Manuela Paulita Alma Chavez

* 🔹 **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: **Manuela Paulita Alma Chavez**
* Chapter History: **#1 • 1939 📓**
* Position: **Head Coach of the 1939 Yonkers Highness**
* Age in Chapter: **31 years old**
* Date of Birth: **October 10th, 1907**
* Modern Country of Origin: **Mexico 🇲🇽**
* Career Goal: **Prestige**
* Sideline Fashion: **Lace New Concept**
* Alignment: **Harmonious Formal**
* Demeanor: **Kebab**
* Playbook: **Pure Chance**
* Character Level: **1 *- Rookie***

### Demeanor: Kebab

Coach Manuela Chavez never stopped complaining to the referees and was usually hungry.

### Playbook: Pure Chance

Coach Chavez used a playbook where nothing made sense, but everything turned out as lucky as possible.

### Alignment: Harmonious Formal

* **Harmonious** = characters who cooperate with the group mentality without much question. They don’t want to be the source of drama.
* **Formal** = characters who are strict and reserved. They place a high value on manners, etiquette, prescriptive linguistics, and following the rules. They may act in high regard for others if they fit their behavioral prescription.

## Biography

Manuela Paulita Alma Chavez brought a touch of Mexico to the Yonkers Highness and the BSofA in 1939. Born in Chihuahua, Mexico, her journey to the United States was one of passion and destiny. She fell in love with the game of basketball while studying in the U.S. on a philosophy scholarship. This love for the wilderness of the human mind led her to pursue a career in coaching basketball.

Coach Chavez developed a unique ***Playbook*** that she called **Pure Chance**. It featured a series of plays where nothing made sense in a traditional basketball context, but somehow everything turned out lucky for her team. She attributed this approach to her fascination with the unpredictability of life, and she aimed to instill that same spirit in her players. She famously displayed a **Kebab *Demeanor*** with her incessant complaining to the referees during games and a perpetual hunger for food. She was known for her active presence on the sidelines.

Her proudest moment, so far discovered, came when the team she coached in Chihuahua won a game with a last-second shot taken from an impossible angle behind the backboard, perfectly embodying her **Pure Chance *Playbook***. It was a victory that left fans and played baffled and exhilarated.

Coach Chavez was a reserved figure. She valued on manners and respectful behavior from her players. She expected a professional level of discipline. Despite her strictness, she was committed to creating a consistently-winning atmosphere for the team. Her dream was to see the Yonkers Highness become a powerhouse in the BSofA, and she believed that her knowledge of philosophy could be the secret to that success.

In the media spotlight, Coach Chavez was often portrayed as an mysterious figure, with her formal and disciplined persona contrasting her chaotic coaching style. She rarely gave interviews, preferring to let her team's performance on the court speak for itself.

## Details

* Favorite Food: Garlic
* Favorite Color: Turquoise
* Favorite Animal: Quetzal
* A Catchphrase or Motto They Think They Invented: "Victory finds its own way."
* On-Court Habit: Coach Chavez made the Highness mascot **Humphrey Yogurt** stuff extra snacks in their costume, which she would sneak during games.
* Piece of Trivia: Coach Chavez once created a hybrid dress made from lace and basketball netting.
* Has a Fear Of: Drooping Vegetation
* Pop Culture Interests: Mexican Performance Poetry, Adventure Films, and Philosophical Folklore.
* Love Interest: *None yet discovered.*
* Hobby: Creating intricate, miniature dioramas of Mesoamerican wonders out of stationary.

## Fan Letter

The Press Pass (Season One) production team discovered a collection of lyrical ragtime songs, addressed to the coaches and starting players of the Yonkers Highness. This particular piece was left for Head Coach Manuela Chavez.

### Manuela, Manuela, How Far We'll Go!

> In Lace New Concept, Coach Chavez would stride,
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> Harmonious Formal, the rules as her guide,
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> Kebab by the court, she'd incessantly plea,
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> For justice from refs, and a snack after tea.
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> With Pure Chance Playbook, where nonsense reigned supreme,
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> From impossible angles, her team did their thing,
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> That lace-netting dress, it wasn't see through,
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> She wore it on top of another dress, too.
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> The Higness flew highest, that's not hyperbolic
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> Humphrey, the mascot, always smelled of garlic,
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> With lace woven with nets, and a hunger so keen,
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> Manuela Chavez was a coach like no one had seen.
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> Scorpio's song, the team tough as Metal
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> These other coaches are stems, Manuela's the petals
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> Disciplined players produced some lucky results
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> Barely more than children, they played like adults
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> Under Scorpio's guidance with Metal to power
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> Coach Chavez led Yonkers to our finest hour
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> Humphrey Yogurt, the jester, always ready with "ha ha",
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> Coach Manuela Chavez, she hailed from Chihuahua
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> Her dream was a team, consistently great,
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> In the Basketball Syndicate, the Highness made our own fate,
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> Doucet and Bolin, they founded this team and the league,
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> Coach Chavez, the Highness... they all won with intrigue.
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> ~ With the utmost respect, Vonni Ronny, The Bronx.
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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 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.
* ***Manuela Paulita Alma Chavez*** 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