Deanna Rolly Koontz

* 🔹 **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 Chicago Redbeans**

This character's story began in the 1939 Chicago Redbeans inaugural season.

* Full Name: **Deanna Rolly Koontz**
* Current Lore Chapter: **Genesis 1939 Chicago Redbeans (January—September, 1939)**
* Position: **Assistant Coach of the 1939 Chicago Redbeans**
* Age in Chapter: **41 years old**
* Date of Birth: **February 8th, 1897**
* Modern Country of Origin: **United States 🇺🇸**
* Career Goal: **Working for One Team Their Whole Career**
* Sideline Fashion: **Denim Vogue**
* Alignment: **Lawful Innocence**
* Demeanor: **Cape**
* Playbook: **Amnesia**
* Character Level: **1 *- Rookie***

### Demeanor: Cape

Coach Deanna Koontz was known to blame themselves for everything.

### Playbook: Amnesia

Coach Koontz used a playbook that was often forgotten by everyone, including herself.

### 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

In the bustling town of Benton, Illinois, amidst rolling hills and friendly folks, Deanna Rolly Koontz was born on February 8th, 1897. She hailed from a family of humble origins; her parents, Samuel and Mary Koontz, were hardworking gardeners who tended to land with a love for the soil that ran deep. From a young age, Deanna observed her parents' unwavering commitment to their gardening clients, and this steadfastness left an indelible mark on her. As a child, she had a penchant for organizing and leading games with her friends. She would create elaborate rule sets and strategies for their simple pastimes, always seeking ways to make the games more fun and engaging. Her love for games evolved as she grew older, and when she encountered basketball during her high school years, it was like discovering her true calling.

Inspired by her parents' work ethic among the flowers and vegetables, Deanna's coaching demeanor was marked by a sense of responsibility. She took her role as an assistant coach seriously, often blaming herself for the team's shortcomings, even when it was beyond her control. Her earnest desire to see her players succeed sometimes led her to be overly critical, but it was all rooted in her genuine concern for their development.

Deanna wanted to work for one team her whole life, nurturing generations of players and witnessing their growth. Her proudest moment, so far discovered, was when she helped a struggling Reed Tyland find his footing on the court during the 1939 try-outs, a moment of triumph that warmed her heart until the day she died. In the era of the 1939 Chicago Redbeans, Deanna brought a unique quality to the coaching staff. Her **Amnesia** ***Playbook*** was a reflection of her whimsical nature. It contained unconventional strategies and plays, often forgotten by the players and even herself. Still, these unexpected tactics occasionally caught opponents off guard, making the Redbeans a team to reckon with.

Deanna's love for the game far surpassed her desire for the spotlight. She preferred to work diligently behind the scenes, avoiding media attention whenever possible. She wanted to follow the rules and regulations of the game to the letter, often at the expense of her personal popularity. On the sidelines, Deanna had a peculiar fondness for denim vogue fashion, showcasing a quirky yet endearing sense of style. Her love for animals led her to adopt rescue dogs with unwavering loyalty. In the world of the Chicago Redbeans, Deanna Rolly Koontz was the anchor of innocence and steadfastness, a coach who blended seamlessly with the team's unique character. Her passion for the game, coupled with her unwavering commitment to her players, made her an integral part of the Redbeans family.

## Details

* Favorite Food: Bananas and Peanut Butter
* Favorite Color: Green
* Favorite Animal: Any Dog
* A Catchphrase or Motto They Think They Invented: "I forgot what I was going to say, but do it anyway."
* On-Court Habit: Coach Koontz always did the pre-game warm-ups with her players, starting a trend in Chicago.
* Piece of Trivia: Coach Koontz didn't understand to work a radio.
* Has a Fear Of: Custard Desserts
* Pop Culture Interests: Banjo Music, Russian Films, and Mystery Novels
* Love Interest: *None yet discovered*
* Hobby: Coach Koontz loved to clean typewriters for peace of mind.

## 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 Chicago Redbeans. This particular tune was written about Coach Hammonds.

### The Forgetful Deanna Koontz

> Oh, Deanna in her denim vogue, shoo-bee-doo,
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> With Amnesia playbook, making opponents ask who?
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> Blaming herself, wearing her Cape so true,
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> In Benton, she learned, 'twas the soil she knew.
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> With a Sagittarius blessing, she shines so bright,
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> Guiding her through games, shooby-doo day and night,
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> In unity, she leads, with all her scat-a-dat might,
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> With peanut butter bananas, her favorite bite.
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> Her dogs, rescue heroes, by her side,
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> Taking all the blame, others would confide,
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> Shoo-bop Deanna Koontz, our basketball guide,
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> With an Amnesia Playbook, she'd forget to turn the tide.
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> Harmonious Neutral, his Alignment so cool,
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> He keeps us in balance, our coaching jewel.
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> With a Sagittarius blessing from up above,
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> And Health, our element, we play with love.
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> In Chicago's Redbeans, her heart's abode,
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> With skill in cleaning typewriters old,
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> Through triumph and loss, in stories untold,
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> Deanna Rolly's worth, more precious than gold.
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> Shoo-bee-doo-wop, Redbean fans will boast!
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> For Deanna Koontz, our Assistant Coach!
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> She make take the blame for forgetting the play!
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> Shooby-do-wop! The Redbeans won anyway!
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> ~ Kind Deedle-Bop Regards, LaKeith Simon Tape, from East Chicago, Indiana.
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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 Chicago Redbeans*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***The Chicago Redliners*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***Deanna Rolly Koontz*** 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