Herman Guy Hammonds

* 🔹 **Lore Producer:** *soft-reserved for Howard Stern (collect a V2 collectible 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 Chicago Redbeans**

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

* Full Name: **Herman Guy Hammonds**
* Chapter History: **#1 • 1939 📓**
* Position: **Head Coach of the 1939 Chicago Redbeans**
* Age in Chapter: **44 years old**
* Date of Birth: **July 5th, 1894**
* Modern Country of Origin: **United States 🇺🇸**
* Career Goal: **Total Annihilation of Every Opponent**
* Sideline Fashion: **Lace Button-Up Shirt and Pantaloons**
* Alignment: **Harmonious Neutral**
* Demeanor: **Kebab**
* Playbook: **RaS**
* Character Level: **1 *- Rookie***

### Demeanor: Kebab

Coach Herman Hammonds never stopped complaining to referees and was usually hungry.

### Playbook: Riddles and Schemes

Coach Hammonds used a playbook that was full of great ideas that were difficult to execute.

### Alignment: Harmonious Neutral

* **Harmonious** = characters who cooperate with the group mentality without much question, they don’t want to be the source of drama.
* **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

Herman Guy Hammonds, often simply referred to as "Coach Ham," was born in the bustling town of Elgin, Illinois. Growing up in a community that thrived on cooperation and balance, Herman developed a keen sense of harmony and neutrality. His parents, Martha and Robert Hammonds, were respected teachers who instilled in him a strong work ethic and a passion for knowledge. Basketball was not Herman's initial career choice, but he was inspired to coach by observing the inner workings of the game during his college years. While studying physical education, he realized that he had a knack for analyzing plays and strategizing. This epiphany led him to pursue a career in coaching.

Herman was invigorated by his pursuit of perfection and constant improvement. He believed in the power of teamwork and harmony on the court. His proudest moment, so far discovered, was when he transformed a struggling college team into a contender through meticulous planning and team-building. As a Head Coach, Herman reorganized line-ups and roster organization relentlessly, often causing both players and staff to be bewildered by his constant adjustments. However, his dedication to finding the perfect formula for success was unquestionable. Coach Hammonds was known for constantly complaining to referees and insatiable hunger for delicious foods.

In the media spotlight, Herman maintained a calm and collected demeanor, preferring calculated metaphors to convey his ideas. His alignment as a Harmonious Neutral played into his choices, as he strived to maintain balance within the team.

## Details

* Favorite Food: Stir-Fry
* Favorite Color: Teal
* Favorite Animal: Owl
* A Catchphrase or Motto They Think They Invented: "Do you know the key to victory?"
* On-Court Habit: Coach Hammonds completely rearranged the furniture in the arena offices hours before each home game.
* Piece of Trivia: Coach Hammonds was a cigar connoisseur.
* Has a Fear Of: Magnetic Signs
* Pop Culture Interests: Classical Music, Parades, and Presidential Biographies.
* Love Interest: His wife of 18 years, Lucille Dawn Hammonds
* Hobby: Coach Hammonds loved to play poker in Chicago at high-stakes tables.

## Fan Letter

The Press Pass (Season One) production team discovered a collection of early Broadway-style showtunes, addressed to the coaches and starting players of the Chicago Redbeans. This particular tune was written about Coach Hammonds.

### Coach Ham with the Plan

> Doo-bop-doo-bop-bop, Herman's the man
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> With a plan, with a plan, and it's oh so grand,
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> In his lace shirt and pantaloons, leading the band
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> Shibby-dap- he's the coach Chicago understands.
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> Shooby-doo-bap he's got Riddles and Schemes
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> Shobby-doo-boop he's got some lofty dreams,
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> On the sideline, he's the sage it seems.
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> Shelaya-doo-bop, this is the Sagittarius team!
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> Shoo-dop Herman's the coach with the master plan,
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> In lace and pantaloons, he's our basketball man.
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> With Riddles and Schemes, he crafts our destiny,
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> He never stops whining to the referees!
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> Harmonious Neutral, his Alignment so cool,
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> He keeps us in balance, our coaching jewel.
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> With a Sagittarius blessing from up above,
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> And Health, our element, we play with love.
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> With his tinkering ways and wisdom so vast,
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> Herman Guy Hammonds, we're having doo-bop blast.
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> On the court or off, he's the best Coach in the land,
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> Our coach, our leader, shooby-dap the Redbeans' man!
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> Sagittarius, our Basketball God, we trust,
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> And Health, our Power Element, giving our gust.
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> With his Kebab demeanor and riddling plays,
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> Herman Guy Hammonds is our shee-bop coaching ace.
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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.
* ***Herman Guy Hammonds*** 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