Helen Charlie Person

* 🔹 **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 Nashville Whiskers**

This character's story began in the 1939 Nashville Whiskers inaugural season.

* Full Name: **Helen Charlie Person**
* Jersey Number: **45**
* Position: **PF3** • **Emergency Power Forward** for the **Nashville Whiskers**
* Age in Chapter: **22 years old**
* Date of Birth: **July 7th, 1916**
* Modern Country of Origin: **United States 🇺🇸**
* Career Goal: **Wealth**
* Struggle: **Fear of the Future**
* Alignment: **Authentic Innocence**
* Height: **6' 7" | 2.0066m**
* Weight: **178 lbs | 80.73944kg**

### Play Style: **None**

Person isn't known for a distinct play style yet.

### Player Class: **None**

Helen Person isn't known for a distinct player class yet.

### Alignment: **Authentic Innocence**

* **Authentic** = characters who value honesty and being true to oneself and they are not afraid to express genuine thoughts and feelings, no matter the law, group harmony, or their own image.
* **Innocence** = idealistic characters who do not have a strong sense of the alignments of others and are naive, gullible, and/or lack experience. They may act in high regard for others without judgment, to a fault.

## Biography

Helen Charlie Person was inspired to play basketball when she witnessed original Naismith-taught players at a local exhibition game in her hometown of Mayfield Township, Michigan, in the United States. The excitement and originality displayed on the court captivated her, igniting a passion for the sport. Motivated by the desire to make a mark in her career, Helen set her sights on becoming a professional basketball player. Helen's primary motivation in her career was to attain wealth. She believed that basketball provided an avenue to financial success and security. However, she also struggled with fear of the future, uncertain of what her basketball journey would hold.

As a Founding Syndicate Player for the Nashville Whiskers, Helen's proudest moment was being part of the inaugural season. Being chosen to join the team in the early stages of the BSofA brought a sense of validation and accomplishment. It was a dream come true for her, and she hoped to make a significant impact in the basketball world. Helen felt a deep connection to the Nashville Whiskers and embraced her chance. She admired the team's commitment to honesty and being true to oneself. Helen's idealistic and naive nature often led her to assume the best in others and strive for the collective harmony of the team.

As a player, Helen brought a sense of genuine innocence and authenticity to the team atmosphere. Her optimistic and trusting nature created a supportive environment, encouraging her teammates to express their true selves. She believed in the power of genuine camaraderie and its ability to enhance team dynamics. Helen handled the media spotlight with a refreshing sincerity and openness. She genuinely enjoyed connecting with fans and sharing her love for the game. Her authentic approach resonated with both the media and the fans, endearing her to a wide audience. Helen's talent was discovered by the Nashville Whiskers when Assistant Coach Michael Matthews lost to Person, one-on-one, in a challenge at a Christmas party in late 1938. He invited her to try out for the Whiskers, where she beat him in round two in a hair under seven minutes. She was signed immediately by an amused Acacia Monet, the Head Coach of the Whiskers in 1939.

## Details

* Favorite Food: Grilled Salmon on Toast
* Favorite Color: Heart Red
* Favorite Animal: Sparrow
* On-Court Habit: Helen lays on the pine for a good while after the games.
* Piece of Trivia: Helen doesn't believe in the Basketball Gods
* Has a Fear Of: Reincarnation
* Diet Plan/Training Regimen: A diet plan that incorporated vibrant and energizing foods, including colorful fruits, lean proteins, and fresh vegetables. Helen's training regimen focused on agility drills, lateral movement training, and stamina-building exercises.
* Pop Culture Interests: Swing music, screwball comedies, and the romantic sleaze of the time... H.P. Lovecraft.
* Love Interest: *Not yet publicly known*
* Other Professional Interest: Medicine

## 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™ (SIPP)** shared by a collaborative community with creative guidance from Showrunner Kimani Okearah.
* ***The Murfreesboro Whiskers*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***The Nashville Whiskers*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***Helen Charlie Person*** and *all storytelling directly* related to this fictional character is/are defined as an intellectual property contained by the Press Pass: All Access franchise, available to be 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