Daquan Alvin Jarvis

* 🔹 **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: **Daquan Alvin Jarvis**
* Position: **Assistant Coach of the 1939 Nashville Whiskers**
* Age in Chapter: **45 years old**
* Date of Birth: **July 12th, 1899**
* Modern Country of Origin: **United States 🇺🇸**
* Career Goal: **Caring About People**
* Sideline Fashion: **Cotton Raincoat**
* Alignment: **Harmonious [https://presspass.fandom.com/wiki/Category:Moral:\_Neutral Neutral**
* Demeanor: **Gentle**
* Playbook: **Frenzy**
* Character Level: **1 *- Rookie***

### Demeanor: **Gentle**

Coach Jarvis is extremely nice to everyone in most cases. Nice guy. Mean mug.

### Playbook: Frenzy

Daquan Alvin Jarvis uses a **Frenzy** playbook, and nobody knows what's happening.

### Alignment: Harmonious Neutral

* **Harmonious** = characters who cooperate with the group mentality without much question. They don’t want to be the source of drama.
* **Neutral** = characters who do not have a strong inclination towards good or evil. They may prioritize their own interests and act in their own self-interest. They place a high value on calm, energy balance, and descriptive linguistics. They may act in high regard for others, but not if it inconveniences them.

## Biography

Daquan Alvin Jarvis, born on July 12th, 1893, in Nashville, Tennessee, was a man with a deep-rooted passion for basketball and a genuine love for people. From a young age, Daquan was drawn to the sport, finding joy in both playing and coaching. He possessed a natural ability to connect with others, nurturing their talents and instilling confidence in their abilities. Inspired by his desire to make a positive impact on the lives of others, Daquan pursued a career in coaching basketball. His **Gentle *Demeanor*** and genuine kindness endeared him to players, team staff, media professionals, service professionals, and fans alike. Daquan treated everyone with respect and compassion, fostering a collaborative and inclusive team environment.

In terms of his coaching style, Daquan followed the **Frenzy *Playbook***. His strategies were often unpredictable and left opponents guessing. While some may have found it confusing, Daquan's innovative approach to the game brought excitement and energy to the court. His unique playbook reflected his belief that basketball should be a thrilling and joyous experience for both players and fans. Daquan's proudest moment came when he witnessed the growth and development of his players. Seeing them improve their skills and achieve personal milestones filled him with a profound sense of satisfaction. His biggest hope was to make a lasting impact on their lives, not only as athletes but also as individuals who would carry the lessons learned on the court into their future endeavors.

In the lore so far discovered, Daquan felt a deep sense of appreciation for the team. He saw their potential and was motivated to guide them toward success. Daquan brought a calming presence to the team atmosphere, ensuring that players felt supported and valued. His ability to connect with people and inspire them to do their best was a valuable asset to the coaching staff. In media interactions, Daquan remained humble and gracious. He understood the importance of maintaining positive relationships with the press and handled interviews with genuine sincerity. His gentleness shone through, captivating both reporters and fans with his thoughtful and insightful responses.

Daquan prioritized cooperation and maintaining balance within the team. He avoided unnecessary drama and worked hard to create an atmosphere of unity and respect. While he prioritized the well-being of others, he also ensured that his own needs and interests were met, striking a delicate balance between selflessness and self-care.

## Details

* Favorite Food: Sticky Rice
* Favorite Color: Serendipity Purple
* Favorite Animal: Flamingo
* A Catchphrase or Motto They Think They Invented: "In the mania of a game, let joy and unity reign!"
* On-Court Habit: Daquan has a peculiar habit of carrying around a small jar of fresh lavender, believing its scent enhances his focus and promotes a calm atmosphere.
* Piece of Trivia: Daquan once hosted a basketball-themed tea party for the team, complete with basketball-shaped scones and teacups adorned with mini basketball hoops. Coach Acacia Monet forced players to attend.
* Has a Fear Of: Bare trees
* Pop Culture Interests: Jazz music, Silent films, and Philosophical works that explore the human condition.
* Love Interest: *Michael's heart belongs to a spirited novelist named Penelope Hawthorne Matthews, whose enchanting prose and independent spirit have captured his attention. They've been married for 13 years.*
* Hobby: Daquan loves himself a typewriter. He enjoys typing letters to his loved ones on them.

## Fan Letter

The Press Pass (Season One) production team discovered a cache of heart-felt poetry, written to the Coaches and starting players of the Nashville Whiskers, lecturing them about respecting Leo. This particular piece was addressed to Coach Jarvis.

### The Jarvis Harvest

> Oh, Daquan Jarvis, a coach so Gentle,
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> In his cotton raincoat, he's instrumental.
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> With caring eyes and a soothing voice,
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> He guides our Whiskers, making the right choice.
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> In Frenzy's realm, his playbook resides,
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> A whirlwind of strategies, where chaos abides.
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> Confusing the foes, leaving them dazed,
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> As Daquan's brilliance is brilliantly praised.
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> His heart beats for his team, each player he uplifts,
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> Their growth and development, his greatest gift.
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> A harmonious presence, he brings to the court,
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> Uniting the Whiskers, a powerful cohort.
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> In interviews, Daquan shines with grace,
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> His words a reflection of his compassionate embrace.
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> He handles the spotlight with poise and charm,
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> Captivating all with his wisdom and warm.
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> Harmonious Neutral, a perfect blend,
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> Seeking balance, on which he'll depend.
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> Daquan cares for others, while his needs are not met,
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> A coach of integrity, he'll never forget.
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> Gross sticky rice, his favorite delight,
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> Serendipity purple, a color so bright.
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> The flamingo, a creature of joy and glee,
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> Symbolizing Daquan's spirit, so pink and free.
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> "In the mania of a game, let joy and unity reign,"
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> Daquan echoes and echoes around in my brain.
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> With lavender in hand and a love for some typing,
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> He coaches the Whiskers to joyous horizons.
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> Leo watches the Whiskers, his guiding paws,
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> with Ink weaves our power, feeding our maws.
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> Daquan's presence, a testament to his worth,
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> A coach of compassion, shaping lives since his birth.
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> ~ Signed, Hank Joesper Lemursniff, from Nashville, Tennessee.
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## 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 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.
* ***Daquan Alvin Jarvis*** 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