Darlene Ursula Butler

* 🔹 **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 Manhattan Pantaloons**

This character's story began in the 1939 Manhattan Pantaloons inaugural season.

* Full Name: **Darlene Ursula Butler**
* Position: **Assistant Coach of the 1939 Manhattan Pantaloons**
* Age in Chapter: **52 years old**
* Date of Birth: **November 6th, 1886**
* Modern Country of Origin: **United States 🇺🇸**
* Career Goal: **Directing a Film**
* Sideline Fashion: **They Dress like a Russian Person**
* Alignment: **Chaotic Innocence**
* Demeanor: **Zen Monster**
* Playbook: **Falafel**

### Demeanor: **Zen Monster**

Players always like Coach Butler... at first.

### Playbook: Falafel

Coach Butler mashed a bunch of plays and actions together in her Playbook, hoping it amounted to something.

### Alignment: Chaotic Innocence

* **Chaotic** = characters who are unpredictable and may act impulsively. They do not follow any rules, have any values, or adhere to a set structure.
* **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

Darlene Ursula Butler, born on November 6th, 1886, in the bustling borough of Queens, New York City, had a rather unusual path that led her to the world of basketball coaching. Her inspiration came not from the court, but from the magical world of cinema. Growing up, Darlene was captivated by the enchantment of the newfangled motion pictures, immersing herself in every film she could see. Motivated by her love for storytelling and a burning desire to bring her creative vision to life, Darlene found herself drawn to the art of coaching basketball. To her, basketball was like a living canvas where she could orchestrate the movements of the players, creating a symphony of athleticism and strategy.

In her Zen Monster demeanor, Darlene approached coaching with a two-sided charm. She'd befriend her players, but over time, she would channel her unyielding focus and determination into shaping the players into a force to be reckoned with. She believed that success on the court was the perfect canvas for her to convey her creative ideas, pushing the boundaries of what a basketball team could achieve. Darlene's proudest moment, so far discovered, was when she discovered the nonsense of the game. Embracing the unconventional, her Falafel playbook consisted of a mishmash of plays and actions, each one defying conventional wisdom. While critics scoffed at her unorthodox approach, Darlene's teams in history usually flourished, surprising their opponents with an unpredictable and bewildering style of play.

She had an unwavering love for the Manhattan Pantaloons, finding beauty in the manic style of their gameplay and relishing every moment on the sideline. Darlene infused the team atmosphere with an electrifying energy and an unwavering belief in the power of creativity. With the media, Darlene embraced every question with a calm and enigmatic smile, answering with cryptic riddles that left reporters scratching their heads. Her alignment as Chaotic Innocence played into her choices, allowing her to tap into her whimsical nature while maintaining a genuine and faithful approach.

## Details

* Favorite Food: Pickled Herring and Cheesecake... Together.
* Favorite Color: Green
* Favorite Animal: Tiger
* A Catchphrase or Motto They Think They Invented: "Embrace your choices, for within lies brilliance!"
* On-Court Habit: Coach Darlene Butler communicates with invisible muses for ideas
* Piece of Trivia: In the early 1910s, Darlene learned to play basketball with a popcorn bucket and a bunch of socks glued together
* Has a Fear Of: Popping Corn
* Pop Culture Interests: Russian classical music, silent films, and experimental literature
* Love Interest: *None yet discovered*
* Hobby: Coach Yakwe collects dead spiders and preserves them in amber

## Fan Letter

The Press Pass (Season One) production team discovered a collection of early Broadway-style showtunes, addressed to the coaches and starting players of the Manhattan Pantaloons. This particular tune was written about Coach Yakwe.

### The Butler Did It

> Oh, Darlene, our Zen Monster coach divine,
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> In her Russian attire, oh so fine,
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> She floats on the sideline like a ballet dance,
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> Chaotic Innocence? They've got no chance.
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> Darlene, Zen Monster, the queen of the court,
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> With her Falafel playbook, she makes it a wild sport,
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> She channels the element, Paper and cloth,
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> With Cancer's blessing, our basketball God.
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> In her ushanka, she weaves fun in the air,
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> A whirlwind of creativity, no one can compare,
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> With her unseen muses and their silent cues,
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> She leads the Pantaloons to victory... maybe it's a ruse.
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> Innocence meets chaos, a magnificent blend,
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> Her love for film infuses every trend,
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> With Coaches Kurtzy and Yakwe, her team by her side,
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> She helps coach the Pants with passion and pride.
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> ~ Yours Truly, Yolanda Shauna Llarbur and her sister Gertrude Joanne Llarbur, from Orange, New Jersey.
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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 Manhattan Pantaloons*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***Darlene Ursula Butler*** 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