Eva Lolani Griffith

* 🔹 **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 Yonkers Highness**

This character's story began in the 1939 Yonkers Highness inaugural season.

* Full Name: **Eva Lolani Griffith**
* Jersey Number: **6**
* Chapter History: **#1 • 1939 🏀**
* Position: **SF2** • **Off-Pine Small Forward** for the **Yonkers Highness**
* Age in Chapter: **18 years old**
* Date of Birth: **August 13th, 1920**
* Modern Country of Origin: **United States 🇺🇸**
* Career Goal: **Consistency**
* Struggle: **The Playbook**
* Alignment: **Chaotic Innocence**
* Height: **6' 7" | 2.0066m**
* Weight: **193 lbs | 87.54333kg**
* Character Level: **1 *- Rookie***

### Play Style: **None**

Eva Griffith isn't known for a distinct ***Play Style*** yet.

### Player Class: **None**

Griffith isn't known for a distinct ***Player Class*** yet.

### Alignment: **Chaotic Innocence**

* **Chaotic** = characters who are unpredictable and may act impulsively. They do not follow any rules, have any values, or adhere to a set structure.
* **Innocence** = idealistic characters who do not have a strong sense of the alignments of others and are naive, gullible, and/or lack experience. They may act in high regard for others without judgment, to a fault.

## Biography

Eva Lolani Griffith, born in Groton, Massachusetts, was a wild card from the start. Growing up in a small town, she was the youngest of seven siblings, and her parents, Joseph and Clara Griffith, struggled to keep up with her boundless energy and chaotic antics. From an early age, Eva showed a remarkable ability to make friends with anyone, turning even the strictest of teachers, like her own mother, into accomplices in her classroom pranks. Joseph was a preacher.

Basketball found Eva rather than the other way around. As a teenager, she was drawn to the rhythmic bounce of the ball echoing through the school. Inspired by the freedom of the game, she taught herself the basics and quickly developed an unorthodox playing style. She defied conventional moves and created her own unique tricks on the court, often leaving her teammates and opponents utterly baffled. Eva's goal was simple: consistency. She aimed to consistently surprise, entertain, and mystify audiences with her unpredictable plays. She thrived on the uncertainty of the game, embracing the unscripted nature of her own style.

Her proudest moment, so far discovered, came during an amateur game when she executed a backwards four-point threebuchet off the bounce that left the crowd and even the opposing team in awe. She wanted to maintain this level of unpredictability and keep the fans guessing throughout her career.

On the Yonkers Highness, Eva had a love-hate relationship with the team's playbook. She struggled to adhere to structured plays and often deviated from the coach's instructions, opting for her own spontaneous moves. This sometimes led to brilliant plays but also resulted in bewildering moments on the court. Dealing with the media spotlight was an adventure for Eva. She approached interviews with the same unrestrained nature she displayed on the court, making most interactions memorable and often comical experiences for reporters.

The Yonkers Highness discovered Eva during a pickup game at a local park in Manhattan, where she was visiting her older bother Steven. Her weirdness immediately caught the attention of Assistant Coach Benito David, and her saw the potential for her to become a fan favorite. Team management signed her as a free agent after her try-out, just weeks before Media Day and Fan Fest.

## Details

* Favorite Food: Pickled Strawberries
* Favorite Color: Pink
* Favorite Animal: Clam
* On-Court Habit: Eva would occasionally try to balance the ball on her nose during timeouts.
* Piece of Trivia: On road games, Eva routinely tried to turn the halftime show into a impromptu dance-off with the opponent's mascot.
* Has a Fear Of: Filing Cabinets
* Diet Plan/Training Regimen: Griffith consumed a diet that changed daily, consisting of whatever Eva craved at the moment, complemented by daily sessions of interpretive dance for agility and unpredictability on the court.
* Pop Culture Interests: Jazz, Slapstick Films, and Surreal Literature
* Love Interest: *Not yet publicly known*
* Other Professional Interest: The Circus

## 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 Yonkers Highness *(1939-1957)**** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***The Omaha Highness *(1957-1971)**** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***The Mississippi Majesty *(1971-1984)**** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***The Sacramento Majesty *(1984-present)**** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***Eva Lolani Griffith*** 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