Garfield Arnold Battle

* 🔹 **Lore Producer:** *reserved for davj of Fondo*  💙 | **(collect a🔹ncv2 to make it official)**
* 🔹 **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 Pittsburgh Gridlock**

This character's story began in the 1939 Pittsburgh Gridlock inaugural season.

* Full Name: **Garfield Arnold Battle**
* Jersey Number: **6**
* Position: **PG3** • **Emergency Point Guard** for the **Pittsburgh Gridlock**
* Age in Chapter: **19 years old**
* Date of Birth: **May 28th, 1919**
* Modern Country of Origin: **Austria 🇦🇹**
* Career Goal: **Becoming a Legendary Ballhandler**
* Struggle: **Reliability**
* Alignment: **Chaotic Good**
* Height: **5' 9" | 1.7526m**
* Weight: **259 lbs | 117.4804kg**

### Play Style: **None**

Garfield Battle hasn't earned a Play Style yet.

### Alignment: **Chaotic Good**

* **Chaotic** = characters who are unpredictable and may act impulsively. They do not follow any rules, have any values, or adhere to a set structure.
* **Good** = characters who have a strong moral compass and act with kindness, compassion, and generosity. They may act in high regard for others until a display of behavior dismisses their reason for good faith.

## Biography

Garfield Arnold Battle was inspired to play basketball by his love for the artistry and improvisation the game allowed. Growing up in Dornbirn, Austria, he had an untamed spirit that mirrored his Chaotic Good alignment. Garfield was known for his unpredictable style on and off the court, often catching opponents off guard with his unorthodox moves. His father was a soldier, renowned for his athleticism and daring acts. Their influence on Garfield's childhood sparked his passion for unconventional approaches to life and basketball. His dad - Garfunkle Battle - taught him the value of embracing chaos and using it to his advantage.

Garfield desired to become a legendary ballhandler. He wanted to astound the crowds with his unpredictable dribbling skills and awe-inspiring maneuvers. His proudest moment, so far discovered, came when he effortlessly weaved through the defense in a game when he was 14 years old, leaving them puzzled and mesmerized. It showcased his ability to bring joy and excitement to the game. Garfield had an optimistic view of his team, the Pittsburgh Gridlock. His Chaotic Good alignment drove him to see the potential in every player and believe in their ability to overcome challenges. He brought a unique sense of spontaneity and excitement to the team atmosphere, constantly pushing boundaries and injecting a burst of energy.

Dealing with the media spotlight was an adventure for Garfield. He embraced the attention and used it as an opportunity to showcase his unique style and personality. His Chaotic Good alignment made him comfortable with being unpredictable and kept the media on their toes. Garfield was discovered by the Pittsburgh Gridlock's Assistant Coach Anniagruk Akomalik during their initial scouting for the team in a strange story. During a street basketball game in Vienna, he accidentally stumbled into a cargo box while executing an impromptu trick play. He wound up in Pittsburgh, Pennsylvania, and passed the ball right to Coach Akomalik after stumbling out of the box. His unexpected skills, adaptability, and charismatic personality caught her attention, leading to his signing as a free agent right before Media Day and Fan Fest in January of 1939.

## Details

* Favorite Food: Waffle Sandwiches
* Favorite Color: Rainbow
* Favorite Animal: Deer
* On-Court Habit: Garfield often washed his face during timeouts
* Piece of Trivia: Garfield won't kill insects under any circumstances
* Has a Fear Of: Predictability
* Diet Plan/Training Regimen: a diet plan that incorporated a variety of unique and exotic foods to fuel his unpredictable energy on the court. Garfield's training package focused on enhancing his agility through Austrian soldier drills.
* Pop Culture Interests: Austrian Symphony, Surrealist Films, and Absurdist Literature
* Love Interest: *None yet discovered*
* Other Professional Interest: Experimental Art

## 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 is 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.
* ***Garfield Arnold Battle*** 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