Eva Mary Jean

* 🔹 **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 Manhattan Pantaloons**

This character's story began in the 1939 Manhattan Pantaloons inaugural season.

* Full Name: **Eva Mary Jean**
* Jersey Number: **15**
* Position: **SG2** • **Off-Pine Shooting Guard** for the **Manhattan Pantaloons**
* Age in Chapter: **18 years old**
* Date of Birth: **May 1st, 1920**
* Modern Country of Origin: **England 🏴󠁧󠁢󠁥󠁮󠁧󠁿**
* Career Goal: **Community Involvement**
* Struggle: **Dogs**
* Alignment: **Harmonious Neutral**
* Height: **6' 6" | 1.9812m**
* Weight: **193 lbs | 87.54333kg**

### Play Style: **None**

Eva Mary Jean didn't develop a Play Style in time for the Genesis 1939 Season.

### Player Class: **None**

Eva Jean didn't earn a Player Class in time for the Genesis 1939 Season.

### Alignment: **Harmonious Neutral**

* **Harmonious** = characters who cooperate with the group mentality without much question, they don’t want to be the source of drama.
* **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

Eva Mary Jean was born in Havant, Hampshire, England in 1920. She was the youngest of three children. Her parents, Omer and Henrietta, were both struggling piano teachers. Eva was a quiet and shy child, but she learned to play the new sport of basketball after repeatedly facing how horrible of a musician she was. She was a tall girl, and she quickly became one of the dominant players in Havant. At 18 years old, after finishing secondary school in summer of 1938, Eva moved to New York City, hearing rumors of a professional basketball organization starting the next year. Having played years of effective basketball for her Havant street team, she felt ready for what the United States had to offer.

Eva was invited to try out for the Pantaloons after Head Coach Johanna Kurtzy discovered her impactful teamwork in the middle of a street game in Bensonhurst. Nailing the opportunity, she quickly proved that she belonged in the Syndicate. She was remembered as a skilled shooter and a decent-enough defender. She instilled a calming influence on the team, helping to keep the peace amidst so many powerful egos.

She was passionate about using basketball to help young people, and she founded a program that helped to build basketball courts in South East England. Eva Jean was afraid of dogs to the point where she would do almost anything in her power to avoid interacting with one. She told the only reporter she trusted that a stray dog once attacked her pet ferret. The outcome of this attack is undiscovered, but Eva claimed she was never the same. Eva didn't appreciate the media spotlight, as she didn't trust the media professionals to stay objective. She would often shun interviews and press access to keep focused on what she was there to do - win.

## Details

* Favorite Food: Havant Street Sausage
* Favorite Color: Lime Green
* Favorite Animal: Ferret
* On-Court Habit: Eva carries her stuffed animal (a ferret) with her on the bench.
* Piece of Trivia: Eva Jean hates the sound of middling piano music, as it haunted her entire childhood.
* Has a Fear Of: Every Dog
* Diet Plan/Training Regimen: Eva's diet focused on greasy meats, and she incorporated natural body exercises into her daily routine while moving about.
* Pop Culture Interests: Spanish Music, French Films, and English Poetry.
* Love Interest: *Not yet publicly known*
* Other Professional Interest: Training Woodland Creatures as Pets

## 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 Manhattan Pantaloons*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***Eva Mary Jean*** 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