Temperance Cybil Osbourne

* 🔹 **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 Chicago Redbeans**

This character's story began in the 1939 Chicago Redbeans inaugural season.

* Full Name: **Temperance Cybil Osbourne**
* Jersey Number: **42**
* Current Lore Chapter: **Genesis 1939 Chicago Redbeans (January—September, 1939)**
* Position: **SG3** • **Emergency Shooting Guard** for the **Chicago Redbeans**
* Age in Chapter: **18 years old**
* Date of Birth: **August 11th, 1920**
* Modern Country of Origin: **United States 🇺🇸**
* Career Goal: **Arriving On Time**
* Struggle: **Over-Activity**
* Alignment: **Harmonious Sleaze**
* Height: **6' 6" | 1.9812m**
* Weight: **176 lbs | 79.83226kg**
* Character Level: **1 *- Rookie***

### Play Style: **None**

Temperance Osbourne didn't develop a Play Style in time for the Genesis 1939 Season.

### Player Class: None

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

### Alignment: **Harmonious Sleaze**

* **Harmonious** = characters who cooperate with the group mentality without much question, they don’t want to be the source of drama.
* **Sleaze** = characters who are opportunistic and willing to do whatever it takes to get ahead. They may be unscrupulous and act without regard for others.

## Biography

Temperance Cybil Osbourne was born in the heart of Montgomery, Alabama, in the United States. She came from a bustling family of five siblings, where cooperation and getting along were prized virtues. Her parents, Rufus and Matilsa Osbourne, worked tirelessly as a saxophonist and librarian, respectively. Rufus was talented, and toured local clubs to make ends meet.

Temperance's love for basketball was ignited when her mother, Matilsa, taught her the art of the bounce pass in their modest backyard. The rhythmic sound of the ball hitting the ground, echoing the rhythm of her heart, became a soothing backdrop to her childhood.
Her career motivation was simple yet significant. She wanted to always be punctual, to arrive on time, no matter the situation. She believed that harmony within the team was crucial for success.

Temperance's proudest moment was when she received a last-minute call to join the Chicago Redbeans as their final signing, just before Media Day and Fan Fest in 1939. Her uncanny ability to seize opportunities, even in the wilderness of the time, made her an intriguing addition to the team. Temperance tried to maintain harmony within the group but couldn't resist the occasional crafty scheme to achieve her goals. Her teammates often found themselves unknowingly involved in her elaborate plans.

Dealing with the media became a balancing act for Temperance. She often wore sunglasses during interviews, earning her notoriety in local papers. Temperance was discovered by the Chicago Redbeans during their initial try-oits when she managed to sneak into a closed-door team meeting and blend in so seamlessly that Head Coach Herman Hammonds thought she was part of the staff. Impressed by her audacity and ingenuity, they later signed her as the final member of the 1939 Redbeans.

## Details

* Favorite Food: Jambalaya
* Favorite Color: Lake Michigan Blue
* Favorite Animal: Chameleon
* On-Court Habit: Temperance would clap 11 times before each freetapult attempt.
* Piece of Trivia: Temperance can calculate square roots faster than anyone else in her family.
* Has a Fear Of: Going Down Stairways
* Diet Plan/Training Regimen: Temperance's diet plan involves eating only foods in paired helpings. She trains by practicing dribbling while riding a bicycle.
* Pop Culture Interests: Film Noir, Bebop Jazz, and Detective Novels.
* Love Interest: *Not yet publicly known*
* Other Professional Interest: Being a Locksmith

## 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 Chicago Redbeans*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***The Chicago Redliners*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***Temperance Cybil Osbourne*** 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