Phyllis "Phantom Sam" Amanda Samaroo

* 🔹 **Lore Producer:** *reserved for namastaylit of Barbara's Legacy* 🤍 | **(collect a🔹ncv2 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 Boston Potatoes**

This character's story began in the 1939 Boston Potatoes inaugural season.

* Full Name: **Phyllis Amanda Samaroo**
* Jersey Number: **22**
* Chapter History: **#1 • 1939 🏀**
* Position: **PF1** • **Starting Power Forward** for the **Boston Potatoes**
* Age in Chapter: **18 years old**
* Date of Birth: **August 14th, 1920**
* Modern Country of Origin: **Cuba 🇨🇺**
* Official BSofA Nickname: **Phantom Sam**
* Career Goal: **Become a Legendary Shooter**
* Struggle: **Bowling**
* Alignment: **Authentic Good**
* Height: **6' 9" | 2.0574m**
* Weight: **175 lbs | 79.37866kg**
* Character Level: **1 *- Rookie***

### Play Style: **Sneaky**

Phantom Sam impacts the game without people noticing.

### Player Class: **Freak**

Samaroo does everything well, and it annoys her teammates and opponents alike.

### Alignment: **Authentic Good**

* **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.
* **Good** = characters who have a strong moral compass and act with kindness, compassion, and generosity. They may act in high regard for others until a display of behavior dismisses their reason for good faith.

## Biography

Phyllis "Phantom Sam" Amanda Samaroo was born in Havana, Cuba, on August 4th, 1920. She was raised by her father Chano, a boat captain. Her mother, Diana, had left for the United States when Phyllis was just 12 years old. Diana, a former wallpaper factory worker, wanted to pursue her dream of becoming a Broadway star. As such, Chano raised Phyllis and her younger brother Stefano with a love for sports and a strong competitive spirit. At the young age of 18, she was discovered by the Boston Potatoes during their initial recruiting period for the team. Phyllis had traveled to Boston in September of 1938, searching for her long-lost mother, mistakenly thinking Boston was New York City. It was there she discovered her natural talent for the sport of basketball.

Phantom Sam was inspired to play because of her love for competition and the adrenaline rush that came with it. She constantly pushed herself to be the best player she can be and to never give up. Even though she had never played before she arrived in Boston, she found herself excelling beyond any reasonable expectation. She originated the **Freak *Player Class***, as she did most everything well. Her proudest moment, so far discovered, is the day she was signed as a Founding Syndicate Player. She would often tell anybody who would listen that her biggest hope was to become a legendary shooter in the BSofA.

Phantom Sam was a team player, and she felt proud to be a part of the Boston Potatoes. She brought a unique energy to the team atmosphere, always pushing her teammates to be their best. She was unafraid to express her genuine thoughts and feelings, which made her a valuable player both on and off the court. When it came to the media spotlight, Phantom Sam took it all in stride and remained true to herself, always keeping a positive attitude. Assistant Coach Aaron Kellog discovered Phantom Sam at a market where he was offering stuffed toy bears at a street fair to customers in the winter of 1938. Phyllis bought a bear, and the two become acquainted through a conversation about basketball. Learning she was a talented player, Coach Kellog invited Phantom Sam to try out for the Boston Potatoes. Her unique skillset, which included everything from impressive shooting to the **Sneaky *Play Style*** she adopted after an exhibition game against Russell "**Equinox**" Xypteras, delighted the Governors' 100 Club of the Potatoes. She was signed as a free agent weeks before Media Day and Fan Fest for the Boston Potatoes in 1939.

## Details

* Favorite Food: Cuban Barbecue
* Favorite Color: Turquoise
* Favorite Animal: Macaw
* On-Court Habit: Sticks her tongue out while shooting the ball
* Piece of Trivia: Phantom Sam is ambidextrous and can shoot with either hand.
* Has a Fear Of: Over-ripe avocados
* Diet Plan/Training Regimen: a diet of high-protein meats, fruits, and vegetables combined with intense weight training and agility exercises
* Pop Culture Interests: Cuban Jazz music, early silent films, and action-packed comic books.
* Love Interest: Phyllis is fully focused on her basketball career
* Other Professional Interest: Competitive Salsa Dancing

## Fan Letter

The Press Pass (Season One) production team discovered this letter from a Watertown Potato fan , written to Phyllis Samaroo shortly after Phantom Sam spoke Spanish during a press conference.

### Phantom Sam I Am

> A player so uniquely
>
>
> impacts the game, She's Sneaky
>
>
> Opponents so wonder
>
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> why their shots go asunder
>
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> It's the Phantom Sam getting Freaky
>
>
>
>
> In Boston, Phyllis destroys
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> all Syndicate girls and boys
>
>
> So much finesse
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> I must confess
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> I don't know what hit me in this final line, I've completely lost my poise
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>
>
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> A Phantom Sam threebuchet
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> Is what my three boys and I need today
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> She's got moves, she's got drive
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> Keeping Potatoes alive
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> It's time we Spuds utter "Hooray!"
>
>
> ~ Signed, Professor Linus O'Shouts and his three boys, hailing from Watertown, Massachusetts.
>
>
>
>

## 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** 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 Boston Potatoes*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***Phyllis "Phantom Sam" Amanda Samaroo*** 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.