street basketball game in New York City. Her play caught the attention of Assistant Coach Olivia Hall, who was on her annual visit to New York for some fresh cheesecake. Coach Hall was drawn to Beth's combination of athleticism and humility, and invited her to Saint Paul for a try-out. Beth wowed team management, and was signed to the Menace just a few weeks before Media Day and Fan Fest in 1939.

## Details

* Favorite Food: Shepherd's Pie with a side of Yorkshire pudding
* Favorite Color: Bristol Blue
* Favorite Animal: Hedgehog
* On-Court Habit: Beth offered to tie opponents shoelaces during time-outs.
* Piece of Trivia: Beth loved pets and various animals - they never betrayed her.
* Has a Fear Of: Buttons
* Diet Plan/Training Regimen: Beth Rogers consumed a diet of tea and scones, while her training regimen involved practicing layups with a blindfold to improve her sense of touch.
* Pop Culture Interests: Classical Music, English Plays, and Books About Animals
* Love Interest: *Not yet publicly known*
* Other Professional Interest: Running an animal shelter

## 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.
* ***Beth Henrietta Rogers*** 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