Hank Joesper Lemursniff

* 🔸 **Lore Producer:** *reserved for @HeyNav135, a veteran of their country's military* 💚 | **(collect a🔸ncv1 to make it official)**
* 🔸 **Register PP:S1\_V1:** *collect a🔸ncv1 to claim and register your ownership over this character. Character NAS.1939.178*
* 🕯️ **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: **Hank Joesper Lemursniff**
* Role: **Notable Fan**
* Fan Tier: **D-Tier** *(Pretends to like the Whiskers for personal reasons)*
* Wealth Tier: **Barnaby Budget** *(Wage Labor - No Benefits)*
* Age in Chapter: **38 years old**
* Date of Birth: **June 1st, 1900**
* Modern Country of Origin: **United States 🇺🇸**
* Nickname: *Fan nicknames are earned after twenty-eight (28) Lore Parties of participation*
* Priority Fan Commitment: **Geyser**
* Secondary Fan Commitment: **Dynamo**
* Alignment: **Harmonious Arrogance**
* Profession: **Millwright**

### Priority Fan Commitment: **Geyser**

Hank Lemursniff is a "**Geyser**," which means he buys all the drinks. If there's a liquid available to purchase, Mr. Lemursniff is on the task.

### Secondary Fan Commitment: Dynamo

Mr. Lemursniff, a "**Dynamo**," probably could have played for the Whiskers in his athletic prime. Seriously.

### 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

Hank Joesper Lemursniff, a 38-year-old millwright from White Pine, Tennessee, was not your typical basketball fan. Born on June 1st, 1900, in this small town, Hank's childhood was filled with mischief and an insatiable curiosity for the world. From a young age, he developed a love for tinkering with machinery and fixing things, which eventually led him to become a millwright. Hank's fascination with basketball started when he stumbled upon a game being played in the local school gymnasium. Even though nobody seemed to know what they were doing, the energy and excitement of the sport captivated him. He found himself drawn to the Nashville Whiskers, the city's new professional basketball team, after he went to their Media Day and Fan Fest. Even with his excitement, Hank's allegiance to the team was not born out of genuine passion but rather personal reasons that he kept hidden. He pretended to be a fan, going to games and cheering for the Whiskers, all while harboring secret motives.

Loving his role in the fan culture, Hank found motivation in the camaraderie and shared experiences with fellow fans. Despite his pretense, he genuinely enjoyed the lively atmosphere of game nights, soaking in the cheers and jeers of the crowd. Hank would often join in chants and enthusiastically wave the team's colors, embracing the group mentality. Hank's proudest moment as a fan came when he managed to get a basketball signed by Bartholomew "Sweet Blimp" Candy, the team's starting Center. He felt a sense of accomplishment and excitement, knowing that he had a unique piece of memorabilia that represented the team he pretended to adore.

Hank's façade of being a dedicated fan took effort. He followed their progress closely, keeping up with the Whiskers' games and cheering them on in public. However, deep down, his motivations for pretending to be a fan began to evolve, and he found himself questioning the purpose of his behavior. In the team atmosphere, Hank brought some awesome Fan Commitments to the Whiskers. He was had a **Geyser** commitment. He would always ensure that drinks were available for fellow fans, going above and beyond to quench their thirst during game nights. If their was a liquid available to purchase, Hank would purchase it. This wasn't smart, considering his low earnings. "Life is short" he explained to Lillian Lemursniff, his wife of 17 years. Hank had a **Dynamo** commitment, stemmed from his athletic prowess in his younger days. He believed that, in his prime, he could have played for the Whiskers. While he never had the opportunity to showcase his skills professionally, he often shared stories of his imagined triumphs on the court, adding an air of nostalgic enthusiasm to fan conversations.

## Details

* Favorite Food: Watermelon and Waffles
* Favorite Color: Pink
* Favorite Animal: Elephant
* Fashion Sense: A blend of rugged workwear and a weathered cap, adorned with pins
* Piece of Trivia: Hank, unbeknownst to many, is a talented songwriter. He has composed several unofficial anthems for various members of the 1939 Nashville Whiskers, capturing the excitement of the game in his music.
* Fun Hobby: Hank is in the beginning stages of learning origami
* Phobia: Mr. Lemursniff is afraid of thick paint.
* Pop Culture Interests: The blues and mystery novels
* Love Interest: Lillian Kyleigh Lemursniff, his wife of 17 years.

## 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™ (SIPP)** 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.
* ***Hank Joesper Lemursniff*** 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.