Jerry Amick Khan

* 🔹 **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: **Jerry Amick Khan**
* Jersey Number: **26**
* Chapter History: **#1 • 1939 🏀**
* Position: **C2** • **Off-Pine Centers** for the **Yonkers Highness**
* Age in Chapter: **20 years old**
* Date of Birth: **May 26th, 1918**
* Modern Country of Origin: **Pakistan 🇵🇰**
* Career Goal: **Get a Shoe Deal**
* Struggle: **Defense**
* Alignment: **Authentic Good**
* Height: **6' 11" | 2.1082m**
* Weight: **245 lbs | 111.1301kg**
* Character Level: **1 *- Rookie***

### Play Style: **None**

Taylor Singh isn't known for a distinct ***Play Style*** yet.

### Player Class: **None**

Singh isn't known for a distinct ***Player Class*** yet.

### Alignment: **Authentic Good**

* **Authentic** = characters who value honesty and being true to oneself and they are not afraid to express genuine thoughts and feelings, no matter the law, group harmony, or their own image.
* **Good** = characters who have a strong moral compass and act with kindness, compassion, and generosity. They may act in high regard for others until a display of behavior dismisses their reason for good faith.

## Biography

Jerry Amick Khan's journey to becoming a Founding Syndicate Player for the Yonkers Highness was anything but ordinary. Born in Turbat in what is now known as Pakistan, he was the eldest of five siblings. His father Aamir and his mother Leena Khan ran a family restuarant. His childhood was filled with the vibrant colors and flavors of Pakistan, and it was here that his love for basketball was ignited. Jerry's inspiration to play basketball came from a chance encounter with a Canadian missionary who introduced him to the sport. The self-righteous missionary gifted him a basketball, and Jerry spent hours perfecting his freetapults and threebuchets in a dusty courtyard with a makeshift hoop.

His parents, Aamir and Leena, were skilled chefs, creating delicacies that were sought after in the local market. They instilled in Jerry a strong work ethic and a commitment to honesty, values that would anchor his basketball career. Jerry aimed to get a shoe deal in his career, and he made no secret of that. He believed that success in basketball would not only provide for his family but also inspire other young athletes in his homeland.

His proudest moment, so far discovered, came during his try-out for the Yonkers Highness, where he scored a remarkable backwards threebuchet for the first time. Team management erupted in cheers, and that's when Jerry knew he was meant for bigger stages.

Jerry had a unique approach to the team atmosphere. He was the team's moral compass, as he was known for helping teammates both on and off the court. His sincerity and kindness were his unique qualities that lifted the team's spirits. Jerry remained authentic. He answered questions with genuine honesty and humility with the media, endearing himself to both fans and reporters.

One of the Yonkers Highness' Assistant Coaches, Benito David, discovered Jerry during his travels after he stopped in Pakistan for a few nights and good food. Catching Jerry playing outside with his makeshift hoop, Coach David was impressed by his extraordinary skills and his good nature. Coach David invited Jerry Khan to join his travels back to New York so he could try out for the new professional team. After Jerry Khan hit that threebuchet, team management knew signing him as a free agent was an easy decision. he officially joined the team as a free agent just a few weeks ahead of Media Day and Fan Fest in 1939.

## Details

* Favorite Food: Biryani
* Favorite Color: Sky Blue
* Favorite Animal: Tiger
* On-Court Habit: Jerry wore traditional attire under his basketball uniform.
* Piece of Trivia: Jerry could cook just as good as his parents.
* Has a Fear Of: Small Shoes
* Diet Plan/Training Regimen: Khan ate a diet rich in spices and lean proteins. His training included agility drills inspired by traditional dances from Turbat.
* Pop Culture Interests: Qawwali Music, Early Bollywood films, and Rumi's Poetry
* Love Interest: *Not yet publicly known*
* Other Professional Interest: Shoemaking

## 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.
* ***Jerry Amick Khan*** 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