Zipporah "Zip" Winifred Culpepper

* 🔹 **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 Calgary Mounted Elbow**

This character's story began in the 1939 Calgary Mounted Elbow inaugural season.

* Full Name: **Zipporah Winifred Culpepper**
* Jersey Number: **13**
* Position: **C1** • **Starting Center** for the **Calgary Mounted Elbow**
* Age in Chapter: **19 years old**
* Date of Birth: **September 24th, 1918**
* Modern Country of Origin: **Canada 🇨🇦**
* Official BSofA Nickname: **Zip**
* Career Goal: **Coaching, Eventually**
* Struggle: **Clothes Never Fit**
* Alignment: **Contrarian Good**
* Height: **6' 11" | 2.1082m**
* Weight: **210 lbs | 95.2544kg**
* Character Level: **1 *- Rookie***

### Play Style: **Torpedo**

Zipporah Culpepper can't be stopped when moving in one direction, a method of playing basketball she learned while watching young Anne Sinkler, the originator of the Torpedo Play Style .

### Player Class: **Infiltrator**

Zip Culpepper is always inside the porridge, ready to defend, rebound, and score.

### Alignment: **Contrarian Good**

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

Zipporah Winifred Culpepper found inspiration to play basketball in the thrill of moving her tall frame at an incredible speed. From a young age, she reveled in the sensation of moving fast in one direction, and she translated that love for speed into her Play Style. Zip, as she became known, was unstoppable when she set her sights on the basket. Born and raised in Calgary, Alberta, Zip's parents were both avid outdoor enthusiasts. They instilled in her a deep appreciation for nature and the freedom of movement. Her father, a former professional sprinter, taught her the value of discipline and hard work, while her mother, an adventure seeker and a seamstress, nurtured her sense of adventure and exploration.

Zip loved to challenge the norm. As a Contrarian, she valued going against the group mentality and pushing boundaries. She aimed to prove that unconventional strategies could yield remarkable results on the basketball court. Zip's proudest moment came when she devised a play that completely disrupted the opposing team's defense while she was in secondary school, leading to a stunning victory. It was a testament to her Contrarian nature and her ability to think outside the box. Zip always felt a sense of camaraderie and unity. Her Contrarian nature brought a unique perspective to the team atmosphere, challenging group thinking and encouraging her teammates to question the status quo. Her abstract and unpredictable suggestions added an element of surprise and excitement to the game, leaving both teammates and opponents in awe.

Dealing with the media spotlight was a constant challenge for Zip. Her Contrarian nature often led her to give unexpected and thought-provoking answers during interviews, catching journalists off guard. She enjoyed subverting expectations and sparking lively discussions, even if it meant facing criticism from some media outlets. During the initial scouting for the Calgary Mounted Elbow, Zip's Infiltrator skills in the porridge caught the attention of the team's Assistant Coach Alonzo Dietzen. She was always in the thick of the action, using her long reach and agility to disrupt opposing players' attempts in the paint. Coach Dietzen saw the potential in her defensive prowess and invited her to try our for the Mounted Elbow, eager to harness her Infiltrator skills.

## Details

* Favorite Food: Spicy Saddle Soup
* Favorite Color: Crimson
* Favorite Animal: Mustang
* On-Court Habit: Zip sometimes does an intricate handstand after scoring a basket
* Piece of Trivia: Zip once climbed the tallest peak in the Rocky Mountains in record time
* Has a Fear Of: Shopping
* Diet Plan/Training Regimen: A diet plan that combines elements of various cuisines from around the world to provide a diverse and balanced nutritional intake, while performing unconventional exercises such as parkour and yoga to enhance agility and flexibility.
* Pop Culture Interests: Drawn to experimental jazz, avant-garde films, and surrealist literature.
* Love Interest: *Not yet publicly known*
* Other Professional Interest: Telling People What to Do

## Fan Letter

The Press Pass (Season One) production team discovered a collection of western anthems, addressed to the coaches and starting players of the Calgary Mounted Elbow. This particular piece was addressed to Warlock Barber.

### Zippy Fred

> In the wild frontier, where courage thrives,
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> Zip, the Torpedo, conquers lives.
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> Contrarian at heart, she breaks the mold,
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> A player unlike any the court did hold.
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> With lightning speed, she streaks ahead,
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> In one direction, her path is spread.
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> With Taurus behind her, Culpepper, it's time,
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> Zip the Infiltrator, she guards the Porridge just fine.
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> Coaching her future, a dream on the rise,
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> Guiding others with wisdom that never dies.
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> Her clothes may never fit, but she, herself, is true,
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> A Contrarian Good spirit that dares to pursue.
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> Zip embraces challenges with grace and zest,
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> Unpredictable moves, her opponents are stressed.
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> Found by the M'Elbow, her skills blessed with Smoke,
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> A serendipitous meeting, love at first joke.
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> Spicy Saddle Soup, her taste for delight,
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> Ugly Crimson, her favorite color's as fright.
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> The Mustang, Calgary spirits kin,
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> The mind of a coach, Zips curiosity within.
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> ~ Regards, Shaun Voric Plumfoss of the Royal Canadian Mounted Police.
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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 Calgary Mounted Elbow*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***The Washington Government Basketball Team*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***Zipporah "Zip" Winifred Culpepper*** 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