Billy "Woodwork" Jess Huber

* 🔹 **Lore Producer:** *Reserved for George Fox of The Try Channel (collect a 🔹ncv2 to make it official, **Try Channel**)*
* 🔹 **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 Pittsburgh Gridlock**

This character's story began in the 1939 Pittsburgh Gridlock inaugural season.

* Full Name: **Billy Jess Huber**
* Jersey Number: **11**
* Current Lore Chapter: **Genesis 1939 Pittsburgh Gridlock (January—September, 1939)**
* Position: **SG1** • **Starting Shooting Guard** for the **Pittsburgh Gridlock**
* Age in Chapter: **20 years old**
* Date of Birth: **August 5th, 1918**
* Modern Country of Origin: **United States 🇺🇸**
* Official BSofA Nickname: **Woodwork**
* Career Goal: **Family Legacy**
* Struggle: **Career Uncertainty**
* Alignment: **Harmonious Neutral**
* Height: **6' 5" | 1.9558m**
* Weight: **233 lbs | 105.687kg**

### Play Style: **Cabbage**

Billy **"Woodwork"** Huber plays with the "**Cabbage**" style, meaning he usually takes a while to grow into the game. He adopted Myrna "**Cabbage**" Lettice's ***Play Style*** after seeing her perform.

### Player Class: **Goldshot**

**Woodwork Huber** is a great shooter and defenses have to plan ahead when they play him. Mary "**Goldshot**" Lewden is the originator of this Player Class.

### Alignment: **Harmonious Neutral**

* **Harmonious** = characters who cooperate with the group mentality without much question, they don’t want to be the source of drama.
* **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

Billy "Woodwork" Jess Huber said he was captivated by the game of basketball as a boy in Tallahassee, Florida. He found solace and joy on the court outside the post office, honing his skills and discovering a natural talent for shooting threebuchets with bags of discarded mail. His precision and ability to plan ahead with the precise arc needed for his shot to succeed made him a force to be reckoned with on offense. Motivated by the desire to secure a prosperous future for his family, Billy's career goal was to establish a lasting legacy. However, he often struggled with the uncertainty that came with the early stages of his career. BSofA players didn't earn a lot of money, back then. He yearned for stability and success, constantly questioning whether he was on the right path.

Billy's proudest moment, so far discovered, came when he received the information from Head Coach Brian Price that he was welcome to join the Pittsburgh Gridlock in the inaugural season of the BSofA. It was a validation of his hard work and dedication to the sport. He hoped that this opportunity would propel him towards achieving his career goals and securing a bright future for his loved ones. As a Harmonious Neutral player, Billy embraced the team mentality and avoided creating drama. He valued cooperation and sought to maintain a sense of unity within the team. His presence on the court brought a calm and balanced energy, keeping the team focused and composed in high-pressure situations.

Billy approached the media spotlight with a composed and professional demeanor. He understood the importance of managing his public image and carefully chose his words to avoid unnecessary controversy. His descriptive linguistics and calm presence made him a respected figure in media interactions. Billy's journey to the Pittsburgh Gridlock started when Head Coach Brian Price from the team discovered him during a visit to Tallahassee, Florida. Impressed by his shooting skills and strategic mindset, the coach saw great potential in Billy. The Gridlock quickly extended an offer, bringing him on board as a Founding Syndicate Player.

## Details

* Favorite Food: Gator Tail Stew
* Favorite Color: Gold
* Favorite Animal: Osprey
* On-Court Habit: Tying his shoelaces twice before every game
* Piece of Trivia: Billy Woodwork hated running, but did it anyway.
* Has a Fear Of: Empty Water Bottles
* Diet Plan/Training Regimen: A diet focused on foods that improve hand-eye coordination, like cashews and small candies, and a training routine that emphasizes shooting drills and visual acuity exercises.
* Pop Culture Interests: Jazz music, silent comedies, and adventure novels
* Love Interest: *Not yet publicly known*
* Other Professional Interest: Entomology; Specifically, termites. His obsession with termites earned him his nickname.

## Fan Letter

The Press Pass (Season One) production team discovered a collection of war-time marches, addressed to the coaches and starting players of the Pittsburgh Gridlock. This particular piece was addressed to Billy Woodwork.

### Billy Woodwork Would Work

> Oh, Woodwork, the Goldshot grand,
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> With Cabbage style and a steady hand.
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> He's Harmonious Neutral, he finds his way,
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> Bringing calm and balance every day.
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> His shot placement, a precision show,
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> Threebuchets raining, a formidable blow.
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> Uncertain of the future, yet driven by family,
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> Billy seeks a legacy, a lasting decree.
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> With Gridlock Yellow, his colors are bright,
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> He ties his laces, a soulful sight.
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> Gator tail stew, his favorite delight,
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> As he soars on the court, a majestic flight.
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> A lover of termites and entomology,
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> Billy's interests reach beyond the game's theology.
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> Fearful of empty bottles, don't let him thirst,
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> Yet his focus remains on scoring bursts.
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> Discovered in Tallahassee, his journey began,
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> I hope Woodwork embraces me as his biggest fan.
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> And in Pittsburgh's heart, he found his place,
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> A Cabbage Style player, leaving his trace.
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> So sing the war-time march, strong and loud,
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> Billy "Woodwork" Huber makes us proud.
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> With Aries' in the sky and with Mania's might,
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> The Gridlock will triumph in the eternal fight!
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> ~ Signed, Dick Foster Fork, from Pittsburgh, Pennsylvania.
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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™ (SIPP)** shared by a collaborative community with creative guidance from Showrunner Kimani Okearah.
* ***The Pittsburgh Gridlock*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***The East Bay Gridlock*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***The Bay Area Traffic*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***Billy "Woodwork" Jess Huber*** 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