Sterling Reynolds Mann

* 🔹 **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 Yonkers Highness**

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

* Full Name: **Sterling Reynolds Mann**
* Chapter History: **#1 • 1939 📓**
* Position: **Assistant Coach of the 1939 Yonkers Highness**
* Age in Chapter: **35 years old**
* Date of Birth: **May 5th, 1903**
* Modern Country of Origin: **United States 🇺🇸**
* Career Goal: **Positive Public Image**
* Sideline Fashion: **Simple Bomber Jacket and Joggers**
* Alignment: **Lawful Evil**
* Demeanor: **Trashbin**
* Playbook: **Umbrella**
* Character Level: **1 *- Rookie***

### Demeanor: Trashbin

Coach Sterling Mann was famously a disaster.

### Playbook: Umbrella

Coach Mann used a playbook that was only really useful in outside scenarios.

### Alignment: Lawful Evil

* **Lawful** = characters who follow strict rules and adhere to prescriptive laws and regulations, no matter how unpopular it makes them.
* **Evil** = characters who engage in harmful or malicious behavior. They may act with cruelty, greed, or disregard for the well-being of others deliberately.

## Biography

Sterling Reynolds Mann's journey into basketball coaching was a tale of ambition and ruthlessness. Hailing from Utica, New York, he came to prominence as a tactical genius during his college basketball years. However, his **Trashbin *Demeanor*** meant he was notoriously a mess on the sidelines. He was known for his caustic attitude towards his players, opponents, team staff, the other coaches, media, and fans alike. This reputation fueled his passion for the game.

Mann's **Umbrella *Playbook*** was only effective in beyond-the-arc scenarios, making it rather useless for any situation happening in the porridge. His motivation for this choice remains a mystery, but many speculate it was to undermine his own team's performance, causing chaos and confusion. Intriguingly, Mann's career goal was known to be building a positive public image, a stark contrast to his ***Demeanor***. It was a perplexing aspiration, leaving experts scratching their heads. Some theorized it was his way of mocking the public's perception of him.

His proudest moment, so far discovered, was when he managed to lead his college team to a win despite seemingly trying to sabotage their chances. It was a testament to his tactical brilliance and manipulative nature. His biggest hope was to eventually become a Head Coach in the BSofA and exert even more control over a team's destiny. His ability to turn unexpected situations into opportunities kept both players and fans on their toes.

As for the Yonkers Highness, Mann had mixed feelings. He respected their potential but found himself occasionally at odds with the team's Head Coach, Manuela Paulita Alma Chavez. The difference in their philosophies led to a tense atmosphere in the locker room. In dealing with the media spotlight, Mann rarely gave interviews. When he did, his responses were typically cryptic and contradictory. This only added to his mystique and fueled speculation about his true intentions.

## Details

* Favorite Food: Pickles
* Favorite Color: Charcoal
* Favorite Animal: Crow
* A Catchphrase or Motto They Think They Invented: "Appearances can be deceiving."
* On-Court Habit: Coach Mann brought cupcakes to every home game, passing them out to fans behind the bench. Rumor has it, they tasted awful.
* Piece of Trivia: Coach Mann didn't know how to tie his shoes.
* Has a Fear Of: Vampires
* Pop Culture Interests: Historical Re-Enactments, War Films, and Long-Form Math Problems.
* Love Interest: *None yet discovered.*
* Hobby: Collecting locks and keys from around New York.

## Fan Letter

The Press Pass (Season One) production team discovered a collection of lyrical ragtime songs, addressed to the coaches and starting players of the Yonkers Highness. This particular piece was left for Assistant Coach Sterling Mann.

### Sterling Mann, our Sterling Man!

> In his jacket and joggers, Mann stood proud and tall,
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> A bumpkin from Utica, he spoke with a drawl,
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> His Trashbin Demeanor, a walking blunder,
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> On the court and off, he'd make fans wonder.
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> With an Umbrella Playbook, so strange and rare,
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> In outside scenarios, his team would dare,
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> To make the ball rain and shoot every shot,
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> Coach Mann's fitfulness remained his jackpot.
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> He aimed for better image, no more disgrace,
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> Turned disaster to triumph with not one ounce of grace,
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> In the press and the papers, he'd often jest,
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> His routine actions gave his critics unrest.
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> Charcoal was his jacket, like his heart and soul,
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> In the world of the Highness, he played a unique role,
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> To bring Scorpio's luck, he brought cakes to us fans,
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> So wild and merry, our disaster, Coach Mann
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> His Umbrella Playbook was quite out of place,
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> In the porridge, 'twas futile, from the arc the game raced,
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> In charcoal and gray, he wore a jacket and joggers,
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> Powered by Metal, the coach bored like an auger.
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> Sterling Mann's ambition, a cupcake of itself,
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> To build his best image for power and wealth,
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> In the world of our Highness, he'd make quite the name,
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> With Scorpio's love, and a thirst for the game.
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> ~ With the utmost respect, Vonni Ronny, The Bronx.
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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 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.
* ***Sterling Reynolds Mann*** 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