Amos Derry Logdon

* 🔹 **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 Minnesota Menace**

This character's story began in the 1939 Minnesota Menace inaugural season.

* Full Name: **Amos Derry Logdon**
* Jersey Number: **54**
* Chapter History: **#1 • 1939 🏀**
* Position: **PG2** • **Off-Pine Point Guard** for the **Minnesota Menace**
* Age in Chapter: **20 years old**
* Date of Birth: **October 3rd, 1918**
* Modern Country of Origin: **United States 🇺🇸**
* Career Goal: **Maximum Vertical**
* Struggle: **Reliability**
* Alignment: **Authentic Innocence**
* Height: **5' 10" | 1.778m**
* Weight: **205 lbs | 92.98644kg**
* Character Level: **1 *- Rookie***

### Play Style: **None**

Amos Logdon didn't develop a ***Play Style*** in time for the Genesis 1939 Season.

### Player Class: **None**

Logdon didn't earn a ***Player Class*** in time for the Genesis 1939 Season.

### Alignment: **Authentic Innocence**

* **Authentic** = characters who value honesty and being true to oneself and they are not afraid to express genuine thoughts and feelings, no matter the law, group harmony, or their own image.
* **Innocence** = idealistic characters who do not have a strong sense of the alignments of others and are naive, gullible, and/or lack experience. They may act in high regard for others without judgment, to a fault.

## Biography

Amos Derry Logdon, born on October 3rd, 1918, in Regina, Saskatchewan, Canada, had a childhood deeply influenced by his parents, Sammy and Beatrice Logdon. His father was a traveling musician, while his mother, Beatrice, worked as a schoolteacher. Their eclectic backgrounds instilled a sense of wanderlust and curiosity in Amos, an only child, from an early age.

Amos was drawn to basketball after seeing a traveling tournament, celebrating Canada's invention, that featured a group of acrobatic basketball players. The sight of athletes soaring through the air, performing incredible feats, sparked a fire in him. Despite having no formal training, he practiced tirelessly, honing his skills on makeshift courts around his neighborhood. Motivated by a mysterious desire to achieve a maximum vertical, Amos entered the basketball world with a naive sense of purpose. His struggles with reliability were apparent early on; he was known to show up late for practices or forget his gear altogether. However, his genuine enthusiasm and love for the game earned him the affection of fans and teammates.

Amos never let fame change his approach to community. After games, he was often found helping fans fix their cars or sharing his favorite home-cooked recipes. His media interactions were marked by candidness, and he was known for his comical, unfiltered comments. The Minnesota Menace stumbled upon Amos during a charity event in Regina where he was helping his cousin Georgina organize a bake sale. He accidentally ended up in a pick-up game against Assistant Coach Guy Johnson. Despite his lack of experience, his unwavering determination and incredible leaping ability dominated Coach Johnson, leading to Johnson inviting Logdon to try out for the Menace down in Minnesota. His try-out enthused team management, who signed as a free agent shortly before Media Day and Fan Fest in the inaugural 1939 BSofA season.

## Details

* Favorite Food: Maple Syrup-Drenched Poutine
* Favorite Color: Green
* Favorite Animal: Golden Retriever
* On-Court Habit: Amos jumped at every ball-fake. Every single one.
* Piece of Trivia: Amos often thought gargoyles were real people at first glance.
* Has a Fear Of: Unkempt Gardens
* Diet Plan/Training Regimen: Logdon's diet consisted mainly of pancakes and backflips. Training involved wading through the shores of the Mississippi River while attempting to dribbling a basketball.
* Pop Culture Interests: Jazz Music, Silent Movies, and Mark Twain Novels
* Love Interest: *Not yet publicly known*
* Other Professional Interest: Building Doorknobs

## 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 Minnesota Menace*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***The St. Paul Yoopers*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***Amos Derry Logdon*** 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