Cameron Michael Dave

* 🔹 **Lore Producer:** *reserved for Lex Friedman of Podcast Culture* 🍿 | **(collect a🔹ncv2 to make it official)**
* 🔹 **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 Yonkers Highness**

This character's story began in the 1939 Yonkers Highness inaugural season.

* Full Name: **Cameron Michael Dave**
* Jersey Number: **7**
* Chapter History: **#1 • 1939 🏀**
* Position: **SG3** • **Emergency Shooting Guard** for the **Yonkers Highness**
* Age in Chapter: **19 years old**
* Date of Birth: **July 4th, 1919**
* Modern Country of Origin: **Canada 🇨🇦**
* Career Goal: **Personal Growth**
* Struggle: **Hats**
* Alignment: **Ignorant Innocence**
* Height: **6' 4" | 1.9304m**
* Weight: **220 lbs | 99.79032kg**
* Character Level: **1 *- Rookie***

### Play Style: **None**

Cameron Michael Dave isn't known for a distinct ***Play Style*** yet.

### Player Class: **None**

Cameron Michael Dave isn't known for a distinct ***Player Class*** yet.

### Alignment: **Ignorant Innocence**

* **Ignorant** = characters who lack knowledge, understanding, and/or curiosity about information or a situation. They often act without thinking of or being aware of the consequences.
* **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

Cameron Michael Dave, born in Saskatoon, Saskatchewan, Canada, had a childhood filled with simplicity and naivety. Growing up in a small town, he was blissfully unaware of the world's complexities until basketball came into his life. Cameron's parents, Doug and Christie Dave, were both worked for the Royal Canadian Mounted Police. They encouraged his curiosity and allowed him to follow his dreams. Inspired by a traveling basketball exhibition, Cameron Michael Dave decided to pursue basketball as his passion, much to the delight of his horse-riding parents.

His career was focused personal growth. He saw basketball as a vehicle for self-improvement and sought to learn from every game and every teammate. His proudest moment, so far discovered, was when he helped his secondary school team win their first game by scoring a last-second threebuchet. It was a moment of pure jubilation. Cameron Michael Dave's struggle with hats was a curious quirk. He simply couldn't stand wearing hats, and this became evident when he refused to put on a team cap during his official signing ceremony.

Despite his limited understanding of the world, Cameron Michael Dave's presence brought a unique charm to the team. He believed in the best in everyone, often to the amusement of his teammates. He never hesitated to trust even the most unreliable of characters unless they were wearing a hat, which sometimes led to hilarious situations. The media spotlight was an adventure for Cameron. He often gave candid and overly honest answers during interviews, providing an unintentional source of entertainment for fans and journalists.

The Yonkers Highness discovered Cameron Michael Dave during a charity event in Canada. He had been invited to take part in a game, and his complete lack of experience with competition made his shots hilariously unpredictable. Despite his poor performance, Assistant Coach Sterling Mann saw potential in his naivety, and offered him a try out with the Highness. Left with few other choices just a week before Media Day and Fan Fest in 1939, team management signed him as a free agent.

## Details

* Favorite Food: Pancakes
* Favorite Color: Umber
* Favorite Animal: Horse
* On-Court Habit: Cameron Michael Dave intensely inspected the court for lucky four-leaf clovers before each game, despite the insistence of his teammates that there wouldn't be any to find.
* Piece of Trivia: Cameron Michael Dave insisted everybody call him by his full name in every situation.
* Has a Fear Of: Hats, and Anybody Wearing a Hat
* Diet Plan/Training Regimen: Cameron Michael Dave loved himself a diet based on basic, unprocessed foods like oatmeal and plain yogurt. Training involves practicing freetapults while holding a conversation with anybody nearby to improve his multitasking skills.
* Pop Culture Interests: Folk Music, Murder Mystery Films, and Fairy Tales
* Love Interest: *Not yet publicly known*
* Other Professional Interest: Becoming a member of the Mounted Police

## 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 Yonkers Highness *(1939-1957)**** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***The Omaha Highness *(1957-1971)**** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***The Mississippi Majesty *(1971-1984)**** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***The Sacramento Majesty *(1984-present)**** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***Cameron Michael Dave*** 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