Priscilla "Prissy Corn" Morgan Cornelius

* 🔹 **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: **Priscilla Morgan Cornelius**
* Jersey Number: **30**
* Chapter History: **#1 • 1939 🏀**
* Position: **SF1** • **Starting Small Forward** for the **Yonkers Highness**
* Age in Chapter: **19 years old**
* Date of Birth: **April 7th, 1919**
* Modern Country of Origin: **United States 🇺🇸**
* Official BSofA Nickname: **Prissy Corn**
* Career Goal: **Role Expansion**
* Struggle: **Physical Contact**
* Alignment: **Performative Neutral**
* Height: **6' 7" | 2.0066m**
* Weight: **163 lbs | 73.93556kg**
* Character Level: **1 *- Rookie***

### Play Style: **Prissy**

Priscilla Cornelius avoided physical contact at all costs. Cornelius was the originator of this ***Play Style***, and it's part of her lasting legacy in the BSofA.

### Player Class: **Scribbler**

Prissy Corn was likely to draw her own plays, regardless of the situation or instructions from a coach. She took after Dmitri "**Scribbles**" Kursov, the originator of this ***Player Class***.

### Alignment: **Performative Neutral**

* **Performative** = characters who are concerned with their image, and participate in the group with their reputation as their priority.
* **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

Priscilla Morgan Cornelius, better known as Prissy Corn, was a basketball player like no other. Born in Minneapolis, Minnesota, she was the eldest of three siblings. Her two younger brothers were twins, and their names were Homer and Mark. Her father, Harold Cornelius, was a linguist who instilled in her a love for language and effective communication. Her mother, Karen, was a seamstress with a sock specialty. Karen and Harold supported Priscilla in every endeavor she took on, even while at each other's throats most days.

Basketball found its way into Prissy Corn's life when she witnessed the game being played as a young her. Her need to actualize and maintain her image began at a young age. During neighborhood games, she would often avoid physical contact. She couldn't bear the thought of a rough-and-tumble game, preferring to maintain her pristine appearance. Prissy Corn prioritized her meticulous image management both on and off the court. She would often engage in elaborate stretching routines to impress fans before games. Her reputation was of utmost importance, and she took great care to craft her image as a sophisticated and graceful player.

Despite her aversion to physical contact, Prissy's skills were undeniable. She insisted on drawing her own plays, regardless of the situation, the coaches wishes, or her teammates' frustrations. Even so, her ability to read the game and create opportunities for her team made her an invaluable asset to the Yonkers Highness. Her career goal was to expand her role within the team, seeking more recognition and opportunities to shine in the spotlight. One of her proudest moments, so far discovered, was when she executed a flawless skip pass into a game-winning layup in the porridge, securing a crucial victory in her high school days. This showcased her unique style and playmaking ability.

Prissy Corn brought a sense of grace and sophistication to the team atmosphere. Her elaborate pre-game rituals and love for languages added a touch of elegance to the locker room. In the press, Prissy was a master of image management. She was always well-prepared for interviews, using her communication skills to paint herself in the best light, even if it meant selling out her teammates.

The Yonkers Highness discovered Prissy during a tournament in Queens, New York City. Assistant Coach Benito David witnessed her impeccable passes and avoidance of physical contact, which he found intriguing. Her ability to draw plays and perform under pressure made her an ideal addition to the team. He invited her to stay in New York and try out for the new Yonkers Highness basketball franchise, where she secured her spot on the team with a wonderful effort. She was signed as a free agent just weeks before Media Day and Fan Fest in 1939.

## Details

* Favorite Food: Caviar
* Favorite Color: Lavender
* Favorite Animal: Rooster
* On-Court Habit: Prissy Corn refused to warm-up unless the Head Coach specifically asked her to.
* Piece of Trivia: Prissy Corn often critiqued the sock design of other people without invitation.
* Has a Fear Of: Wrinkled Clothing
* Diet Plan/Training Regimen: Prissy Corn consumed a diet focused on fine dining and presentation. Her training regimen included ballet lessons to enhance her grace and agility on the court.
* Pop Culture Interests: Piano, Films with Intricate Plots, and Historical Fiction
* Love Interest: *Not yet publicly known*
* Other Professional Interest: Perfume

## 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 Prissy Corn.

### Prissy Corn on the Cob

> Our Prissy Corn, so debonair,
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> With lavender socks and silky hair,
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> With Scorpio's focus, she danced so free,
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> In wrinkled clothing, she'll never be.
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> She drew her own plays with a Scribbler's hand,
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> A poet's touch in this Highness land,
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> Avoiding contact, your image maintained,
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> In a world of beer, she was a glass of champagne.
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> A fear of wrinkles, a love for socks,
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> She was much colder than any icebox,
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> Making perfumes with a ballet's grace,
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> In Yonkers' heart, she found her place.
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> In caviar dreams and a love for language,
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> Isn't it funny how nothing rhymes with language?
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> Prissy Corn, Prissy Corn, she had some charm,
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> Even with Metal, she caused no harm.
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> Prissy Corn went from Minnesota to Yonkers
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> Just like old times, the Highness conquers
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> Prissy Corn's play could never be matched!
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> Prissy Corn! Prissy Corn! Fans were attached!
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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.
* ***Priscilla "Prissy Corn" Morgan Cornelius*** 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