Nodin "Escanaba" Jothan Karns Jr.

* 🔹 **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 Minnesota Menace**

This character's story began in the 1939 Minnesota Menace inaugural season.

* Full Name: **Nodin Jothan Karns Jr.**
* Jersey Number: **25**
* Chapter History: **#1 • 1939 🏀**
* Position: **SF1** • **Starting Small Forward** for the **Minnesota Menace**
* Age in Chapter: **22 years old**
* Date of Birth: **November 10th, 1916**
* Modern Country of Origin: **United States 🇺🇸**
* Official BSofA Nickname: **Escanaba**
* Career Goal: **Become a Legend, like his Father**
* Struggle: **The Concept of War**
* Alignment: **Chaotic Innocence**
* Height: **6' 8" | 2.032m**
* Weight: **221 lbs | 100.2439kg**
* Relative(s): **Cheyenne Karns, mother**
* Character Level: **1 *- Rookie***

### Play Style: **Zephyr**

Nodin Karns Jr. spun often while playing, regardless of effectiveness. He adopted the ***Play Style*** of Zephaniah "**Zephyr**" Wife at his father's suggestion.

### Player Class: **Infiltrator**

Escanaba was always inside the porridge, ready to make a play.

### 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

Nodin Jothan Karns Jr. was born on January 10th, 1917, in Escanaba, Michigan, United States, hence his official BSofA nickname of "**Escanaba**." He was the son of Nodin Gilbert Karns Sr., a World War I veteran who earned the nickname "The Menace of Minnesota" due to his reputation as an American Ace, following the trail of fellow WWI pilot Frederick Libby. Nodin Karns Sr., a General in the U.S. Army Air Corps/U.S. Army Air Forces, was an Ojibwe Indigenous American. Nodin grew up in the shadow of his legendary father, whose war heroics were well-known in their shared hometown. Nodin Karns, Sr. was famously denied entry to the United States military in his home state of Michigan at 17 years of age, so he traveled to Minneapolis to register for the Minnesota division in the Aviation Section of the U.S. Signal Corps, leaving his wife Cheyenne and baby son home in Escanaba.

Upon his return from war, Nodin Karns Sr. was named a General of the new United States Army Air Service due to his heroics. In the early 20s, Nodin Jr.'s two younger sisters - Wynona and Mika - were born. While General Karns himself would make frequent trips to Minneapolis and Saint Paul to fraternize with his fellow Air Service aviators, the family stayed in Escanaba until 1937. General Karns was asked to move his family to the Twin Cities full-time in 1937 to prepare for the eventuality of another World War. General Karns was a legend in Minnesota, and was able to amount significant wealth in a short time as a celebrity of the day. General Karns used a good portion of his capital to create "The Minnesota Menace" basketball team in the newly-founded Basketball Syndicate of America in 1938.

Basketball had always been a part of the life of Nodin Jr. His father was an enthusiastic basketball fan. The new sport kept his company busy during the down days of WWI. General Karns would often take young Nodin to watch games in their local community. The concept of becoming a legend like his father motivated Nodin to pursue a career in the sport. Nodin's proudest moment, so far discovered, came during a high school championship game. With his team trailing by three points, General Karns watching, and only seconds left on the clock, Nodin executed a daring backwards four-point threebuchet, securing the victory and etching his name in local basketball lore.

As a player, Nodin brought a turbulent element to the court, often making unpredictable moves that left opponents and teammates alike in awe. His **Zephyr** ***Play Style***, marked by random spinning maneuvers, made him a unique and challenging player to defend. Off the court, Nodin struggled with the concept of war, given his father's military background. He displayed an idealistic and sometimes naive approach to life. He often trusted people easily, even those with questionable intentions. In interactions with the media, Nodin Karns Jr. was always steadfast, straightforward, and kind, even when he was badgered about his father's presence around the new franchise.

Nodin's presence in the Minnesota Menace locker room brought an air of unpredictability and excitement, even with the pressure that mounted from his father's Presidency of the team. Even though he was the president's son and junior, the Minnesota Menace made Nodin Karns, Jr. try out for the team and earn his roster spot without nepotism. Nodin Jr. was a talented player and dominated his try-out, greatly impressing the Head Coach Cheyenne Karns - his mother. The rest of team management, including his father, were drawn to his unorthodox playing style and his ability to penetrate the porridge with ease. His signing occurred just weeks before Media Day and Fan Fest in 1939, marked the beginning of his journey as one of the Founding Syndicate Players of the 1939 season.

## Details

* Favorite Food: Pasties with Ground Beef
* Favorite Color: Steel Gray
* Favorite Animal: Salmon
* On-Court Habit: he'd give other players 'flat tires' when the referees weren't paying attention, stepping on the backs of the shoes of opponents so they would come off in the middle of play.
* Piece of Trivia: Nodin doesn't understand why war exists, and he barely understands why competition exists.
* Has a Fear Of: Paper Airplanes
* Diet Plan/Training Regimen: Escanaba's diet consisted of foods served in pockets, with a preference for pasties. His training sessions often featured Escanaba Karns jogging through the wilderness of the forest outside St. Paul.
* Pop Culture Interests: Ojibwe Music, Race Films, and Books about the Indigenous Peoples of America
* Love Interest: *Not yet publicly known*
* Other Professional Interest: Running the team, one day.

## Fan Letter

The Press Pass (Season One) production team discovered a collection of chansons, addressed to the coaches and starting players of the Minnesota Menace. This particular song was left for Nodin Karns, Jr.

### Son of the President? Really?

> Escanaba, a whirlwind on the court,
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> A Zephyr Play Style? What a bad sport.
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> Menace, spin his spin with all your might,
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> His dad is the legend... why is Junior the blight?
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> In Chaotic Innocence, he perhaps
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> has a heart untamed while the Menace collapse.
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> Unpredictable moves, a puzzling case,
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> Escanaba lacked any semblance of grace.
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> Born of war, Junior shuns its call,
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> His dad flew so pure, he never did fall,
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> On the court, Junior might give it his all,
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> With Gemini's blessing, he chose basketball.
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> A legend like his father? He'll never be that.
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> With the Pressure of family, he's basically tree sap.
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> Stepping on shoes, a playful spree,
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> Escanaba, go back there for eternity.
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> Oh Escanaba, the fans are all wondering
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> Why you spin on the court, stumbling and blundering
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> The Minnesota Menace is a name deep and powerful!
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> It's such a shame Junior's game is so sorrowful!
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> ~ Keep up the Pressure - signed M. I. Lancaster of Minneapolis.
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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 Minnesota Menace*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***The St. Paul Yoopers*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***Nodin "Escanaba" Jothan Karns, Jr.*** 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