Acacia JeCarri Monet

* 🔹 **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 Nashville Whiskers**

This character's story began in the 1939 Nashville Whiskers inaugural season.

* Full Name: **Acacia JeCarri Monet**
* Chapter History: **#1 • 1939 📓**
* Position: **Head Coach of the 1939 Nashville Whiskers**
* Age in Chapter: **40 years old**
* Date of Birth: **January 11th, 1899**
* Modern Country of Origin: **Canada 🇨🇦**
* Career Goal: **Develop Star Players**
* Sideline Fashion: **Dadaist Romper**
* Alignment: **Lawful Innocence**
* Demeanor: **Team Parent**
* Playbook: **Yahoo**
* Character Level: **1 *- Rookie***

### Demeanor: **Team Parent**

Coach Monet treats grown adults like children while treating children like grown adults. Coach Monet is the original **Team Parent** coach in the BSofA.

### Playbook: Yahoo

Acacia JeCarri Monet uses a **Yahoo** playbook that takes a lot of wild chances on offense and defense.

### Alignment: Lawful Innocence

* **Lawful** = characters who follow strict rules and adhere to prescriptive laws and regulations, no matter how unpopular it makes them.
* **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

Acacia JeCarri Monet, born on January 11, 1899, in the vibrant city of Montreal, Canada, found her calling as a basketball coach through a serendipitous encounter. While attending a local basketball game, she was captivated by the strategic maneuvers players displayed on the court. Inspired by the joy and camaraderie the sport brought, Acacia dedicated herself to coaching basketball, eager to nurture talent and shape aspiring players.

To maintain her relentless belief in the potential of her players, Acacia Monet developed the original **Team Parent** *Demeanor*. She treated her grown players with a tender, nurturing touch, instilling a sense of responsibility and respect. In contrast, she treated children with the seriousness and disgusted disdain often reserved for adults. Her genuine care for her players' well-being was evident, as she valued their personal growth and sought to create a supportive team environment. Coach Monet adopted the **Yahoo** Playbook, having decided at a young age fortune favors the bold.

Acacia's proudest moment was witnessing the growth of Laurel "Clear View" Sanders, an unpolished gem, into a serviceable basketball player for the Nashville Whiskers. She believed in the power of mentorship and the ability to shape young talents into formidable forces on the court. Just not too young. Her biggest hope was to develop multiple star players who would not only excel in the game but also become positive role models for others. Her feelings towards the team were filled with optimism and boundless faith. She saw the potential in each player and believed in their ability to achieve greatness. Acacia brought a unique quality to the team atmosphere as a coach. Her Lawful nature allowed her to implement strict rules and regulations, fostering discipline and unity among the players. Her Innocence made her unwavering in her belief that everyone had the potential to succeed with the right guidance and support.

Acacia dealt with the media spotlight by maintaining a poised and composed demeanor. She carefully chose her words, always aiming to inspire and motivate both her players and the fans. Her *Alignment* as a Lawful Innocence Head Coach played into her choices, as she prioritized fairness, honesty, and positivity in her interactions with the media.

## Details

* Favorite Food: Kimchi
* Favorite Color: Celestial Teal
* Favorite Animal: Octopus
* A Catchphrase or Motto They Think They Invented: "Believe in your magic!"
* On-Court Habit: She always tells opposing male players her opinion of their hair cut. Most of the time, she's nice about it.
* Piece of Trivia: Acacia JeCarri Monet holds the record for the most inspirational speeches given during halftime breaks.
* Has a Fear Of: Eating ice cream cones upside down
* Pop Culture Interests: Baptist Choir music, the first French films, and magazine articles
* Love Interest: *None yet discovered.*
* Hobby: Coach Monet collects vintage postcards from obscure Canadian towns.

## Fan Letter

The Press Pass (Season One) production team discovered a cache of heart-felt poetry, written to the Coaches and starting players of the Nashville Whiskers, lecturing them about respecting hot fish. This particular piece was addressed to Coach Monet.

### Whisker Sacred Monet

> Oh, Acacia, our coach so fair,
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> In Dadaist Romper, beyond compare.
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> With her Lawful Innocence shining bright,
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> She guides the Whiskers through every fight.
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> Her sideline outfit, a vibrant sight,
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> A whirlwind of colors, dazzling in the light.
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> Her fear of wrong frost cones, a tale untasted,
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> Yet her courage and passion never go wasted.
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> Her alignment pure, unwavering and true,
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> Lawful Innocence guides all she'll pursue.
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> Her hobby of collecting postcards obscure,
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> Reflects her spirit, vibrant and pure.
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> In the realm of Ink, where dreams are born,
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> She weaves a tapestry, her players adorned.
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> With each freetapult and threebuchet shot,
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> Acacia's Yahoo playbook gives it all she's got.
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> She treats us like children, though grown we may be,
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> Her love and guidance, a Team Parent's decree.
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> In Leo's light, she shapes our team,
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> Unleashing the power of our greatest dreams.
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> Oh, Acacia, our Head Coach so chancy,
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> In her Dadaist Romper, she makes fun of hair fancy.
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> Through victory and defeat, Whiskers stay side by side,
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> We trust Leo's position, with Monet as our guide.
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> ~ Signed, Hank Joesper Lemursniff, from Nashville, Tennessee.
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## 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 Murfreesboro Whiskers** (1978-1993)* is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***The Nashville Whiskers** (1939-1978 | 1993-present)* is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***Acacia JeCarri Monet*** 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 http://www.letmeout.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