Maya "The Mime" Miriam Salinas

* 🔹 **Lore Producer:** *Registered by @caantemporary (still needs a 🔹ncv2 to make it official)*
* 🔹 **Register PP:S1\_V2:** *collect a🔹ncv2*
* 🕯️ **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: **Maya Miriam Salinas**
* Jersey Number: **10**
* Position: **PF1** • **Starting Power Forward** for the **Pittsburgh Gridlock**
* Age in Chapter: **22 years old**
* Date of Birth: **June 15th, 1916**
* Modern Country of Origin: **Mexico 🇲🇽**
* Official BSofA Nickname: **The Mime**
* Career Goal: **Discipline**
* Struggle: **Looking Normal in Photographs**
* Alignment: **Authentic Arrogance**
* Height: **6' 10" | 2.0828m**
* Weight: **236 lbs | 107.0478kg**

### Play Style: **Nightmare**

Maya "**The Mime**" Salinas is a huge cause of stress for a basketball team. Sometimes, it's her team. Sometimes, it's the opposing team. Sometimes, it's both. It varies from game to game.

### Player Class: **Zen**

Nothing bothers **The Mime.** She's always on the level.

### Alignment: Authentic **Arrogance**

* **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.
* **Arrogance** = characters who are overly confident and believe that they are superior to others. They may be dismissive or disrespectful of others.

## Biography

Maya Miriam Salinas was known to dislike her nickname as "The Mime," but Gridlock fans and media could not care less. Maya Salinas was born on May 23rd, 1917, in Concordia, Mexico. Her family immigrated to the United States, seeking a better life, when she was a young child. Maya's parents worked as circus performers, specializing in mime acts, and their expressive artistry deeply influenced her from an early age. Her parents were often at odds with each other, and their intense arguments were always silent, carried out through body language and performance. Inspired by the theatricality and visual storytelling of her parents' fights, Maya discovered her own passion for basketball. She saw the court as a stage where she could unleash her creative spirit and captivate the audience with her unique style of play. Maya's play style was a nightmare for both her opponents and her teammates, as she combined her graceful footwork, impeccable timing, and mesmerizing ball-handling skills to dominate the game.

Maya relentlessly pursued discipline in her career. She aimed to master every aspect of the game and elevate her skills to the highest level. Maya's proudest moment came when she received the opportunity play for the Pittsburgh Gridlock, signing her first contract seconds before Media Day and Fan Fest began in 1939. It was a chance for her to demonstrate her dedicated approach to the game and leave a lasting impression on the fans and media.

With the current lore available, it's known Maya felt a mixture of excitement and arrogance toward the team at the beginning of the season. Aligned with Authentic Arrogance, she believed in the superiority of her skills and expressed high expectations for both herself and her teammates. She saw the Gridlock as a platform to display her dominance and assert her basketball prowess. As a player, Maya brought an abstract and enigmatic quality to the team atmosphere. Her style of play, reminiscent of her silent mime ancestry, was an intriguing spectacle on the court. She used her body language, expressions, and deliberate movements to confuse and bewilder her opponents, leaving them helpless against her relentless attacks. Maya dealt with the media spotlight by embracing her alignment. She exuded an air of arrogance, carefully crafting her image and using the media to amplify her presence. She understood that every interaction with the media was an opportunity to showcase her unique persona and maintain her reputation as a dominant force.

During the initial recruiting period for the Pittsburgh Gridlock, Maya's talents were discovered. In a whimsical turn of events, the team's Head Coach Brian Price happened to attend one of her local pickup games, captivated by her mysterious and intimidating style of play. Impressed by her performance, the coach immediately recognized the value she could bring to the team and offered her a try-out with the team.

## Details

* Favorite Food: Enchiladas
* Favorite Color: Magenta
* Favorite Animal: Eel
* On-Court Habit: Maya whispers to the ball in Spanish every chance she can get.
* Piece of Trivia: Maya's parents tried to perform at halftime shows, uninvited.
* Has a Fear Of: Falling Feathers After a Pillow Fight
* Diet Plan/Training Regimen: A diet plan focused on balance and serenity, accompanied by meditation and yoga practices. And cookies.
* Pop Culture Interests: Surrealist Symphony, Avant-Garde Cinema, Existentialist Novels
* Love Interest: *None yet discovered*
* Other Professional Interest: Abstract Art Theory

## 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 piece was addressed to The Mime.

### Oh Maya, Mime On

> With a piercing gaze and a stallion's stride,
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> The Mime, our pride, rides by our side.
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> Nightmare unleashed, her foes tremble in fright,
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> And sometimes her teammates... get her out of my sight!
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> Arrogant grace and unbothered finesse,
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> She vaults through the air, our foes she'll suppress.
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> Zen calm amidst mist, amidst chaos and strife,
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> Guided by Aries, our Basketball God in this life.
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> In the Porridge she reigns, supreme and grand,
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> Her Mania power fuels our Gridlock's stand.
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> With freetapults and threebuchets, The Mime astounds,
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> She echoes silence, Salinas, the emptiest sounds.
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> Oh, Maya, The Mime. Our silent star,
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> In Authentic Arrogance, you'll fly so far.
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> Fear not the feathers, nor the media's glare,
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> For you're our Nightmare, Zen Player, you're beyond compare.
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> So sing Gridlock fans, we'll lock up the grid,
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> The Mime is here... Or maybe she's faking it?
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> She's a Nightmare, She's Zen, She's bothered by nothing,
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> She'll score in the Porridge and leave the enemy puffing.
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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™ (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.
* ***Maya "The Mime" Miriam Salinas*** 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