Juno Rose Lucetta

* 🔹 **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 San Francisco Buoys**

This character's story began in the 1939 San Francisco Buoys inaugural season.

* Full Name: **Juno Rose Lucetta**
* Jersey Number: **11**
* Position: **PG3** • **Emergency Point Guard** for the **San Francisco Buoys**
* Age in Chapter: **20 years old**
* Date of Birth: **January 11th, 1920**
* Modern Country of Origin: **United States 🇺🇸**
* Career Goal: **Community Wealth**
* Struggle: **Honesty**
* Alignment: **Contrarian Innocence**
* Height: **5' 11" | 1.8034m**
* Weight: **161 lbs | 73.02837kg**

### Play Style: None

**Juno Lucetta** isn't known for a distinct play style yet.

### Player Class: **None**

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

### Alignment: Contrarian Innocence

* **Contrarian** = characters who value going against the group mentality and/or the status quo, even if it’s inauthentic.
* **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

Juno Rose Lucetta was born in Rock Hill, South Carolina, in 1920. Growing up, she was always passionate about helping her community and finding ways to give back. When she discovered basketball, she saw it as an opportunity to bring her community together and promote unity. Juno's career goal is to use her success in basketball to create wealth and opportunities for her community. She sees basketball as a way to bring people together and uplift those who are less fortunate. However, her struggle with honesty sometimes makes her actions inauthentic and contradictory to her ideals.

Her proudest moment was when she helped organize a community basketball tournament that brought people from all walks of life together. She hopes to continue to make a positive impact on her community through her basketball career. Juno has mixed feelings about her team right now. While she enjoys playing with her teammates, she often feels like they don't share her values and goals for the community. She tries to stay true to her values and use her position as a basketball player to make a difference.

As a Contrarian Innocence, Juno brought a unique perspective to the team atmosphere. She valued going against the group mentality and status quo, and often questioned traditional ways of doing things. Her innocence and idealism also inspired her teammates to think outside the box and consider new ideas. Juno was still learning how to deal with the media spotlight, at this point in the lore discovery. She often struggled with being authentic while also promoting her community values. However, she recognized the importance of using her platform to bring attention to important issues.

Juno was discovered by the San Francisco Buoys when they were scouting for new players for their inaugural season. She was playing in a community basketball tournament in San Francisco while visiting a friend who just moved to the city. Assistant Coach Justine Housley noticed her exceptional skills and passion for the game. Despite being a long shot, the assistant coach recommended Juno to the Buoys, and she was signed as a free agent just a few days before Media Day and Fan Fest.

## Details

* Favorite Food: Garden materials of any kind
* Favorite Color: Deep Purple
* Favorite Animal: Dalmatian
* On-Court Habit: She always takes a deep breath and says a quick prayer before taking a freetapult.
* Piece of Trivia: Juno is a skilled pianist and enjoys playing in her spare time.
* Has a Fear Of: pickles and pickled things.
* Diet Plan/Training Regimen: Juno incorporates community service into her training regimen, spending time each week volunteering in her community. She also focuses on eating a balanced diet with plenty of fresh fruits and vegetables.
* Pop Culture Interests: Juno enjoys reading classic literature and listening to jazz music.
* Love Interest: None at the moment.
* Other Professional Interest: Advocacy

## 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, names of people, previously-established Lore, 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 San Francisco Buoys*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***The Long Beach Floaters*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***The Long Beach Yachts*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***The Malibu Yachts of Los Angeles*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***Juno Rose Lucetta*** 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