Blake Jebediah Tree

* 🔹 **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: **Blake Jebediah Tree**
* Jersey Number: **11**
* Chapter History: **#1 • 1939 🏀**
* Position: **SG3** • **Emergency Shooting Guard** for the **Nashville Whiskers**
* Age in Chapter: **18 years old**
* Date of Birth: **May 10th, 1920**
* Modern Country of Origin: **United States 🇺🇸**
* Career Goal: **Skill Development**
* Struggle: **Learning The Playbook**
* Alignment: **Ignorant Sleaze**
* Height: **6' 8" | 2.032m**
* Weight: **206 lbs | 93.44003kg**
* Character Level: **1 *- Rookie***

### Play Style: **None**

Tree isn't known for a distinct play style yet.

### Player Class: **None**

Blake Tree isn't known for a distinct player class yet.

### Alignment: **Ignorant Sleaze**

* **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.
* **Sleaze** = characters who are opportunistic and willing to do whatever it takes to get ahead. They may be unscrupulous and act without regard for others.

## Biography

Blake Jebediah Tree was inspired to play basketball while listening to the radio, hearing of the electrifying performances of the early basketball pioneers up in Canada. Blake grew up in Opelika, Alabama, in a large family anchored by his parents Timothy and Franky. As a child, Blake witnessed the rise of the sport in the streets. Tree fell in love with its fast-paced nature and the potential for individual skill to shine. He was determined to make a name for himself in the budding world of basketball. Blake was motivated by his unwavering dedication to skill development. He understood that basketball is a game that required constant improvement, so he strove to be the best player he could be. Despite struggling with learning the playbook, Blake remained focused on honing his skills and achieving his greatest potential.

Blake's proudest moment, so far discovered, was being signed as a Founding Syndicate Player for the Nashville Whiskers. Being chosen as part of the inaugural season was a dream come true for him, and it affirmed his belief in his abilities. He saw this opportunity as a chance to leave a lasting mark on the sport and make a name for himself. Blake felt a strong sense of camaraderie with the team. He appreciated the supportive and inclusive atmosphere that the Whiskers started their franchise with. It was a perfect atmosphere for the "me first!" tantrums he enjoyed throwing in front of others for attention and showered care. He did not believe in the power of teamwork, and was committed to uplifting his own needs in every way possible.

As a player, Blake brought a strong work ethic and determination to the Whiskers' atmosphere... but only for himself. He was never willing to put in the extra effort to support his teammates. He generally had a positive attitude, but his unwillingness to help made him a valuable asset to other team's goals more times than not. Blake handled the media spotlight with a calm and composed demeanor, unafraid to tell bold-face lies. He understood the importance of representing himself and the team in whatever light would shine. He valued the opportunity to connect with fans and inspire others through his passion for the game.

Blake's talent was discovered by the Nashville Whiskers during their initial scouting for the team in a desperate tale. While playing a pickup game at a local park, Blake attempted a daring backwards threebuchet shot that accidentally knocked off the hat of the head of Assistant Coach Michael Matthews, who happened to be watching from the sidelines. Impressed by Blake's skill and audacity, the coach invited him for a try-out, leading to his signing to the Whiskers as an emergency player.

## Details

* Favorite Food: Moon Pie
* Favorite Color: Leather Brown
* Favorite Animal: "Whatever a 'wombat' is." *~ Blake Tree* (Blake had never seen a wombat - he wrongly figured it was just a female bat. He loved the word, and used in place of swearing).
* On-Court Habit: Blake would routinely pick up his dribble after four bounces and say "wombat!"
* Piece of Trivia: Blake Tree was the first person from Opelika, Alabama to sky-dive.
* Has a Fear Of: Ravens
* Diet Plan/Training Regimen: A diet plan that relied on a variety of specific and exact foods, including starfruit, iceberg lettuce, and chicken feet. Blake Tree's training regimen includes intense cardio exercises, strength training, and hours of shooting practice.
* Pop Culture Interests: Pulp Fiction, only.
* Love Interest: *Not yet publicly known*
* Other Professional Interest: Cryptozoology

## 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™ (SIPP)** 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.
* ***Blake Jebediah Tree*** 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