Greta Elena Steefornick

* 🔹 **Lore Producer:** *reserved for @KoralDanger of Twitter 🐦*  | **(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: **Greta Elena Steefornick**
* Jersey Number: **9**
* Position: **SG2** • **Off-Pine Shooting Guard** for the **Pittsburgh Gridlock**
* Age in Chapter: **19 years old**
* Date of Birth: **August 12th, 1919**
* Modern Country of Origin: **Denmark 🇩🇰**
* Career Goal: **Raise a Family**
* Struggle: **Fear of Fear, Itself**
* Alignment: **Authentic Good**
* Height: **6' 6" | 1.9812m**
* Weight: **173 lbs | 78.47148kg**

### Play Style: **None**

Steefornick hasn't earned a Play Style yet.

### Player Class: **None**

Greta Steefornick hasn't earned a Player Class yet.

### Alignment: **Authentic Good**

* **Authentic** = characters who value honesty and being true to oneself and they are not afraid to express genuine thoughts and feelings, no matter the law, group harmony, or their own image.
* **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

Greta Elena Steefornick, born on August 12th, 1919, in Viborg, Denmark, was inspired to play basketball by her love for bringing joy to others. From a young age, Greta discovered that the sight of her scoring a basket would light up the faces of those around her. This honest desire to make people happy became the driving force behind her basketball journey. Greta's mother was a seamstress and her father was a soldier. They taught her the importance of laughter and finding happiness in every situation. Her upbringing in the world of entertainment instilled in her a strong desire to entertain and bring smiles to people's faces. After hearing rumblings of war, The Steefornick family embarked on a thrilling adventure to arrive in the United States. They settled in Pittsburgh, Pennsylvania, where Greta's parents both found work in the local library scene. Finishing her teenage years in Pittsburgh, Greta was exposed to the vibrant culture and the emerging popularity of basketball. It was in Pittsburgh that Greta honed her skills. The increasingly-diverse community and love for sports in the city provided her with opportunities to play and develop her talent. Greta's journey from Denmark to the United States enriched her life and paved the way for her basketball career with the Pittsburgh Gridlock in the BSofA.

Greta loved the opportunity to create moments of pure joy for fans. The sight of their excitement and happiness fueled her passion for the game. She aimed to make every game a memorable experience for both herself and the spectators. Greta's proudest moment came during a Viborg street game when, in the final seconds, she hit a game-winning threebuchet from half-court. The passersby erupted with joy, and Greta realized the immense power of basketball to create moments of pure elation. As a creative shooting guard, Greta brought an infectious positivity and genuine love for the game to the team atmosphere. Her Authentic Good alignment and desire to uplift her teammates made her a valuable asset to the culture. Her infectious spirit and genuine approach to the game left a lasting impact on her teammates.

Greta dealt with the media spotlight with her signature charm and wit. She loved interacting with journalists, always finding a way to inject humor and lightheartedness into interviews. Her genuine and authentic nature resonated with fans and made her a beloved figure in the basketball world. During the initial scouting for the Pittsburgh Gridlock, Greta's discovery came about through a chance encounter. While reading at a local library, she decided to showcase her basketball skills on a whim. Her extraordinary shooting ability and the joy she brought to the other people in the library caught the attention of the team's Assistant Coach Anniagruk Akomalik, who was peaking from behind a bookshelf. Coach Akomalik offered Greta a try-out, and the rest was BSofA history.

## Details

* Favorite Food: Lasagna
* Favorite Color: Orange
* Favorite Animal: Giraffe
* On-Court Habit: Greta doesn't warm up, ever. She doesn't stretch. She just stands in the corner.
* Piece of Trivia: Greta can ride a unicycle.
* Has a Fear Of: Fear, Itself. Also, Being Tickled.
* Diet Plan/Training Regimen: A diet plan focused on incorporating mood-boosting foods and a training routine centered around positive affirmations and playful exercises.
* Pop Culture Interests: Upbeat Jazz, Screwball Comedies, Light-hearted Danish Fiction
* Love Interest: *Not yet publicly known*
* Other Professional Interest: Stage Comedy

## 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.
* ***Greta Elena Steefornick*** 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