Nathan Duncan Brown

* 🔹 **Lore Producer:** Unclaimed | *collect a 🔹ncv2 to claim this character.*
* 🔹 **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 Pittsburgh Gridlock**

This character's story began in the 1939 Pittsburgh Gridlock inaugural season.

* Full Name: **Nathan Duncan Brown**
* Jersey Number: **22**
* Position: **SF3** • **Emergency Small Forward** for the **Pittsburgh Gridlock**
* Age in Chapter: **19 years old**
* Date of Birth: **July 8th, 1918**
* Modern Country of Origin: **United States 🇺🇸**
* Career Goal: **Impulse Control**
* Struggle: **Defense**
* Alignment: **Performative Evil**
* Height: **6' 10" | 2.0828m**
* Weight: **217 lbs | 98.42954kg**

### Play Style: **None**

Nathan Brown hasn't earned a Play Style yet.

### Alignment: **Performative Evil**

* **Performative** = characters who are concerned with their image, and participate in the group with their reputation as their priority.
* **Evil** = characters who engage in harmful or malicious behavior. They may act with cruelty, greed, or disregard for the well-being of others deliberately.

## Biography

Nathan Duncan Brown found inspiration to play basketball from the admiration and attention it brought to those in the spotlight. From a young age, he was captivated by the nature of the game and dreamed of becoming the center of attention on the court. His Performative Evil alignment ensured that his reputation and image were paramount to him. Nathan's parents were both influential figures in the Jackson, Mississippi riverboat entertainment industry, with his mother being a locally-famous play-actress and his father a renowned big band musician. Surrounded by fame and glamour, Nathan developed a deep desire to make his mark and be recognized as a star in his own right. Basketball provided him with the platform to showcase his talents and command the attention he craved.

Nathan required impulse control. While he relished the spotlight, he also recognized the need to temper his impulsive tendencies for the sake of his team's success. Struggling with defense, he worked tirelessly to improve his skills and develop a more disciplined approach to the game. His ultimate goal was to find the balance between individual showmanship and team cohesion. Nathan's proudest moment, so far discovered, came when he executed a jaw-dropping, behind-the-back pass that led to a game-winning threebuchet on a riverboat as a child. It was a defining moment that showcased his creativity and flair on the court. His biggest hope was to continue to astound audiences with his performances and establish himself as one of the most electrifying players in the BSofA.

As a Performative Evil player, Nathan had mixed feelings about the team. On one hand, he appreciated the collective recognition they garnered as a high-profile team. On the other hand, he sometimes felt overshadowed by his teammates' success and longed for more individual acclaim. This internal struggle fueled his determination to outshine his peers and solidify his status as the team's most iconic figure. Nathan brought a unique quality to the team atmosphere as a player. His charismatic personality and knack for showmanship injected a sense of excitement and entertainment into every game. He was able to rally both his teammates and the crowd with his dazzling plays and infectious energy, creating an electric atmosphere that elevated the team's performance.

Dealing with the media spotlight came naturally to Nathan. His Performative Evil alignment made him thrive in front of cameras and revel in the attention of the press. He embraced the opportunity to showcase his charisma and engage in playful banter, always leaving a lasting impression on reporters and fans alike. Nathan was discovered by the Pittsburgh Gridlock during their initial scouting for the team. Assistant Coach Anthony Smith was visiting Jackson to dine on a riverboat. Nathan Brown took the coach by storm when he delivered an impromptu basketball performance, wowing the dinner crowd with his skills and commanding presence. Coach Smith was captivated by his natural talent and captivating showmanship, leading to his invitation to try-out for the Gridlock's first roster. Brown was signed just a few days before the 1939 Media Day and Fan Fest.

## Details

* Favorite Food: Flambe
* Favorite Color: Gold
* Favorite Animal: Heron
* On-Court Habit: Nathan puts flour in his shoes because he thinks it looks like he runs faster
* Piece of Trivia: Nathan once hosted a charity event in Jackson, Mississippi where he jumped over a live band on a riverboat.
* Has a Fear Of: Ordinary Handshakes
* Diet Plan/Training Regimen: a diet plan that included a variety of fruits and vegetables to maintain a vibrant energy on the court. Nathan trained his body by tap-dancing.
* Pop Culture Interests: Swing Jazz, The Newest Hollywood Musicals, Epic Poetry
* Love Interest: *None yet discovered*
* Other Professional Interest: Fashion Design

## 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 is 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 Pittsburgh Gridlock*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***The East Bay Gridlock*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***The Bay Area Traffic*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***Nathan Duncan Brown*** 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