Frances "Hellhound" Audrey Wilcot

* 🔹 **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 Minnesota Menace**

This character's story began in the 1939 Minnesota Menace inaugural season.

* Full Name: **Frances Audrey Wilcot**
* Jersey Number: **6**
* Chapter History: **#1 • 1939 🏀**
* Position: **SG1** • **Starting Shooting Guard** for the **Minnesota Menace**
* Age in Chapter: **21 years old**
* Date of Birth: **June 2nd, 1917**
* Modern Country of Origin: **United States 🇺🇸**
* Official BSofA Nickname: **Hellhound**
* Career Goal: **Politics**
* Struggle: **The Pressure of Big Moments**
* Alignment: **Harmonious Good**
* Height: **6' 5" | 1.9558m**
* Weight: **178 lbs | 80.73944kg**
* Character Level: **1 *- Rookie***

### Play Style: **Nightmare**

Frances Wilcot was known to be either a nightmare for the opponent or their own team, every game.

### Player Class: **Angel**

Hellhound was remembered to create an easier time on offense for her teammates when she was on the court. Hellhound is the originator of the **Angel** ***Player Class***, and it's part of her lasting legacy in the BSofA.

### Alignment: **Harmonious Good**

* **Harmonious** = characters who cooperate with the group mentality without much question, they don’t want to be the source of drama.
* **Good** = characters who have a strong moral compass and act with kindness, compassion, and generosity. They may act in high regard for others until a display of behavior dismisses their reason for good faith.

## Biography

Frances Audrey Wilcot, known as **Hellhound** in the Basketball Syndicate of America (BSofA), was born on June 2nd, 1917 in Yuma, Arizona. Her parents, John and Long Rain Wilcot, were both Yuma socialites. Her father, John, worked as a water treatment engineer, tending to the arid Arizona city. Her mother, Long Rain, found employment as a schoolteacher for the Quechan Nation, of which she was a direct ascendant. Frances was the only child, and her upbringing in the vast desert landscape instilled in her a sense of resilience and determination. Frances was inspired to play basketball after witnessing a local game in Yuma. The agility, speed, and teamwork displayed on the court captivated her, even though none of the players knew what they were doing. She joined the school team and quickly became known for her tenacious defense. She desired to be a beacon of hope for her community, especially for the young girls who saw her as a role model.

Her proudest moment, so far discovered, came during a high-stakes game in her senior year of high school. With seconds left on the clock and her team trailing, Frances hit a high-pressure freetapult to secure victory. It was this pressure-packed moment that fueled her determination to excel in the world of professional basketball. Frances always strove for the best outcome for her team. Her teammates respected her for her unwavering support and willingness to put the team's needs above her own, although her actual impact on the court was always at one end of an extreme spectrum of positive or negative impact. Even so, she brought an atmosphere of cooperation to the locker room.

Because of the variety of her strong on-court presence, Frances struggled with the media spotlight. She was shy and often preferred to let her actions speak louder than words. Interviews and public appearances made her uneasy, but she embraced them as part of her responsibility as a professional athlete. The Minnesota Menace discovered Frances during Assistant Coach Guy Johnson's annual family trip to Yuma. He was initially drawn to Hellhound's defensive prowess and the way she could pressure opponents into making mistakes. Coach Johnson invited Frances to try out for the Menace up in St. Paul. It was her ability to thrive under pressure that convinced the Governors' 100 Club to sign her as a free agent, making her one of the Founding Syndicate Players of the 1939 season.

## Details

* Favorite Food: Frybread
* Favorite Color: Orange or Green, one of those two.
* Favorite Animal: Gila Monster
* On-Court Habit: Untying shoelaces before freetapults, then re-tying them immediately after.
* Piece of Trivia: Until her try-out for the Menace, Frances Wilcot had never left Yuma, Arizona.
* Has a Fear Of: Meteor Showers
* Diet Plan/Training Regimen: Hellhound's diet was primarily made of ingredients local to Arizona and balanced nutrition. Training involved sprinting under a hot, beating sun, and practicing dribbling in the moonlight.
* Pop Culture Interests: Country Music, Silent Films, and Adventure Novels
* Love Interest: *Not yet publicly known*
* Other Professional Interest: Stargazing

## Fan Letter

The Press Pass (Season One) production team discovered a collection of chansons, addressed to the coaches and starting players of the Minnesota Menace. This particular song was left for Frances Wilcot.

### Hellhound, Swing the Game!

> Oh, Hellhound, practices skill in the night,
>
>
> On Minnesota's court, she might be a blight,
>
>
> With Nightmare style, she'd cause quite a fright,
>
>
> But for a Menace win, she'd always fight.
>
>
>
>
> In Harmonious Good, she found her pace,
>
>
> With a heart full of kindness and a smiling face,
>
>
> On the court, she was all over the place,
>
>
> Opponents or teammates... their impact, erased.
>
>
>
>
> Frances, the Hellhound of the Arizona dry,
>
>
> Under our Pressure, she'd always cry,
>
>
> With unlaced freetapults, she'd touch the sky,
>
>
> A symbol of hope, reaching for the highest high.
>
>
>
>
> Stargazing dreams in Gemini's grace,
>
>
> Hellhound lead to victories and sometimes distaste,
>
>
> Her freetapult ritual, she'd untie her shoelace,
>
>
> In the BSofA, she'd leave her trace.
>
>
>
>
> Our blessed Hellhound, the class of the business,
>
>
> I don't know what a Gila Monster is, miss
>
>
> The Minnesota Menace, in St. Paul we love Christmas,
>
>
> The Pressure from snow, and Gemini's our witness!
>
>
> ~ Keep up the Pressure - signed M. I. Lancaster of Minneapolis.
>
>
>
>

## 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 Minnesota Menace*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***The St. Paul Yoopers*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***Frances "Hellhound" Audrey Wilcot*** 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