Cheyenne Hota Karns

* 🔹 **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: **Cheyenne Hota Karns**
* Chapter History: **#1 • 1939 📓**
* Position: **Head Coach of the 1939 Minnesota Menace**
* Age in Chapter: **43 years old**
* Date of Birth: **October 20th, 1895**
* Modern Country of Origin: **United States 🇺🇸**
* Career Goal: **Prestige**
* Sideline Fashion: **Impressionist Ballroom Formal**
* Alignment: **Harmonious Arrogance**
* Demeanor: **Fortunate**
* Playbook: **Method**
* Relative(s): **Nodin "Escanaba" Karns Jr., son**
* Character Level: **1 *- Rookie***

### Demeanor: Fortunate

Coach Cheyenne Karns didn't really know what she was doing, but was considered a good coach anyway.

### Playbook: Method

Coach Karns was stubborn and didn't let her players call their own plays.

### Alignment: Harmonious Arrogance

* **Harmonious** = characters who cooperate with the group mentality without much question, they don’t want to be the source of drama.
* **Arrogance** = characters who are overly confident and believe that they are superior to others. They may be dismissive or disrespectful of others.

## Biography

Cheyenne Hota Karns was born on the Ontonagan Reservation in Michigan. Her journey to becoming a basketball coach was a unique one. She initially had no intention of coaching, but her husband asked her to coach his professional team, which sparked a passion she couldn't ignore. Cheyenne was always drawn to the precision and beauty of dance. She pursued a career as both a ceremonial dancer in the Ojibwe Nation and as a ballroom dancer around the Upper Peninsula of Michigan before her life took a surprising turn. At 21 years of age, she met Nodin Gilbert Karns, an eye-popping young man from Escanaba, Michigan. A whirlwind romance occurred between them throughout 1915 when Cheyenne and Nodin fell in love. They were married in the traditions of Ojibwe Nation after six months of courtship. Slightly less than a year later, Cheyenne became pregnant with her first-born son, Nodin Jr. Seeking to protect his family and secure financial stability, Nodin Sr. attempted to join the Army in Michigan after their son's birth in January of 2017, but was turned away. He traveled to Saint Paul, Minnesota, where he signed up for the Minnesota division in the Aviation Section of the U.S. Signal Corps, providing some income for Cheyenne. Nodin Sr. trained to be a fighter pilot, and became known as "The Menace of Minnesota" in World War I.

Upon his return from war, Nodin Karns Sr. was named a General of the new United States Army Air Service due to his heroics. With Wynona Karns in 1921 and Mika Karns in 1923, Cheyenne and Nodin Sr. brought two daughters into the world. 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, a prospect which terrified Cheyenne. Even so, 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, and asked Cheyenne to coach the team.

Her coaching style was a reflection of her background in dance, where precision and coordination were paramount. She used the **Method *Playbook***, a structured and disciplined approach to the game that left no room for players to call their own plays. It was her belief that through strict adherence to her method, the team could achieve perfection.

Cheyenne stayed motivated by a desire for prestige and success. She coached with a **Fortunate *Demeanor***, often providing plans amounting to guesswork that seemed to lead to victory. Her proudest moment, so far discovered, was when her son Nodin Karns Jr. made the team under her leadership. Her biggest hope was to lead the team to a championship, and provide something General Karns could look forward to when he returned from WWII.

Cheyenne was a coach who prioritized the team's harmony above all else. She was known for her ability to bring together players with diverse backgrounds and egos and mold them into a cohesive unit. With the media, Cheyenne often answered tricky questions with ease, leaving journalists in awe of her responses, although she generally refused to answer any questions about the prospect of General Karns leaving for war after the 1939 Season. She aimed to maintain harmony within the team while pursuing her own ambitious goals.

## Details

* Favorite Food: Wild Rice and Herb Soup
* Favorite Color: Burgundy
* Favorite Animal: Falcon
* A Catchphrase or Motto They Think They Invented: "Dance with the basketball, find a rhythm, and win."
* On-Court Habit: Coach Karns never yelled at her players.
* Piece of Trivia: Coach Karns travelled throughout the United States when she was 18, 19, and 20, performing dance at a high level.
* Has a Fear Of: Uneven Floors
* Pop Culture Interests: Ojibwe Traditional Family Songs, Live Dance Performances, and Dance Magazines from Around the World.
* Love Interest: General Nodin Gilbert Karns Sr. who was famously known as "The Menace of Minnesota."
* Hobby: Coach Karns insisted on preserving Ojibwe traditions against a United States that continued centuries of prescriptive violence in attempts to erase them.

## 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 Head Coach Cheyenne Karns.

### Coach Karns, Miss Menace

> Cheyenne Karns coaches with the General's grace,
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> She coaches so well, it seems she's found her place
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> A Method Playbook, with a touch of fast pace,
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> Guiding the Menace in this turbulent space.
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> Fortunate in demeanor, her answers a dance,
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> To the media's queries, she leaves them entranced,
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> In Burgundy Ballroom Formal, she was quite the view,
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> She's the strategist leading us, and our dreams she'll pursue.
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> A Method Playbook, each step choreographed,
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> She molds our team with precision... The craft!
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> In the Angle, The Porridge, wherever they stand,
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> She's the key to our players, our fortune in hand.
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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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> Under Gemini's gaze, with Pressure our guide,
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> Cheyenne Karns leads, with unwavering pride,
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> Never raised her voice, she's a sight to behold,
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> A coach, dancer, leader, what stories untold!
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> Cheyenne Hota Karns, with Fortunate Demeanor she reigns,
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> The Minnesota Menace carrying family names,
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> Coach Karns saw the game as a dance on the court,
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> With her ingenious elegance, we've got opponents to thwart!
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> ~ Please Bench Your Son - 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.
* ***Cheyenne Hota Karns*** 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