Henry Abbot Corker

* 🔹 **Lore Producer:** *Reserved for Richard McConkey of The Try Channel (collect a 🔹ncv2 to make it official, **Try Channel**)*
* 🔹 **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 Pittsburgh Gridlock**

This character's story began in the 1939 Pittsburgh Gridlock inaugural season.

* Full Name: **Henry Abbot Corker**
* Jersey Number: **1**
* Position: **PF3** • **Emergency Power Forward** for the **Pittsburgh Gridlock**
* Age in Chapter: **21 years old**
* Date of Birth: **April 22nd, 1917**
* Modern Country of Origin: **England 🏴󠁧󠁢󠁥󠁮󠁧󠁿**
* Career Goal: **Disguising Minimum Effort**
* Struggle: **Lack of Athleticism**
* Alignment: **Ignorant Arrogance**
* Height: **6' 8" | 2.0328m**
* Weight: **261 lbs | 118.3876kg**

### Play Style: **None**

H. A. Corker hasn't earned a Play Style yet.

### Player Class: **None**

H. A. Corker hasn't earned a Player Class yet.

### Alignment: **Ignorant Arrogance**

* **Ignorant** = characters who lack knowledge, understanding, and/or curiosity about information or a situation. They often act without thinking of or being aware of the consequences.
* **Arrogance** = characters who are overly confident and believe that they are superior to others. They may be dismissive or disrespectful of others.

## Biography

Henry Abbot Corker's inspiration to play basketball came not from a genuine love for the game, but rather from the desire to appear cool and fit in with his peers. Ignorant of the true essence of basketball, Henry believed that being a basketball player would elevate his status and garner him the admiration of others. His Ignorant Arrogance alignment led him to believe that he was destined for greatness without putting in much effort. Henry's dad was a London professor and a renowned scientist in his field, and his mother was a sharp librarian. Their intellectual pursuits left little room for understanding or appreciating sports. Growing up, Henry was more inclined towards bookish pursuits, but he felt compelled to follow a different path in order to appear cool.

H. A. Corker sought every opportunity to maintain a façade of success while expending the least amount of effort possible. He aimed to find clever ways to appear involved and impactful on the court without relying on athleticism or hard work. Henry's struggle with a lack of athleticism pushed him to explore unconventional tactics and strategic approaches to the game. Henry's proudest moment was when he managed to draw multiple fouls on the opposing team through his crafty embellishments and deceptive plays during a game as a young boy. It was a testament to his ability to manipulate the game in his favor. His biggest hope was to maintain his image of effortless brilliance throughout his career, fooling both his opponents and the fans.

Regarding the team, Henry felt a mix of superiority and disdain towards his teammates. His Ignorant Arrogance alignment made him believe that he was far superior to his fellow players, despite his lack of athletic prowess. He saw himself as the true star of the team, even though his performance often fell short. This attitude created friction within the team and hindered their overall cohesion. Henry brought a unique quality to the team atmosphere as a player, although it wasn't necessarily a positive one. H. A. Corker's abstract contribution came in the form of his ability to confuse and confound his teammates with his unpredictable and unorthodox style of play. While it didn't always result in success, it certainly kept his teammates on their toes and provided ample entertainment for the spectators.

Dealing with the media spotlight was challenging for Henry. His Ignorant Arrogance led him to believe that he was the center of attention, deserving of constant praise and admiration. However, his lackluster performances often made him the target of criticism and ridicule. He struggled to reconcile his inflated ego with the reality of his limitations. Henry was discovered by the Pittsburgh Gridlock during their initial scouting for the team in a wonderful way. While attending a Pittsburgh symposium with his father, he stumbled upon a basketball booth where he effortlessly sank several freetapults without even looking at the hoop. Assistant Coach Anniagruk Akomalik, a speaker at the symposium, was astounded by his seemingly magical skills. She convinced Head Coach Brian Price, who happened to be present, that they had found a prodigy. H. A. Corker barely made the team in 1939.

## Details

* Favorite Food: Mediocre Meatloaf
* Favorite Color: Beige
* Favorite Animal: Chameleon
* On-Court Habit: Henry is always the last to arrive and the first to leave, no matter the event
* Piece of Trivia: H. A. Corker asked everyone to call him "H. A. Corker," yet very few obliged him.
* Has a Fear Of: Doorknobs
* Diet Plan/Training Regimen: a diet plan that required no effort in meal prep, and his training sessions often involved just lying around.
* Pop Culture Interests: Ambient Noise
* Love Interest: *None yet discovered*
* Other Professional Interest: Inventing Gadgets That Have No Hope of Working

## 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 is 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™ (SIPP)** shared by a collaborative community with creative guidance from Showrunner Kimani Okearah.
* ***The Pittsburgh Gridlock*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***The East Bay Gridlock*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***The Bay Area Traffic*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***Henry Abbot Corker*** 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.
* Streaming Agreement: **ESLA/EULA 1.0** | Press Pass: All Access