Kurt Dedric Fontaine

* 🔹 **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 Calgary Mounted Elbow**

This character's story began in the 1939 Calgary Mounted Elbow inaugural season.

* Full Name: **Kurt Dedric Fontaine**
* Position: **Head Coach of the 1939 Calgary Mounted Elbow**
* Age in Chapter: **54 years old**
* Date of Birth: **October 1st, 1884**
* Modern Country of Origin: **Canada 🇨🇦**
* Career Goal: **Working for As Many Teams as He Can**
* Sideline Fashion: **Dressed Like a Post-Modern Pilgrim**
* Alignment: **Chaotic Sleaze**
* Demeanor: **Mustard Cutter**
* Playbook: **Yahoo**
* Character Level: **1 *- Rookie***

### Playbook: Yahoo

Kurt Fontaine takes risky chances all the time.

### Alignment: Chaotic Sleaze

* **Chaotic** = characters who are unpredictable and may act impulsively. They do not follow any rules, have any values, or adhere to a set structure.
* **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

Kurt Dedric Fontaine's passion for coaching basketball was sparked by his rebellious spirit and desire to challenge the norms of the day. From a young age, growing up in the weird place of Annapolis Royal, Nova Scotia, he found joy in disrupting tradition and taking risks in whatever he did. This fascination with unconventional strategies led him to pursue a career as a basketball coach. As a Head Coach, Kurt's demeanor as a Mustard Cutter reflects his subservient attitude towards his players, team staff, and the media. He let the players push him to his limits, cutting through his lack of knowledge with sharp criticism and high expectations. This relentless drive to improve through soaking in scorn motivated him in his coaching career. Fontaine constantly sought innovative approaches and new ways to shake up the game.

Kurt's proudest moment, so far discovered, came when he orchestrated a stunning comeback victory in a crucial college game in the late 1920s, utilizing his Yahoo playbook to perfection. The triumph reaffirmed his belief in taking chances and embracing the chaos of the game. His biggest hope was to revolutionize the sport, leaving an indelible mark on the basketball landscape with his unorthodox coaching methods.

The Mounted Elbow team holds a special place in Kurt's heart, and he viewed them as a canvas for his grand vision. He brought unique qualities to the team atmosphere as a coach, infusing it with a daring spirit and a willingness to take calculated decisions outside of normal decorum. His alignment as a Chaotic Sleaze is reflected in his choices, as he often bends the rules and prioritizes his own success above all else. Kurt played his cards close to his chest when dealing with the media. He enjoyed keeping them guessing and used their fascination with his subservient persona to his advantage. His unconventional approach and unapologetic attitude make him a captivating figure in the sports world.

## Details

* Favorite Food: Noodles of Any Kind
* Favorite Color: Crimson
* Favorite Animal: Fox
* A Catchphrase or Motto They Think They Invented: "Break the mold, get the gold!"
* On-Court Habit: Coach Fontaine sits on a dictionary on the bench.
* Piece of Trivia: Coach Fontaine once led a college team to victory by putting on a blindfold to inspire his players
* Has a Fear Of: Run-On Sentences
* Pop Culture Interests: Experimental jazz, Chinese cinema, and absurdist literature written by Black Americans
* Love Interest: *None yet discovered.*
* Hobby: Coach Fontaine glues things together just to see what happens.

## Fan Letter

The Press Pass (Season One) production team discovered a collection of western-style anthems, addressed to the coaches and starting players of the Calgary Mounted Elbow. This particular march was written about Coach Fontaine.

### The Wet Fontaine of Calgary

> Oh, there he stands, Coach Kurt so fine,
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> In his pilgrim garb, a sight so divine,
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> With hat askew, and coat of rustic hue,
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> He leads the Mounted Elbow, strong and true.
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> His phobia of inefficient meaning, a challenge untold,
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> Yet he conquers this fear, his spirit stays bold,
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> In the realm of Taurus, the Basketball God,
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> Kurt's strategies dance, a wild applaud.
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> The power of Smoke, the team's element true,
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> As thick as their passion, the M'Elbow push through,
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> With Kurt's Yahoo playbook, with his risks and dares,
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> The M'elbow, we soar! Defying despair.
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> In his ugly post-modern pilgrim's guise,
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> He catches every fan by surprise,
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> With the charm of Taurus and a Smokey wit,
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> Coach Kurt, the rebel, we know he won't quit.
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> ~ Regards, Shaun Voric Plumfoss of the Royal Canadian Mounted Police.
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## 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 Calgary Mounted Elbow*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***The Washington Government Basketball Team*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***Kurt Dedric Fontaine*** 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