Cuthbert "Daydream" Solomon Gomfrey

* 🔹 **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 Chicago Redbeans**

This character's story began in the 1939 Chicago Redbeans inaugural season.

* Full Name: **Cuthbert Solomon Gomfrey**
* Current Lore Chapter: **Genesis 1939 Chicago Redbeans (January—September, 1939)**
* Jersey Number: **6**
* Position: **SG1** • **Starting Shooting Guard** for the **Chicago Redbeans**
* Age in Chapter: **21 years old**
* Date of Birth: **July 21st, 1917**
* Modern Country of Origin: **Phillipines 🇵🇭**
* Official BSofA Nickname: **Daydream**
* Career Goal: **Achieve Inner Peace**
* Struggle: **Staying Focused**
* Alignment: **Performative Neutral**
* Height: **6' 6" | 1.9812m**
* Weight: **211 lbs | 95.70799kg**
* Character Level: **1 *- Rookie***

### Play Style: **Daydream**

Cuthbert Gomfrey is barely there or aware of what's going on, but he always arrives in big moments. He's the originator of this ***Play Style***, and it's part of his lasting legacy in the BSofA.

### Player Class: **Soulguard**

**Daydream** is a great individual defensive player and often "vaults" players, meaning he prevents them from having an offensive impact.

### Alignment: **Performative Neutral**

* **Performative** = characters who are concerned with their image, and participate in the group with their reputation as their priority.
* **Neutral** = characters who do not have a strong inclination towards good or evil. They may prioritize their own interests and act in their own self-interest. They place a high value on calm, energy balance, and descriptive linguistics. They may act in high regard for others, but not if it inconveniences them.

## Biography

Cuthbert Solomon Gomfrey, or "Daydream" as he's known on the court, was born in the bustling Davao City in the Philippines. His father Nemesio met and married a nurse visiting from Chicago named Barbara during World War I. Both pharmacists, they moved to Barbara's home city of Chicago in pursuit of different opportunities when Cuthbert and his younger sister Mallorie were both just toddlers. Growing up in a modest household, Cuthbert had an unassuming childhood. Cuthbert's journey into basketball was rather unconventional. As a child, he often found himself lost in thought even during the most mundane tasks. One day, while idly tossing a crumpled piece of paper into a trash can, he put it through the exact center of the can's radius. His father said "what a perfect freetapult!" It was a moment of serendipity that sparked his interest in the game.

His mother was supportive, although they couldn't quite understand Nemesio and Cuthbert bonding over such a fascination with the budding sport of basketball. Cuthbert's motivation in his career was simple - personal growth. He saw basketball as a path to self-discovery, a way to harness his wandering mind, and a means to inspire others to embrace their quirks. Despite his penchant for getting lost in his own head, Cuthbert found pride in his proudest moment on the court. In a crucial high school game, he vaulted the opposing team's star player, securing a win for his team. It was a testament to his **Soulguard** ***Player Class*** and his uncanny ability to be at the right place at the right time.

Cuthbert's **Performative Neutral** ***Alignment*** meant that he stayed focused on his image while he always kept the team's success at heart. He brought a unique quality to the team atmosphere with his **Daydream** ***Play Style***, often calming tense situations with his tranquil aura. Dealing with the media spotlight wasn't his forte. Interviews tended to drift into philosophical musings, leaving reporters perplexed. He was discovered by the Chicago Redbeans when Assistant Coach Bobby Giddens observed him effortlessly sinking threebuchets in a local South Side streetball game while seemingly lost in deep, wandering thoughts. Coach Giddens invited Cuthbert to try out for the Redbeans. Impressing the top brass of the team, Cuthbert Gomfrey was signed just as few weeks before Chacago's Media Day and Fan Fest of 1939.

## Details

* Favorite Food: Coconut Adobo
* Favorite Color: Ocean Blue
* Favorite Animal: Sloth
* On-Court Habit: Often stops mid-game to admire the consumable qualities of any given moment, such as the stadium's architecture or a fan's blouse.
* Piece of Trivia: Cuthbert Gomfrey was a hobbyist expert in macrobiotics.
* Has a Fear Of: Metaphors
* Diet Plan/Training Regimen: Daydream followed a strict diet of fruits and vegetables and practiced active mindfulness during training.
* Pop Culture Interests: Calming classical music, Films translated to Tagalog, Philosophical literature.
* Love Interest: *Not yet publicly known*
* Other Professional Interest: Macrobiotics

## Fan Letter

The Press Pass (Season One) production team discovered a collection of scat songs, addressed to the coaches and starting players of the Chicago Redbeans. This song was left for Cuthbert Gomfrey.

### Scream the Island Daydream

> Ba-da-bop, shoo-bee-doo, here comes Daydream,
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> In Chitown's arena, a tranquil stream,
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> With a Soulguard's grace, like in a dream,
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> Sagittarius guides him, like moonbeam's gleam.
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> Daydream, Daydream, lost in a haze,
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> From Philippines to Chicago's maze,
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> Performative Neutral in Sagittarius ways,
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> In Health's embrace, he enchants and sways.
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> Shoo-bee-doo, ba-da-dap, his mind takes flight,
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> In the heart of the game, he feels just right,
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> He's the Redbeans' lighthouse, shining bright,
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> With defense so pure, it's a beautiful sight.
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> Bebop, doo-bop, his thoughts always roam,
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> But in the fourth quarter, he always finds his home,
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> He'll freetapult true, in the echoes of his dome,
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> In Daydream's world, skee-ba-doo-bop-bop thoughts are foam.
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> Ba-da-bop, shoo-bee-doo, Daydream raises the bar,
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> In Chicago's embrace, from near and far,
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> With a mind so free, our Sagittarius star,
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> Daydream's presence is felt, wherever fans are!
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> ~ Kind Deedle-Bop Regards, LaKeith Simon Tape, from East Chicago, Indiana.
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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 Chicago Redbeans*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***The Chicago Redliners*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***Cuthbert "Daydream" Solomon Gomfrey*** 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