Deuce-Neville Bryant Jones

* 🔹 **Lore Producer:** *Reserved for* **@Fernand59754836** of our X Community 💙 | **(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 Yonkers Highness**

This character's story began in the 1939 Yonkers Highness inaugural season.

* Full Name: **Deuce-Neville Bryant Jones**
* Jersey Number: **51**
* Chapter History: **#1 • 1939 🏀**
* Position: **PG3** • **Emergency Point Guard** for the **Yonkers Highness**
* Age in Chapter: **22 years old**
* Date of Birth: **October 2nd, 1916**
* Modern Country of Origin: **United States 🇺🇸**
* Career Goal: **Get a Movie Made About Them**
* Struggle: **News Fatigue**
* Alignment: **Chaotic Sleaze**
* Height: **6' 3" | 1.905m**
* Weight: **261 lbs | 118.3876kg**
* Character Level: **1 *- Rookie***

### Play Style: **None**

Deuce-Neville Jones isn't known for a distinct ***Play Style*** yet.

### Player Class: **None**

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

### Alignment: **Chaotic Sleaze**

* **Chaotic** = characters who are unpredictable and may act impulsively. They do not follow any rules, have any values, or adhere to a set structure.
* **Sleaze** = characters who are opportunistic and willing to do whatever it takes to get ahead. They may be unscrupulous and act without regard for others.

## Biography

Deuce-Neville Bryant Jones, hailing from Caldwell, Idaho, was a wildcard acquisition for the Yonkers Highness. One of two brothers in a family of farmers, Deuce-Neville's early life revolved around tending to crops and livestock. However, basketball found its way into his heart through the radio broadcasts of early games, which he would secretly listen to late at night. His father, Deuce-Nolan Jones, had forbade him from exploring athletics of any kind, and his mother, Christine, thought basketball was an activity for children of the devil.

Inspired by the dramatic plays and excitement of the sport, Deuce-Neville knew he had to be part of it. His parents initially opposed his basketball dreams, expecting him to continue the family farming tradition. But Deuce-Neville's rebellious nature was evident from an early age, and he was determined to follow his own path. Motivated by the desire to have a movie made about his life, Deuce-Neville brought an unconventional style to the court. His unorthodox moves and unpredictable plays often left opponents bewildered. His proudest moment, so far discovered, came when he managed to steal the ball, execute a behind-the-back dribble, and score a buzzer-beating threebuchet in a crucial game during his high school years.

News fatigue was Deuce-Neville's struggle, as he often found himself entangled in off-court controversies due to his unfiltered remarks. Despite this, fans couldn't get enough of his unpredictable interviews, and the New York media always seemed to follow him, fascinated by this wild being from Idaho. The Yonkers Highness discovered Deuce-Neville in a peculiar manner. Head Coach Manuela Chavez visited a local hay carnival in Idaho, where Deuce-Neville challenged her to a freetapult contest upon hearing she was a basketball coach. Manuela won rather easily, but was impressed by his boldness. She invited Deuce-Neville back to New York to try out for the Highness. What he lacked in talent and athleticism, he showed in promise. The team signed him as a free agent just a week before Media Day and Fan Fest in 1939.

## Details

* Favorite Food: Cheese-Stuffed Burgers
* Favorite Color: Soap White
* Favorite Animal: Ladybug
* On-Court Habit: Deuce-Neville Jones would often lay on his back on the baseline to combat soreness.
* Piece of Trivia: Deuce-Neville Jones was known to say whatever he pleased, whenever he felt like saying it.
* Has a Fear Of: Basketball Jerseys
* Diet Plan/Training Regimen: Jones ate a diet in which cheese was stuffed into everything. He was rumored to only pretend to train.
* Pop Culture Interests: Banjo Music, Avant-Garde Cinema, and Horticulture Books
* Love Interest: *Not yet publicly known*
* Other Professional Interest: Writing for a Tabloid

## 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.
* ***Deuce-Neville Bryant Jones*** 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