Georgia Kayte Yerocostas

* 🔹 **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 Yonkers Highness**

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

* Full Name: **Georgia Kayte Yerocostas**
* Jersey Number: **44**
* Chapter History: **#1 • 1939 🏀**
* Position: **SF3** • **Emergency Small Forward** for the **Yonkers Highness**
* Age in Chapter: **20 years old**
* Date of Birth: **January 6th, 1919**
* Modern Country of Origin: **Greece 🇬🇷**
* Career Goal: **Winning**
* Struggle: **Insomnia**
* Alignment: **Lawful Arrogance**
* Height: **6' 9" | 2.0574m**
* Weight: **200 lbs | 90.71847kg**
* Character Level: **1 *- Rookie***

### Play Style: **None**

Georgia Kayte Yerocostas isn't known for a distinct ***Play Style*** yet.

### Player Class: **None**

Georgia Kayte Yerocostas isn't known for a distinct ***Player Class*** yet.

### Alignment: **Lawful Arrogance**

* **Lawful** = characters who follow strict rules and adhere to prescriptive laws and regulations, no matter how unpopular it makes them.
* **Arrogance** = characters who are overly confident and believe that they are superior to others. They may be dismissive or disrespectful of others.

## Biography

Georgia Kayte Yerocostas, hailing from Chalcis, Greece, had an upbringing defined by the values of discipline and order. Her parents, Achilles and Calliope Yerocostas, instilled in her the importance of following strict rules and regulations from an early age. Little did they know that Georgia would carry this sense of order onto the basketball court. Georgia's inspiration to play basketball came from the meticulous nature of the game, which she learned from a group of American sailors in the area. She admired how every play, every pass, and every shot followed a precise pattern. For her, basketball was a realm where her attraction to order could thrive.

Her father was an architect who crafted a structured environment for her, which led to her love for order and discipline. Her mother was an animal trainer, which further inspired her attraction to success. Her motivation in her career was simple: winning. Georgia's proudest moment, so far discovered, was when she led a random team to victory in an impromptu game on the streets of Chalcis with a last-second lay-up. It was a testament to her dedication to the game's precision, even though she wasn't on either team. She saw the game, ran in, took the ball, and scored. Since nobody really knew the rules, they counted the shot, but later discovered that it shouldn't have counted. This made Georgia the laughingstock of Chalcis at just 11 years of age.

Because of this childhood shame, Georgia struggled with insomnia, often overthinking strategies and plays late into the night. This internal conflict between her desire for perfection and the haunting thoughts that kept her awake drove her passion to improve. Within the atmosphere of the Yonkers Highness, Georgia's presence was both respected and occasionally seen as overly confident. Her unwavering commitment to following the rules sometimes clashed with her teammates' more relaxed attitudes.

Dealing with the media was a straightforward affair for Georgia. She meticulously prepared answers to anticipated questions, ensuring that her responses always adhered to her sense of order and structure. Benito David, an Assistant Coach of the Yonkers Highness discovered Georgia during his travels back from Nepal. She had been playing in a local tournament, where her strict adherence to the game's rules and her impressive skills on the court caught his attention. He invited her to join himself and Taylor Singh on the journey back to New York, where she would try out for the Highness. she did just enough to impress team management, who signed her as a free agent just a few weeks before Media Day and Fan Fest in 1939.

## Details

* Favorite Food: Moussaka
* Favorite Color: Navy Blue
* Favorite Animal: Owl
* On-Court Habit: Georgia measured the court dimensions before every game with a tape measure to ensure the team was playing on a regulation-sized court.
* Piece of Trivia: Georgia hummed annoying, discordant tunes every time she was cleaning anything at all.
* Has a Fear Of: Stepping on Court Lines During Games
* Diet Plan/Training Regimen: Georgia Yerocostas enjoyed a diet she meticulously calculated for optimal nutrition and energy. Training involves precise dribbling and shooting drills that focus on accuracy and efficiency.
* Pop Culture Interests: Cypriot Folk Music, Historical Films, and Books on Strategy and Tactics
* Love Interest: *Not yet publicly known*
* Other Professional Interest: Cataloging Cloud Formations

## 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.
* ***Georgia Kayte Yerocostas*** 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