Simon "Straightline" George Rook

* 🔹 **Lore Producer:** *reserved for* Anthony Padilla 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 Los Angeles Wet Fountains**

This character's story began in the 1939 Los Angeles Wet Fountains inaugural season.

* Full Name: **Simon George Rook**
* Jersey Number: **20**
* Chapter History: **#1 • 1939 🏀**
* Position: **C1** • **Starting Center** for the **Los Angeles Wet Fountains**
* Age in Chapter: **21 years old**
* Date of Birth: **July 27th, 1917**
* Modern Country of Origin: **United States 🇺🇸**
* Official BSofA Nickname: **Straightline**
* Career Goal: **Happiness**
* Struggle: **Birds**
* Alignment: **Harmonious Good**
* Height: **6' 11" | 2.1082m**
* Weight: **239 lbs | 108.4086kg**
* Character Level: **1 *- Rookie***

### Play Style: **Prissy**

Simon Rook avoided physical contact as much as possible. He didn't like other people's sweat.

### Player Class: **Straightline**

Simon tended to move from place to place as efficiently as possible, only deviating from a straight path if absolutely necessary. He found this to be the best way to maintain his avoidance of other people's bodies. Mix his unique package of basketball talent, the nature of his physicality, and include a slight pun on his last name, it's easy to see why Simon earned himself the nickname "**Straightline**."

### Alignment: **Harmonious Good**

* **Harmonious** = characters who cooperate with the group mentality without much question, they don’t want to be the source of drama.
* **Good** = characters who have a strong moral compass and act with kindness, compassion, and generosity. They may act in high regard for others until a display of behavior dismisses their reason for good faith.

## Biography

Simon George Rook, better known as "Straightline", was born in Riverside, California in 1917. From a young age, Simon was always fascinated by basketball and was drawn to the speed and grace of the game. Despite his love for the sport, Simon was never a physically imposing figure until his late teens, and he often struggled with the more physical aspects of basketball even after a growth spurt turned him into a beast of a man. This led him to adopt the **Prissy** ***Play Style***, which emphasized speed, agility, and avoiding contact at all costs.

Despite his avoidance of contact and difficult movements, Simon was determined to pursue his dream of playing professional basketball. Simon's motivation in his career was simple: he just wannted to be happy. He loved the thrill of the game, and the sense of camaraderie that came with playing on a team. His proudest moment, so far discovered, was the first time he scored in high school, a moment that cemented his place as a fan favorite.

Despite his success on the court, Simon was still a humble and unassuming person. He didn't handle the media spotlight well and often found himself flustered and tongue-tied in front of cameras. If there's a bird the size of a pigeon or larger nearby, he'd be entirely focused on that. He brought an uplifting energy to the team atmosphere with his infectious smile and positive attitude. Simon's team-first mentality and unselfish play made him a valuable asset to the Wet Fountains, and his play style is a refreshing change of pace in a Syndicate dominated by more physical players. Head Coach Dragan Kleut invited Simon to try out for the team after witnessing Simon move with the most efficiency he'd ever seen while in line for a train at Union Station. Team management signed Straightline just a week before Media Day and Fan Fest in 1939.

## Details

* Favorite Food: S'mores Milkshakes
* Favorite Color: Lavender
* Favorite Animal: Pegasus
* On-Court Habit: Uses a blanket while sitting on the bench
* Piece of Trivia: Simon is a skilled bird-whisperer and has a pet parrot named Polly
* Has a Fear Of: Winged creatures larger than a breadbox
* Diet Plan/Training Regimen: The "Just Eat and Run" plan, which involves eating whatever Simon feels like, and then going for a run in a straight line until something stops him.
* Pop Culture Interests: Early Dalton Flippy cartoons, silent comedies, and fantasy novels.
* Love Interest: A fictional mermaid in a book he read named Yarina Bubbles
* Other Professional Interest: Inventing new ice cream flavors

## Fan Letter

The Press Pass (Season One) production team discovered this letter from a Glendale family of Wet Fountains fans , written to Simon Rook shortly after he successfully ran in straight lines for 22 minutes in a row during his 4th game.

### Straight From Place to Place

> Prissy and fleet, Straightline is sweet
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> A marvel of speed, so hard to beat
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> Avoiding contact, with such finesse
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> His play style's a delight, sure to impress
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> Harmonious and Good, with a smile so bright
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> His career goal is happiness, day and night
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> Birds may cause him a struggle, but not on the court
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> Simon's a star, a Straightline report
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> While sitting out, he uses a blanket to stay warm
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> Our Straightline player, his game is like good corn!
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> ~ Signed, Jeannette Cora Stifflebluff and the rest of The Stifflebluff Family of Glendale, California.
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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** 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 Los Angeles Wet Fountains*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***Simon "Straightline" George Rook*** 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.