Sybyll "High Justice" Mirann Skales

* 🔹 **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: **Sybyll Mirann Skales**
* Jersey Number: **35**
* Chapter History: **#1 • 1939 🏀**
* Position: **SG1** • **Starting Shooting Guard** for the **Yonkers Highness**
* Age in Chapter: **19 years old**
* Date of Birth: **February 9th, 1919**
* Modern Country of Origin: **United States 🇺🇸**
* Official BSofA Nickname: **High Justice**
* Career Goal: **Write a Fantasy Novel**
* Struggle: **Obsession**
* Alignment: **Harmonious Sleaze**
* Height: **6' 6" | 1.9812m**
* Weight: **181 lbs | 82.10022kg**
* Character Level: **1 *- Rookie***

### Play Style: **Eagle Eye**

Sybyll Skales mastered the threebuchet shot while on the move. Edgar "**Eagle Eye**" Peck, a player she looked up to, was the originator of this ***Play Style***.

### Player Class: **Enigma**

Fans, coaches, teammates, and opponents had a hard time figuring High Justice out. Sherwin "**The Enigma**" Tabiner, a player she hated, was the originator of this ***Player Class***.

### Alignment: **Harmonious Sleaze**

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

Sybyll Mirann Skales was a tough nut to crack in the world of basketball. Born in Albany, New York, she was the second of three siblings, growing up in a bustling household. Her parents, Sherman and Evelyn Skales, ran a curiosity shop filled with oddities and rare books written by African Americans, igniting Sybyll's love for the mysterious and unconventional from an early age. Basketball became a part of Sybyll's life when her parents moved to a Yonkers neighborhood close to a park with a basketball court. She was drawn to the game's rhythm and flow, which mirrored the strange and unpredictable wonders in her parents' shop. One time, when she was 11 years old, she convinced the opposing team to join forces during a casual neighborhood game, creating an interesting spectacle on the court where nobody understood the premise of the competition.

Inspired by the mysteries of her parents' shop and the unpredictable nature of basketball, Sybyll decided to pursue a career in the sport. She was known to be an incredibly accurate threebuchet shooter on the move, a ***Play Style*** she learned from watching Edgar "Eagle Eye" Peck. Her ability to sink shots from impossible angles while in motion left fans and opponents in awe.

Sybyll's career goal was unique; she aspired to write a fantasy novel that would blend the magic of her childhood with the excitement of basketball. Yet, her obsession with perfecting her threebuchet technique often left her with little time for writing. One of her proudest moments, discovered so far, was when she hit a game-winning threebuchet from the angle in a crucial neighorhood game when she was 16 years old. Her clutch performance solidified her reputation as an unstoppable force on the court. Sybyll was known to be a team player who cooperated without causing drama. Her unique qualities brought an air of mystery to the team, and her unpredictable shots added an element of surprise to every late-game situation.

In the media, Sybyll was elusive and preferred to maintain an aura of mystery. She often gave cryptic answers in interviews, leaving reporters and fans intrigued. The Yonkers Highness discovered Sybyll during a streetball game where she scored a series of incredible shots from bizarre angles. This display was witness by Head Coach Manuela Chavez, who invited Sybyll to try out for the newly-formed Yonkers Highness. Her eloquent effort was found notable by team management, who signed her as a free agent just weeks before Media Day and Fan Fest in 1939. She was an unconventional yet fascinating addition to the team.

## Details

* Favorite Food: Octopus
* Favorite Color: Midnight Purple
* Favorite Animal: Butterfly
* On-Court Habit: High Justice painted her shoes two different colors, and was one of the first Syndicate Players to ever do so.
* Piece of Trivia: High Justice carried a small vial of "lucky air" from her parents' shop to every game.
* Has a Fear Of: Shallow Thoughts
* Diet Plan/Training Regimen: Sybyll maintained a diet that included tasting exotic foods from around the world to keep her mind sharp. Her training regimen involved practicing shots blindfolded to enhance her sense of touch.
* Pop Culture Interests: Orchestras, Silent Mysteries, and Union Literature
* Love Interest: *Not yet publicly known*
* Other Professional Interest: Food Processing

## Fan Letter

The Press Pass (Season One) production team discovered a collection of lyrical ragtime songs, addressed to the coaches and starting players of the Yonkers Highness. This particular piece was left for High Justice Skales.

### Fly, High Justice

> High Justice, a thrill most every night,
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> With her Eagle Eye, threebuchets took flight,
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> From angles strange, she sank her shots,
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> With Scorpio's might, she gave all she's got.
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> From Albany's streets, she came to play,
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> With the mystery of night and the light of day,
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> An author's dream, a basketball queen,
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> An inexplicable force, rarely ever seen.
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> In her world of obsession, she stood alone,
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> Like a Metal string singing a calming tone,
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> A fantasy novel in her heart's desire,
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> While Yonkers danced, she soared higher and higher.
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> With octopus as her tasty delight,
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> Midnight purple in the moon's soft light,
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> A butterfly's grace, her spirit wild,
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> In the presence of High Justice, fans were beguiled.
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> From her curiosity shop to the land of the Highness,
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> She shot threebuchets with no sense of shyness,
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> High Justice, an Enigma, we adore,
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> In the BSofA's first season, she left us wanting more!
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> ~ With the utmost respect, Vonni Ronny, The Bronx.
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## 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.
* ***Sybyll "High Justice" Mirann Skales*** 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