Edith Tabitha Mosley

* 🔹 **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 Nashville Whiskers**

This character's story began in the 1939 Nashville Whiskers inaugural season.

* Full Name: **Edith Tabitha Mosley**
* Jersey Number: **33**
* Position: **PF2** • **Off-Pine Power Forward** for the **Nashville Whiskers**
* Age in Chapter: **20 years old**
* Date of Birth: **December 9th, 1918**
* Modern Country of Origin: **United States 🇺🇸**
* Career Goal: **Artistic Creativity**
* Struggle: **Betraying Others**
* Alignment: **Performative Evil**
* Height: **6' 6" | 1.9812m**
* Weight: **198 lbs | 89.81129kg**

### Play Style: **None**

Edith Mosley isn't known for a distinct play style yet.

### Player Class: **None**

Mosley isn't known for a distinct player class 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

Edith Tabitha Mosley, born on September 27th, 1918, in Lexington, Kentucky, found her passion for basketball at a young age. Inspired by the artistry and drama of the sport, she was drawn to the performative aspects and saw basketball as a platform to showcase her creative talents. With a desire to make a name for herself and leave a lasting impact, Edith joined local basketball leagues, honing her skills and developing a unique style of play. Edith is motivated by an insatiable thirst for creative recognition and the desire to create a lasting legacy through performance on the basketball court. She is driven by the idea of being remembered as one of the most innovative and captivating players of her time. Edith's proudest moment so far was when she received the opportunity to showcase her skills during the Nashville Whiskers' Media Day and Fan Fest. It was a chance for her to captivate the audience and leave a lasting impression.

At this point in the lore discovered, Edith felt a mixture of excitement and ambition. She recognized the potential to become a prominent figure within the Nashville Whiskers and the BSofA. Being aligned with the Performative Evil mindset, she was conscious of how her actions and reputation influence her standing within the team and the league. As a player, Edith brought a unique quality of showmanship and theatrics to the team atmosphere. Her style of play is marked by elegant footwork, graceful movements, and a keen eye for artistic opportunities on the court. She seeks to elevate the game by infusing it with a sense of spectacle and intrigue, captivating both fans and teammates alike.

Edith deals with the media spotlight with careful consideration. She recognizes its power to shape public perception and strategically uses it to her advantage. She is mindful of cultivating her image, balancing her Performative Evil alignment with the expectations of the media and fans. Edith understands that every interaction with the media is an opportunity to craft her narrative and further establish herself as a basketball artist. She didn't care about selling her teammates out if it made her seem creative. During the initial scouting for the Nashville Whiskers, Edith's talents did not go unnoticed. In a whimsical turn of events, the team's Assistant Coach Daquan Jarvis happened to attend one of her local league games, mesmerized by her unconventional style and undeniable charisma. Impressed by her performance, the coach extended an invitation to try-out for the Whiskers, recognizing the potential for Edith to add a captivating flair to the team's play.

## Details

* Favorite Food: Cantaloupe Melon
* Favorite Color: Violet
* Favorite Animal: Panther
* On-Court Habit: Edith performs a twirling pirouette after scoring a threebuchet
* Piece of Trivia: Edith painted her locker.
* Has a Fear Of: Polka Music
* Diet Plan/Training Regimen: "I eat melon and paint aggressively." That's what she once told a Lore Bard covering the Whiskers.
* Pop Culture Interests: Nothing. She hates pop culture and prefers to paint.
* Love Interest: *Not yet publicly known*
* Other Professional Interest: Poetry and Portraiture

## 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 Murfreesboro Whiskers*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***The Nashville Whiskers*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***Edith Tabitha Mosley*** 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