Charles Tyson Fisher

* 🔹 **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 Pittsburgh Gridlock**

This character's story began in the 1939 Pittsburgh Gridlock inaugural season.

* Full Name: **Charles Tyson Fisher**
* Jersey Number: **51**
* Position: **SF2** • **Off-Pine Small Forward** for the **Pittsburgh Gridlock**
* Age in Chapter: **21 years old**
* Date of Birth: **April 9th, 1917**
* Modern Country of Origin: **United States 🇺🇸**
* Career Goal: **Adaptability**
* Struggle: **Good Sportsmanship**
* Alignment: **Contrarian Formal**
* Height: **6' 8" | 2.032m**
* Weight: **207 lbs | 93.89362kg**

### Play Style: **None**

Charles Fisher hasn't earned a Play Style yet.

### Alignment: **Contrarian Formal**

* **Contrarian** = characters who value going against the group mentality and/or the status quo, even if it’s inauthentic.
* **Formal** = characters who are strict and reserved. They place a high value on manners, etiquette, prescriptive linguistics, and following the rules. They may act in high regard for others if they fit their behavioral prescription.

## Biography

Charles Tyson Fisher was inspired to play basketball by the thrill of competition and the desire to challenge conventional norms. Growing up in San Francisco, California, pier basketball became an integral part of his childhood. He loved the fast-paced nature of the game and the strategic elements involved. Charles often exhibited his Contrarian Formal alignment by questioning the traditional methods and strategies used by other players, opting to take a different approach to the game. His father, a professor at a prestigious university, instilled in him a love for learning and a strong sense of discipline. His mother encouraged him to excel academically, but Charles found his true passion on the basketball court. The clash between his Contrarian alignment and the formal expectations of his parents often led to amusing moments during family gatherings.

Charles constantly pursued adaptability in his career. He believed that being able to adapt to any situation gave him a competitive edge. His proudest moment, so far discovered, was when he successfully executed an unconventional move during a scrimmage that left everyone on the court in awe. It was a manifestation of his Contrarian Formal alignment and showcased his unique approach to the game. As a member of the Pittsburgh Gridlock, Charles brought a refreshing perspective to the team atmosphere. His abstract and unorthodox ideas on strategy and playstyle often challenged the status quo, leading to innovative solutions on the court. However, his struggle with maintaining good sportsmanship sometimes pus him at odds with his teammates. He's less inclined to follow the traditional camaraderie and rituals of the sport, which created tension within the team.

Charles had a love-hate relationship with the media spotlight. While he appreciated the recognition for his skills, he often found their questions repetitive and mundane. He preferred thought-provoking discussions over nonsense small talk. During the initial scouting for the Pittsburgh Gridlock, Charles stood out with his unconventional playing style and unique approach to the game. His Contrarian Formal alignment and his ability to challenge the norms caught the attention of the team's Head Coach Brian Price, who was intrigued by his potential to bring a fresh perspective to the team.

## Details

* Favorite Food: Enchiladas
* Favorite Color: Ice Blue
* Favorite Animal: Cat
* On-Court Habit: Charles says his own name when he wants the ball passed to him.
* Piece of Trivia: Charles once wrote a thesis on the philosophical implications of basketball strategies.
* Has a Fear Of: The Sandals Jesus Wore
* Diet Plan/Training Regimen: A diet plan that combines the principles of different cuisines from around the world, resulting in a fusion of flavors and ingredients. He focused on unorthodox techniques and strategies during his training sessions.
* Pop Culture Interests: Jazz, Surrealist Cinema, and Postmodern Novels
* Love Interest: *Not yet publicly known*
* Other Professional Interest: Priesthood

## 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 is 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 Pittsburgh Gridlock*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***The East Bay Gridlock*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***The Bay Area Traffic*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***Charles Tyson Fisher*** 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