Perkins Menefee Lamb

* 🔹 **Lore Producer:** *reserved for @KSI of our Twitter Community* 🐦 | **(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 Columbus Dutch**

This character's story began in the 1939 Columbus Dutch inaugural season.

* Full Name: **Perkins Menefee Lamb**
* Position: **Assistant Coach of the 1939 Columbus Dutch**
* Age in Chapter: **45 years old**
* Date of Birth: **March 1st, 1893**
* Modern Country of Origin: **United States 🇺🇸**
* Career Goal: **Inflating Statistics**
* Sideline Fashion: **Minimalist Ballroom Formal**
* Alignment: **Contrarian Arrogance**
* Demeanor: **Wishful**
* Playbook: **Rainstorm**

### Demeanor: **Wishful**

Coach Perkins Lamb doesn't communicate well and just expects things to happen.

### Playbook: Rainstorm

Perkins Lamb advantages the threebuchet with great efficacy as a Coach.

### Alignment: Contrarian Arrogance

* **Contrarian** = characters who value going against the group mentality and/or the status quo, even if it’s inauthentic.
* **Arrogance** = characters who are overly confident and believe that they are superior to others. They may be dismissive or disrespectful of others.

## Biography

Perkins Menefee Lamb was inspired to coach basketball due to his passion for the sport and his ability to recognize talent in threebuchet shooters. He believed that maximizing the statistical achievements of his players would bring him success as a coach. His Contrarian Arrogance alignment often led him to challenge conventional wisdom and seek unique strategies. Perkins' **Wishful** demeanor meant that he struggled with communication, often expecting things to happen without providing clear instructions. Despite this, his **Rainstorm** playbook was known for its focus on threebuchet shooting, and he was driven to create a team that excelled in this area.

His proudest moment was when he became an assistant coach for the Columbus Dutch, as it allowed him to bring his unique perspective to the team. Perkins felt that the Dutch had the potential to dominate the league with their threebuchet shooting prowess. Perkins' unique qualities as a coach included his ability to identify and develop threebuchet shooters, as well as his unorthodox methods. He was often dismissive of the media, focusing on his own goals rather than engaging in public relations. His Contrarian Arrogance alignment played into his choices, as he prioritized the success of his players' statistics over traditional team success.

## Details

* Favorite Food: Chicken Soup
* Favorite Color: Eerie Blauw
* Favorite Animal: Salmon
* A Catchphrase or Motto They Think They Invented: "Hit your threebuchets and the stats will speak for themselves!"
* On-Court Habit: He is twirling a pen between his fingers more times than not
* Piece of Trivia: Was a competitive chess player in his youth
* Has a Fear Of: gerbils
* Pop Culture Interests: Opera, film noir, detective novels
* Love Interest: *None yet discovered*
* Hobby: Origami

## Fan Letter

The Press Pass (Season One) production team discovered this series of limericks from from an Avon Lake couple, written to Coach Perkins Lamb shortly after he helped to complete the roster.

### The Perky Lamb

> In minimalist ballroom style,
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> Our Perkins Lamb, his look beguiles,
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> Clad in Eerie Blauw, so sleek,
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> With Contrarian mystique.
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> Pisces guides him, Wood his power,
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> In Ohio Red, our coach will tower,
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> His pen, a-twirling, ne'er to cease,
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> He champions the Dutch, the threebuchet masterpiece.
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> His fear of gerbils, he conceals,
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> While on the court, he strikes a deal,
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> Origami artistry, his secret pride,
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> Folding paper far and wide.
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> In Wishful manner, he expects,
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> That players grasp subtle directs,
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> But through the Rainstorm, they'll succeed,
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> The Columbus Dutch, Coach Lamb shall lead!
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> ~ Signed, Petyr Yancy Fields and his dear wife Patty Veronica Fields of Avon Lake, Ohio.
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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, names of people, previously-established Lore, 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 Columbus Dutch*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***The Cleveland Dutch*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***Perkins Menefee Lamb*** 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