Angus Dorson Coleville

* 🔹 **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: **Angus Dorson Coleville**
* Jersey Number: **9**
* Position: **SG2** • **Off-Pine Shooting Guard** for the **San Francisco Buoys**
* Age in Chapter: **19 years old**
* Date of Birth: **November 1st, 1918**
* Modern Country of Origin: **United States 🇺🇸**
* Career Goal: **Skill Development**
* Struggle: **Vertigo**
* Alignment: **Lawful Arrogance**
* Height: **6' 8" | 2.032m**
* Weight: **229 lbs | 103.8727kg**

### Play Style: **None**

**Angus Coleville** isn't known for a distinct play style yet.

### Player Class: **None**

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

### Alignment: Lawful Arrogance

* **Lawful** = characters who follow strict rules and adhere to prescriptive laws and regulations, no matter how unpopular it makes them.
* **Arrogance** = characters who are overly confident and believe that they are superior to others. They may be dismissive or disrespectful of others.

## Biography

Angus Dorson Coleville grew up in Sacramento, California, and was inspired to play basketball by his uncle, who was one of the children who originally learned the game from James Naismith. Angus grew up watching and playing basketball with his uncle, and fell in love with the game. He was motivated to become the best basketball player he could be, and to make his uncle proud. Angus's proudest moment so far discovered was when he was recruited as a Founding Syndicate Player for the San Francisco Buoys. He had worked hard to develop his skills and was thrilled to have the opportunity to play professional basketball. His biggest hope is to become a starting player for the team one day, if he can only get better than **Soft Boom Clemente**.

Angus feels confident in his abilities as a player, but can come across as arrogant to his teammates. He believes in following the rules and regulations set by the BSofA, but can be dismissive of those who don't share his views. As a player, Angus brings a strong work ethic and dedication to the team atmosphere. He is always looking for ways to improve and push his teammates to do the same. Angus doesn't particularly enjoy the media spotlight, but he understands its importance in promoting the team and the sport. He tries to be gracious with the media, but can come across as cold and aloof.

Angus was discovered by the San Francisco Buoys during a local tournament in Sacramento. His exceptional height and shooting ability caught the eye of the team's Head Coach Martin Feldstein, and he was invited to a tryout.

## Details

* Favorite Food: Fish Tacos
* Favorite Color: Burgundy
* Favorite Animal: Alligator
* On-Court Habit: He speaks to opponents in a horrible British accent sometimes
* Piece of Trivia: Angus can recite all US presidents up to and including FDR.
* Has a Fear Of: cotton balls, and will avoid them at all costs. Angus had a medical trauma as a boy.
* Diet Plan/Training Regimen: Angus follows a strict diet plan that includes plenty of lean protein and vegetables. He also spends several hours a day practicing his shooting and ball handling skills.
* Pop Culture Interests: Angus enjoys classic jazz music, film noir movies, Hemingway
* Love Interest: None - focused on his career
* Other Professional Interest: Panning for Gold

## 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.
* ***Angus Dorson Coleville*** 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