Johanna Cecilia Kurtzy

* 🔹 **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 Manhattan Pantaloons**

This character's story began in the 1939 Manhattan Pantaloons inaugural season.

* Full Name: **Johanna Cecilia Kurtzy**
* Current Lore Chapter: **Genesis 1939 Manhattan Pantaloons (January—September, 1939)**
* Position: **Head Coach of the 1939 Manhattan Pantaloons**
* Age in Chapter: **40 years old**
* Date of Birth: **January 9th, 1899**
* Modern Country of Origin: **Netherlands 🇳🇱**
* Career Goal: **Mastery**
* Sideline Fashion: **Abstract T-Shirt and Shorts**
* Alignment: **Ignorant Formal**
* Demeanor: **Butterfly**
* Playbook: **Flex**
* Character Level: **1 *- Rookie***

### Demeanor: **Butterfly**

Coach Kurtzy doesn't posses a single care in the world. She couldn't be bothered.

### Playbook: Flex

Coach Kurtzy uses a screen-heavy offense where the players without the ball always run into their opponents just to get in the way.

### Alignment: Ignorant Formal

* **Ignorant** = characters who lack knowledge, understanding, and/or curiosity about information or a situation. They often act without thinking of or being aware of the consequences.
* **Formal** = characters who are strict and reserved. They place a high value on manners, etiquette, prescriptive linguistics, and following the rules. They may act in high regard for others if they fit their behavioral prescription.

## Biography

Johanna Cecilia Kurtzy, born on January 9th, 1899, in Culemborg, Netherlands, was an unlikely candidate for a basketball coach. Her love for the game sparked when she witnessed a thrilling match during her travels, where she was captivated by the strategic elements and the thrill of competition. Inspired by the intricacies of basketball, Johanna decided to pursue a coaching career and share her passion with others. Johanna had a carefree attitude, represented by the Butterfly demeanor. She believed in the power of spontaneity and approached coaching with a light-hearted and joyful spirit. Her carefree nature allowed her to create an environment where players felt free to express themselves on and off the court, fostering creativity and innovation within the team.

Johanna's proudest moment, so far discovered, came when the Manhattan Pantaloons executed her Flex playbook flawlessly in their first-ever practice, overwhelming each other with a relentless screen-heavy offense. It was a testament to her coaching prowess and the players' commitment to executing her strategies. Her biggest hope was to continue pushing the boundaries of basketball and revolutionize the sport through innovative gameplay. Coach Kurtzy had a strong connection with her team and felt a deep sense of pride in their achievements. She believed in cultivating a positive team atmosphere where players could grow and thrive. Her unique quality as a coach was her ability to bring out the best in each player by encouraging them to embrace their individuality and find joy in the game.

Dealing with the media spotlight was a breeze for Johanna. Her Butterfly demeanor allowed her to effortlessly navigate interviews and press conferences with a lighthearted charm. She utilized her quick wit and humor to deflect tough questions, often leaving the media and fans amused and entertained. Johanna's alignment as an Ignorant Formal coach influenced her choices on and off the court. While she valued manners and etiquette, she often challenged conventional norms and approaches to coaching. Her ignorance of traditional coaching methods allowed her to think outside the box and adopt unorthodox strategies, pushing the boundaries of the game.

## Details

* Favorite Food: Escargot
* Favorite Color: Yellow
* Favorite Animal: Salamander
* A Catchphrase or Motto They Think They Invented: "Don't just do nothing! Whatever."
* On-Court Habit: Coach Kurtzy tried to be as close to the radio announcers as possible because she loved when her young children could hear her at home.
* Piece of Trivia: Johanna Kurtzy swam in the Hudson twice a month.
* Has a Fear Of: Plastic
* Pop Culture Interests: National Anthems and Cheese Fairs
* Love Interest: Her Ex-Husband, Schmidt Jorgen Kurtzy
* Hobby: Coach Kurtzy loved to swim in bodies of water that most people refused to enter.

## 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 Manhattan Pantaloons. This particular tune was written about Coach Kurtzy.

### The Moxie on Kurtzy

> Oh, behold the sidelines, where dreams unfold,
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> Coach Johanna strides with an outfit so bold,
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> An abstraction of colors, a vibrant quilt,
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> In just a shirt and some shorts, no fashion guilt.
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> Her hobby of choosing water over land,
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> Mirrors her coaching style, avant-garde and unplanned,
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> With Cancer, her Basketball God, guiding her path,
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> Paper and Cloth, the team's power, a harmonious bath.
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> From the Porridge to the Pocket, her Flex playbook unfurls,
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> Screen-heavy plays that give our hair curls,
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> In Harlem Green and a Queens Violet hue,
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> The Manhattan Pantaloons, under her coaching debut.
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> My name is Yolanda, an art critic profound,
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> I challenges her methods, where chaos is found,
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> But with mastery as her goal, she'll push the sport's limits,
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> Inspiring Pantaloon victory with a Butterfly spirit.
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> Though plastic may cause her fear, she holds her ground,
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> For Butterfly Kurtzy... she knows no bounds.
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> Through her hobby of swimming in places that frighten,
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> She finds solace and peace, she's our Pantaloon titan.
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> So, let's raise a cheer for Coach Kurtzy so fine,
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> Her coaching prowess, a treasure divine.
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> With her Flex playbook and Butterfly soul,
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> She leads the Pantaloons to their ultimate goal.
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> ~ Yours Truly, Yolanda Shauna Llarbur and her sister Gertrude Joanne Llarbur, from Orange, New Jersey.
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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 Manhattan Pantaloons*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***Johanna Cecilia Kurtzy*** 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