Martin Esau Amias

* 🔹 **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 Nashville Whiskers**

This character's story began in the 1939 Nashville Whiskers inaugural season.

* Full Name: **Martin Esau Amias**
* Jersey Number: **17**
* Position: **SF3** • **Emergency Small Forward** for the **Nashville Whiskers**
* Age in Chapter: **18 years old**
* Date of Birth: **August 1st, 1920**
* Modern Country of Origin: **Jamaica 🇯🇲**
* Career Goal: **Affection From Fans**
* Struggle: **Consistency**
* Alignment: **Lawful Innocence**
* Height: **6' 7" | 2.032m**
* Weight: **238 lbs | 93.44003kg**

### Play Style: **None**

Martin Amias isn't known for a distinct play style yet.

### Player Class: **None**

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

### Alignment: **Lawful Innocence**

* **Lawful** = characters who follow strict rules and adhere to prescriptive laws and regulations, no matter how unpopular it makes them.
* **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

Martin Esau Amias was inspired to play basketball after hearing rumors that the sport existed while living in his hometown of Mandeville, Jamaica. He was captivated by the stories of energy and athleticism displayed on the court and felt an immediate connection to the sport. Martin and his family immigrated to the United States when he was 17 years old, seeking to start a restaurant. They settled in Nashville, Tennessee, where Martin's basketball journey truly began to unfold. Determined to pursue the game he once heard about as a child, Martin set his sights on becoming a professional basketball player. The Basketball Syndicate started to form in late 1938, inspiring Martin to learn to play in a short time. As a professional player, Martin desired to gain affection from fans. He believed that basketball had the power to bring joy and excitement to people's lives, and he wanted to be a source of inspiration and entertainment for the audience. Martin thrived on the support and adoration of fans and sought to earn their love through his performance on the court.

Martin's proudest moment so far was being signed as a Founding Syndicate Player for the Nashville Whiskers. Being chosen as part of the inaugural season was a dream come true for him, and it gave him a sense of validation and accomplishment. He saw this opportunity as a chance to make a name for himself and create a lasting impact in the basketball world. Martin felt a deep connection to the team and embraced their Lawful Innocence alignment. He appreciated the team's adherence to rules and regulations and believed in the power of fair play and sportsmanship. Martin was idealistic and naive, always assuming the best in others and striving to act in the best interests of the team.

As a player, Martin brought a sense of innocence and unwavering positivity to the team atmosphere. He fostered a supportive environment and encouraged his teammates to always give their best. His genuine enthusiasm and belief in the game's ability to bring people together made him a valuable asset to the team dynamics. Martin handled the media spotlight with wide-eyed wonder and a genuine eagerness to connect with fans. He understood the importance of representing himself and the team in a positive light and was always eager to share his love for the game. Martin's genuine and authentic nature resonated with the media and endeared him to the fans. Martin's talent was discovered by the Nashville Whiskers Head Coach Acacia Monet for the team in an odd situation. Crashing the Whiskers try-out in December 1938 with no invitation, Martin barged onto the court, thinking it was the way to leave an impression. His audacity was in full display and his natural athleticism and infectious enthusiasm caught the attention of Coach Monet, leading to his signing as a Founding Syndicate Player.

## Details

* Favorite Food: Mango Salad
* Favorite Color: Euphoric Yellow
* Favorite Animal: Jellyfish
* On-Court Habit: Martin picks his nose on the pine. He does not eat his nostril nuggets, but he does use a teammates' towel to clean his fingers while they're in the game.
* Piece of Trivia: Martin once won a dance competition in Mandeville with his signature "Jumping Jellyfish" move.
* Has a Fear Of: Mousetraps
* Diet Plan/Training Regimen: A diet plan that incorporates vibrant and energizing foods, including tropical fruits, lean proteins, and fresh vegetables. Martin's training regimen focuses on agility drills, vertical jump training, and endurance exercises.
* Pop Culture Interests: Calypso music, Adventure Films, and Science Fiction novels
* Love Interest: *Not yet publicly known*
* Other Professional Interest: Extraterrestrial Life

## 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™ (SIPP)** shared by a collaborative community with creative guidance from Showrunner Kimani Okearah.
* ***The Murfreesboro Whiskers*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***The Nashville Whiskers*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***Martin Esau Amias*** 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