Felicity Grace Ebaugh

* 🔹 **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 Manhattan Pantaloons**

This character's story began in the 1939 Manhattan Pantaloons inaugural season.

* Full Name: **Felicity Grace Ebaugh**
* Jersey Number: **30**
* Position: **SF2** • **Off-Pine Small Forward** for the **Manhattan Pantaloons**
* Age in Chapter: **21 years old**
* Date of Birth: **November 19th, 1917**
* Modern Country of Origin: **France 🇫🇷**
* Career Goal: **To Coach American Football**
* Struggle: **Fear of the Present**
* Alignment: **Chaotic Formal**
* Height: **6' 8" | 2.032m**
* Weight: **208 lbs | 94.34721kg**

### Play Style: **None**

Felicity Ebaugh didn't develop a Play Style in time for the Genesis 1939 Season.

### Player Class: **None**

Ebaugh didn't earn a Player Class in time for the Genesis 1939 Season.

### Alignment: **Chaotic Formal**

* **Chaotic** = characters who are unpredictable and may act impulsively. They do not follow any rules, have any values, or adhere to a set structure.
* **Formal** = characters who are strict and reserved. They place a high value on manners, etiquette, prescriptive linguistics, and following the rules. They may act in high regard for others if they fit their behavioral prescription.

## Biography

Born in Quimper, Brittany, France in 1917, Felicity Grace Ebaugh was an only child. Her father Simone was a hog farmer, and her mother Theresa was a school teacher. Felicity was a bright and curious child, and she was always interested in learning new things. When Felicity was 12 years old, her family moved to the United States to join Theresa's sister Helene. Felicity was excited to start a new life in a new country, but she also felt a sense of loss for her old home. She missed her friends and family, and she struggled to adjust to the American way of life.

Felicity found solace in basketball. She loved the game's fast pace and the challenge of outsmarting her opponents. She also found that basketball helped her to connect with other people, and it gave her something to excel at with her natural height. Felicity quickly became one of the best basketball players in her New York City school, which is undiscovered at this time. Even though she was phenomenal at the game of basketball, Felicity found the game of American Football more attractive. Her dream was to ultimately coach the sport.

In early 1939, Felicity was invited to try out for the Manhattan Pantaloons by Assistant Coach Darlene Butler after winning a freetapult contest held at half-time of a high school football game. This was her proudest moment, as far as producers have discovered. Felicity was a skilled player and a fierce competitor. She rarely lost a freetapult contest. Felicity's biggest challenge was her fear of the present. After experiencing the upending of her life in her pre-teen years, she often found it difficult to enjoy the moment. This fear sometimes affected her play, and she would make mistakes during introspective panic attacks.

Felicity's teammates and coaches were supportive of her, and tried to help her to overcome her fear. To snap her out of those stressful moments, they reminded her to focus on enjoying the game and the crowd. Felicity dreaded interacting with the media, as she felt she had a strange way of speaking. Her French accent stayed present in a beautiful twist on the New York tilt.

## Details

* Favorite Food: Quiche
* Favorite Color: Navy Blue
* Favorite Animal: French Bulldog
* On-Court Habit: Felicity wears a pocket watch around her neck.
* Piece of Trivia: Felicity thinks she can have full, normal conversations with hogs, having grown up around the animals.
* Has a Fear Of: The Here and Now
* Diet Plan/Training Regimen: Felicity Ebaugh follows a strict diet of quiche and water. She trains for four-hour-blocks only when she feels like it, and she always runs backwards.
* Pop Culture Interests: Moonshiner's Music, Italian Films, and historical French fiction.
* Love Interest: *Not yet publicly known*
* Other Professional Interest: Coaching American Football

## 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 Manhattan Pantaloons*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***Felicity Grace Ebaugh*** 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