Anthony Justin Smith

* 🔹 **Lore Producer:** *reserved for Asmongold* 🖤 | **(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 Pittsburgh Gridlock**

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

* Full Name: **Anthony Justin Smith**
* Position: **Assistant Coach of the 1939 Pittsburgh Gridlock**
* Age in Chapter: **56 years old**
* Date of Birth: **January 18th, 1883**
* Modern Country of Origin: **United States 🇺🇸**
* Career Goal: **Become a Team Governor**
* Sideline Fashion: **Sea Punk Snow Gear**
* Alignment: **Contrarian Evil**
* Demeanor: **Butterfly**
* Playbook: **aSMOn**

### Demeanor: **Butterfly**

Coach Anthony Smith doesn't have a single care in the world. They don't appear impassioned about anything.

### Playbook: a Simple Motion Offense, noob

Coach Smith loves extremely basic basketball and doesn't like to complicate things.

### Alignment: Contrarian Evil

* **Contrarian** = characters who value going against the group mentality and/or the status quo, even if it’s inauthentic.
* **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

Anthony Justin Smith, born on January 18th, 1883, in Monongahela, Pennsylvania, had an intriguing journey that led him to the basketball court. He saw a group of grown men playing the brand-new sport when he was 14 years old. Without introducing himself or asking anybody, Coach Smith began telling the players what to do, despite not knowing a thing about the game. In 1897, nobody really knew anything, so the players found themselves grateful for the guidance. Inspired by the response, he became enamored with the sport and felt a calling to coach. Motivated by his Contrarian nature, Smith found joy in the simplicity of basketball, favoring a basic style of play with his **aSMOn** playbook.

Smith's **Butterfly** demeanor is celebrated in Gridlock/Traffic lore. He exuded an attitude of indifference, seemingly unbothered by the world around him. This unique energy fueled his coaching approach, allowing him to focus on the fundamentals and avoid unnecessary complications. Despite his nonchalant nature, Smith had a burning desire to become a Team Governor, aiming to secure a position among the folks who owned a piece of the team's branding puzzle.

As an Assistant Coach, Smith brought a refreshing simplicity to the team atmosphere. His no-nonsense approach and love for basic basketball resonated with the players, supporting their focus on improvement. Smith embraced the media spotlight with ease, often dismissing their inquiries with witty and cryptic responses. He relished going against the media's grain while maintaining the established simple norms of the game. Coach Smith was lifelong friends with Coach Price, bonding over basketball throughout the turmoil of World War I.

## Details

* Favorite Food: Pepperoni
* Favorite Color: Neon Turqoise
* Favorite Animal: Turkey
* A Catchphrase or Motto They Think They Invented: "Rise above the swarm, for there lies true victory... or whatever."
* On-Court Habit: Occasionally, Coach Smith disappears at halftime for far too long. Nobody knows what he's doing.
* Piece of Trivia: Smith wants to hold the record for the most consecutive games coaching without ever raising his voice, if there is such a thing.
* Has a Fear Of: Losing One Shoe
* Pop Culture Interests: Experimental Jazz, only.
* Love Interest: *None yet discovered.*
* Hobby: Fishing

## Fan Letter

The Press Pass (Season One) production team discovered a collection of war-time marches, addressed to the coaches and starting players of the Pittsburgh Gridlock. This particular march was written about Coach Smith.

### The Man, The Legend, The Smith

> In the realm of basketball's maniacal crusade,
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> With Smith, our assistant coach, no care displayed.
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> A Butterfly demeanor, aloof and free,
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> In Sea Punk Snow Gear, wild to see.
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> He walks the sideline, calm and cool,
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> Keep it basic and simple, his basketball rule.
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> aSMOn playbook, his preferred chore,
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> Pass, screen away... do nothing more.
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> He needs both shoes, no exposed toes,
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> If he stayed through halftime, he'd lead us through foes.
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> Contrarian Evil, does he dare to defy,
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> the Basketball God Aries, stars high in the sky?
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> Our hearts he lifts, in Sea Punk Snow,
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> As we march forward, the Gridlock we know.
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> Coach Brian Price is the one who guides our way,
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> Will Coach Smith leave at halftime today?
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> With Traffic Light Yellow, Asphalt Black, and our Gray,
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> The Gridlock colors shine on all the way in the bay.
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> Smith, our coach, in his Sea Punk attire,
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> Leads us forth, his lack of interest so tired.
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> So raise your voice, sing loud and clear,
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> For Gridlock's triumph, we hold dear.
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> Coach Smith, you know he's Contrarian Evil...
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> Will we soar to victory with this passionless weevil?
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> ~ Signed, Dick Foster Fork, from Pittsburgh, Pennsylvania.
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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 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.
* ***Anthony Justin Smith*** 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