Hattie Hessing Ziller

* 🔹 **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: **Hattie Hessing Ziller**
* Jersey Number: **12**
* Chapter History: **#1 • 1939 🏀**
* Position: **PF3** • **Emergency Power Forward** for the **Yonkers Highness**
* Age in Chapter: **18 years old**
* Date of Birth: **December 9th, 1920**
* Modern Country of Origin: **United States 🇺🇸**
* Career Goal: **Rest and Recovery**
* Struggle: **the Prophecy**
* Alignment: **Performative Neutral**
* Height: **6' 10" | 2.0828m**
* Weight: **198 lbs | 89.81129kg**
* Character Level: **1 *- Rookie***

### Play Style: **None**

Maxwell Wissinger isn't known for a distinct ***Play Style*** yet.

### Player Class: **None**

Wissinger isn't known for a distinct ***Player Class*** yet.

### 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 are overly confident and believe that they are superior to others. They may be dismissive or disrespectful of others.

## Biography

Hattie Hessing Ziller, born in Everett, Washington, had a rather unusual upbringing that would shape her basketball career. Her parents, Hermione and Percival Ziller, were circus performers who traveled the Pacific Northwest. Percival was a gymnast, and Hermione was a famous juggler of the era. Hattie, an only child, spent her early years amid the sawdust, terrible smells, and wonderful people of the big top.

It was the circus that inspired her to play basketball in a rather unconventional way. Hattie would watch the circus performers execute their gravity-defying acts, and it was from this circus background that she developed her unique on-court habits. Her circus upbringing also instilled in her a sense of performative showmanship. She aspired to a life of rest and recovery, having watched her father get injured during a backflip. She witnessed firsthand the physical toll that constant performance took on the body. She was determined to find a way to succeed in basketball without pushing herself to exhaustion.

Her proudest moment, so far discovered, came during a local circus-themed charity game in Everett when she managed to score a basket with a freetapult while spinning a basketball on her finger. It was a moment of perfect showmanship and basketball skill that earned her some attention. Hattie had an unusual superstition about what she called "the Prophecy." Lore Producers still haven't discovered the context. To address her superstition, she believed that certain routines and rituals would ensure her success on the court. For example, she would always eat a cold hotdog before a game because she once did so before her charity game triumph.

She was an enigmatic presence in the team. She was known for her dramatic entrances onto the court when called into the game. Hattie's approach to the media spotlight was highly entertaining. She would often tell elaborate and dramatic stories about her games, even if she didn't set foot on the court. This penchant for theatrics made her a favorite among sports reporters. The Yonkers Highness discovered Hattie during that same charity basketball event held at a circus-themed carnival in Everett. Her unique combination of basketball skill and showmanship made her stand out to Assistant Coach Sterling Mann, and the team signed her as a free agent soon after she tried out in Yonkers.

## Details

* Favorite Food: Cotton Candy
* Favorite Color: Brown
* Favorite Animal: Lion
* On-Court Habit: Hattie would yell her own name at the top of her lungs every time she entered as an attempt to prevent "the prophecy" from happening.
* Piece of Trivia: Can spin a basketball on her nose for 47 minutes.
* Has a Fear Of: Bullfighters
* Diet Plan/Training Regimen: Ziller focused on a diet that included fairground snacks and lots of cotton candy. Training involved practicing circus tricks and acrobatics alongside basketball drills.
* Pop Culture Interests: Jazz Music, Algerian Films, and Adventure Novels
* Love Interest: *Not yet publicly known*
* Other Professional Interest: Juggling, like her mother

## 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.
* ***Hattie Hessing Ziller*** 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