Michael Cliff Matthews

* 🔹 **Lore Producer:** *reserved for Tom Witt of Sacramento Basketball Culture 💟 | **(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 Nashville Whiskers**

This character's story began in the 1939 Nashville Whiskers inaugural season.

* Full Name: **Michael Cliff Matthews**
* Position: **Assistant Coach of the 1939 Nashville Whiskers**
* Age in Chapter: **37 years old**
* Date of Birth: **February 20th, 1899**
* Modern Country of Origin: **United States 🇺🇸**
* Career Goal: **Expand Team's Fan-Base**
* Sideline Fashion: **Shaman of the team's Basketball God**
* Alignment: **Chaotic Arrogance**
* Demeanor: **Bravo**
* Playbook: **Unanimous**

### Demeanor: **Bravo**

Coach Matthews is so charismatic, he annoys people.

### Playbook: Unanimous

Michael Cliff Matthews uses a **Unanimous** playbook that seeks Player approval for decisions.

### Alignment: Chaotic Arrogance

* **Chaotic** = characters who are unpredictable and may act impulsively. They do not follow any rules, have any values, or adhere to a set structure.
* **Arrogance** = characters who are overly confident and believe that they are superior to others. They may be dismissive or disrespectful of others.

## Biography

Michael Cliff Matthews, born on February 20th, 1901, in Chattanooga, Tennessee, was a man destined to leave his mark on the world of basketball. From an early age, Michael was captivated by the game, spending countless hours honing his skills on the neighborhood courts and immersing himself in the strategy and tactics of basketball. It was during these formative years that he discovered his passion for coaching and guiding players to reach their full potential. Motivated by his deep-rooted love for the sport, Michael pursued a career as a basketball coach. He aspired to make a name for himself in the competitive world of the BSofA. His unwavering determination and natural charisma propelled him forward, earning him the position of Assistant Coach for the 1939 Nashville Whiskers.

With his Bravo demeanor, Michael commanded attention on the sideline. His charismatic and confident presence made him stand out, drawing the gaze of passersby who couldn't help but be captivated by his aura. He carried himself with an air of superiority, believing in his own abilities and showing little regard for the opinions of others. In terms of his coaching style, Michael used the Unanimous playbook. He sought the approval and input of his players, valuing their opinions and incorporating their ideas into his decision-making process. By involving the players in the decision-making, he aimed to create a cohesive and harmonious team environment, where everyone felt valued and motivated to perform at their best.

Michael's proudest moment, so far discovered, came when he successfully orchestrated a series of fan engagement events that led to a significant increase in the team's fan base. He tirelessly worked to connect with fans, organizing community events, meet-and-greets, and outreach programs. His efforts paid off as the Whiskers experienced a surge in support, with the fan base growing rapidly. At this point of lore discovery, Michael feels a strong sense of pride and optimism for the team. He believes in the talent and potential of the Nashville Whiskers and sees them as a rising force in the BSofA. With his infectious enthusiasm and innovative approach to coaching, he brings a unique energy to the team atmosphere. His ability to inspire and motivate players, combined with his keen strategic mind, makes him a valuable asset to the coaching staff.

When it comes to dealing with the media spotlight, Michael embraces it with gusto. He relishes the opportunity to showcase his coaching prowess and engage with the press. His confident and charismatic demeanor shines through during interviews, captivating both reporters and fans alike. As a Chaotic Arrogance character, Michael's unpredictable nature and superiority complex influence his choices. He doesn't conform to societal norms or follow any set rules, preferring to trust his instincts and make decisions that he believes will lead to success. While his arrogance may rub some people the wrong way, it fuels his drive to prove himself and push the boundaries of what is possible.

## Details

* Favorite Food: BBQ Ribs
* Favorite Color: Blue
* Favorite Animal: Rooster
* A Catchphrase or Motto They Think They Invented: "Dance with destiny, for victory awaits!"
* On-Court Habit: Michael has a peculiar habit of stuffing his mouth with sunflower seeds after wrapping a timeout, believing it enhances his focus and decision-making abilities.
* Piece of Trivia: Michael once stole a tuft of cotton candy from a random child at the park.
* Has a Fear Of: Intricate craftsmanship
* Pop Culture Interests: Jazz music, Film noir, and Self-help books to gain a psychological edge in coaching.
* Love Interest: *Michael's heart belongs to a spirited novelist named Penelope Hawthorne Matthews, whose enchanting prose and independent spirit have captured his attention. They've been married for 13 years.*
* Hobby: Michael is an avid collector of ancient sundials

## Fan Letter

The Press Pass (Season One) production team discovered a cache of heart-felt poetry, written to the Coaches and starting players of the Nashville Whiskers, lecturing them about respecting hot fish. This particular piece was addressed to Coach Monet.

### Coach Mikey Matt, Look At That

> Oh, Michael Cliff, the Whiskers' man,
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> With a vibrant aura, I'm a huge fan.
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> His sideline outfit, a spectacle rare,
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> A vivid tapestry beyond compare.
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> In Marrowbone Black and Razorback Red,
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> He strolls the court with a pompous tread.
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> The rooster's feathers envy your style,
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> As he captures hearts with that charming smile.
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> Telling time with shadow, his habit unique,
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> Coach Michael Matthews has such mystique.
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> Chaotic and confident, he embraces the stage,
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> Unyielding to critics' endless rage.
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> Leo's power surges within his soul,
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> Unleashing strategies that make opponents fold.
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> In Ink's embrace, he leaves his mark,
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> A shaman of Leo, guiding us from the dark.
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> Coach Michael Matthews, your love is near,
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> Penelope's words, your heart holds dear.
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> Together you weave tales of romance and sport,
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> A bond strong and enduring, forever's too short.
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> So let us cheer for Michael's might,
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> His playbook's choices, a Unanimous delight.
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> With Chaotic Arrogance, he leads the way,
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> Expanding the fan base, under Coach Monet.
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> ~ Signed, Hank Joesper Lemursniff, from Nashville, Tennessee.
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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 Murfreesboro Whiskers*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***The Nashville Whiskers*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***Michael Cliff Matthews*** 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