Felicity Grace Ellington

* 🔰 🔹**Lore Producer:** **courtnastee**
* 🔰 **Registered with 🔹PP:S1\_V2:** *0x2515f49387253bec3353ade192486b6311e9a1fee0b901d11224fad89c57a9a3*
* 🕯️ **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: **Felicity Grace Ellington**
* Jersey Number: **21**
* Chapter History: **#1 • 1939 🏀**
* Position: **SG2** • **Off-Pine Shooting Guard** for the **Yonkers Highness**
* Age in Chapter: **21 years old**
* Date of Birth: **October 29th, 1917**
* Modern Country of Origin: **England 🏴󠁧󠁢󠁥󠁮󠁧󠁿**
* Career Goal: **Music**
* Struggle: **Team Culture**
* Alignment: **Lawful Neutral**
* Height: **6' 4" | 1.9304m**
* Weight: **171 lbs | 77.5643kg**
* Character Level: **1 *- Rookie***

### Play Style: **None**

Felicity Ellington isn't known for a distinct ***Play Style*** yet.

### Player Class: **None**

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

### Alignment: **Lawful Neutral**

* **Lawful** = characters who follow strict rules and adhere to prescriptive laws and regulations, no matter how unpopular it makes them.
* **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

Felicity Grace Ellington, born in Bath, England as an only child, had youthful adventures filled with the harmonious melodies of classical music. Her parents, Edward and Pearlina Ellington, were accomplished musicians, known for their enchanting violin and piano performances. Growing up in a world of musical precision and discipline, Felicity developed a deep appreciation for order and structure. Felicity's journey into basketball was an unexpected twist. She had never shown any interest in sports as a kid. It was her move to the United States with her family in her late teens that exposed her to the world of basketball. Intrigued by the sport's tactical aspects and team dynamics, she decided to give it a try.

Felicity saw a striking similarity she saw between the sport and classical music. The coordination, timing, and precision required on the court resonated with her deeply. She believed that she could bring an element of orchestration to the game. Her parents, Edward and Victoria, initially thought it was a phase, but Felicity's determination to master the sport surprised them. She was motivated by her desire to create harmony on the court, much like the harmony she found in the music of her parents.

Felicity's proudest moment, so far discovered, came when she successfully executed a series of intricate passes that led to a game-winning shot in a streetball game in the Bronx. It was a moment of pure orchestration on the court, and it showcased her unique approach to the game. Her biggest hope was to merge her love for music and basketball, although she struggled to find a balance. As soon as she was added to the Yonkers Highness, she clashed with the team's culture of adaptability and flexibility. Felicity had a tendency to adhere strictly to her training regimen and strategies, which sometimes disrupted the Highness' fluid style of play.

The media proved to be a challenge for Felicity. She preferred to communicate through her actions on the court rather than words in interviews. Her responses were often precise and to the point, reflecting her adherence to rules. The Yonkers Highness discovered Felicity during a local basketball tournament where her impeccable timing and precise passes stood out to Assistant Coach Sterling Mann. Coach Mann recognized her potential to bring order and structure to the team, and invited her to try out. Team management signed her as a free agent weeks before Media Day and Fan Fest.

## Details

* Favorite Food: Crumpets and Jam
* Favorite Color: Burgundy
* Favorite Animal: Worm
* On-Court Habit: Felicity would arrange the team's water bottles on the sideline in perfect alignment during timeouts.
* Piece of Trivia: Felicity could recite the entire score of Beethoven's Symphony No. 9 from memory.
* Has a Fear Of: Unmarked Sheet Music
* Diet Plan/Training Regimen: Ellington used a diet focused on precise portion control and timing, complemented by ballet and yoga for flexibility and grace on the court.
* Pop Culture Interests: Classical Music, Silent Films, and Tudor Literature
* Love Interest: *Not yet publicly known*
* Other Professional Interest: Conducting Orchestras

## 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.
* ***Felicity Grace Ellington*** 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