Matthew Jacob Clyde

* 🔹 **Lore Producer:** *reserved for Angela Giarratana of SMOSH* 💙 | **(collect a🔹ncv2 to make it official)**
* 🔹 **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 Pittsburgh Gridlock**

This character's story began in the 1939 Pittsburgh Gridlock inaugural season.

* Full Name: **Matthew Jacob Clyde**
* Jersey Number: **42**
* Position: **PG2** • **Off-Pine Point Guard** for the **Pittsburgh Gridlock**
* Age in Chapter: **20 years old**
* Date of Birth: **January 27th, 1918**
* Modern Country of Origin: **United States 🇺🇸**
* Career Goal: **Happiness**
* Struggle: **Self-Centeredness**
* Alignment: **Lawful Evil**
* Height: **6' 0" | 1.8288m**
* Weight: **186 lbs | 84.36818kg**

### Play Style: **None**

Matthew Clyde hasn't earned a Play Style yet.

### Player Class: **None**

Matthew Clyde hasn't earned a Player Class yet.

### 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

Matthew Jacob Clyde, born on January 27th, 1918, in Woonsocket, Rhode Island, United States, was drawn to basketball by the structured nature of the game. From an early age, he found solace in following strict rules and adhering to what was told of him. The organized nature of basketball appealed to his lawful alignment, providing him with a sense of purpose. Matthew's father was a bailiff in the local court system. His commitment to upholding the law and his stern demeanor had a profound influence on Matthew. His father instilled in him the values of order and discipline, shaping his character and worldview.

What motivated Matthew in his career was the pursuit of personal happiness. He believed that by achieving success on the basketball court and garnering admiration from fans, he would find the fulfillment he sought. However, his self-centeredness often clouded his judgment and hindered his ability to form meaningful connections with teammates. Matthew's proudest moment was when he made a game-winning freetapult to secure a victory for his high school team. It was a brief glimpse of the happiness he craved, and he hoped to replicate that feeling on a larger stage. As a player, Matthew brought a sense of order and structure to the team atmosphere. His adherence to the rules and his meticulous attention to detail served as a guiding force for his teammates. While his lack of a defined play style or player class limited his on-court impact, his ability to orchestrate plays and distribute the ball made him an effective off-pine point guard.

Matthew dealt with the media spotlight by carefully curating his public image. He presented himself as a paragon of lawful behavior, often using legal jargon and strict adherence to the rules in his interviews. He understood the power of the media in shaping public perception and used it to his advantage, portraying himself as the embodiment of order and justice. During the initial scouting for the Pittsburgh Gridlock, Matthew's discovery was a result of his impeccable conduct during a local basketball tournament. He meticulously followed every rule, even going as far as pointing out violations committed by other players. Coach Anthony Smith, impressed by Clyde's lawful approach to the game, saw the potential for him to bring structure to the team and offered him a try-out for the Gridlock.

## Details

* Favorite Food: Cauliflower Casserole
* Favorite Color: Black
* Favorite Animal: Owl
* On-Court Habit: Clyde reads the BSofA rulebook during time-outs.
* Piece of Trivia: Matthew Clyde is a terrible chess player
* Has a Fear Of: Spontaneous Dancing
* Diet Plan/Training Regimen: A diet plan focused on structured meals and a training routine emphasizing repetition and precision.
* Pop Culture Interests: Classical Symphonies and Radio Teleplays
* Love Interest: *Not yet publicly known*
* Other Professional Interest: Studying ancient governmental structures

## 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™ (SIPP)** shared by a collaborative community with creative guidance from Showrunner Kimani Okearah.
* ***The Pittsburgh Gridlock*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***The East Bay Gridlock*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***The Bay Area Traffic*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***Matthew Jacob Clyde*** 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