Cecilia "The Falconer" Gertrude Franklin

* 🔹 **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: **Cecilia "The Falconer" Gertrude Franklin**
* Jersey Number: **44**
* Position: **SF1** • **Starting Small Forward** for the **Nashville Whiskers**
* Age in Chapter: **22 years old**
* Date of Birth: **March 10th, 1916**
* Modern Country of Origin: **Belize 🇧🇿**
* Official BSofA Nickname: **The Falconer**
* Career Goal: **To become a Legendary Infiltrator**
* Struggle: **A Fear of Her Past**
* Alignment: **Chaotic Innocence**
* Height: **6' 6" | 1.9812m**
* Weight: **203 lbs | 92.07925kg**

### Play Style: **Automatic**

Cecilia Franklin won't miss for a while if she hits three shots in a row!

### Player Class: **Infiltrator**

**The Falconer** is always inside the porridge, scoring baskets close to the hoop.

### Alignment: **Chaotic Innocence**

* **Chaotic** = characters who are unpredictable and may act impulsively. They do not follow any rules, have any values, or adhere to a set structure.
* **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

Cecilia Gertrude Franklin, known as The Falconer, was inspired to play basketball by her father, a stoic man who regaled her with tales of the mysterious sport's glory, having seen two entire games in his whole life. Determined to follow in his footsteps, she devoted herself to the game with unyielding passion. Her motivation stems from a desire to leave a lasting legacy as a legendary Infiltrator, confounding opponents with her agility and scoring prowess near the hoop ("the porridge"). Her proudest moment came when she received the news that she had been signed as a Founding Syndicate Player by the Nashville Whiskers. It was the culmination of years of hard work and dedication, and she saw it as a stepping stone toward achieving her ultimate goal. At this point in the discovered lore, she feels a sense of camaraderie and excitement, believing that together they can carve their place in the annals of basketball history.

As a player, The Falconer brings a unique quality to the team atmosphere. Her **Automatic** play style ensures that once she finds her rhythm, she becomes an unstoppable force, hitting shots with uncanny accuracy. Her presence on the court instills confidence in her teammates, and her ability to infiltrate the porridge and score close to the hoop adds a potent weapon to the team's arsenal. Dealing with the media spotlight, The Falconer maintains a humble and unassuming demeanor. She lets her performance on the court do the talking, preferring to let her actions speak louder than words. Her focus remains on honing her skills and contributing to the team's success, rather than seeking personal acclaim.

The Nashville Whiskers discovered The Falconer during their initial scouting through a series of peculiar events. As the story goes, Head Coach Acacia Monet was exploring the jungles of Belize in search of some rum she had left behind a few years earlier in late October. Lost in the dense foliage, Coch Monet stumbled upon a clearing where The Falconer was engaged in a fierce game of basketball with a group of local children, and one monkey who was accurate with their threebuchets. Mesmerized by Cecilia's skills, Coach Monet immediately recognized her potential and brought her back to Nashville to get ready for the first-ever BSofA season.

## Details

* Favorite Food: Spicy Mango Enchiladas
* Favorite Color: Teal
* Favorite Animal: Warbler
* On-Court Habit: Tying her shoelaces in a figure-eight pattern before every game
* Piece of Trivia: Cecilia is really into birds.
* Has a Fear Of: Thunderstorms
* Diet Plan/Training Regimen: A regimen that focuses on lean proteins and nutrient-dense foods to fuel her athleticism, accompanied by a rigorous training routine that includes agility drills and plyometrics.
* Pop Culture Interests: Classical music, French New Wave films, and classic literature
* Love Interest: *Not yet publicly known*
* Other Professional Interest: Cecilia moonlights as a pest control professional.

## Fan Letter

The Press Pass (Season One) production team discovered a cache of heart-felt poetry, written to the Coaches and starting players of the Nashville Whiskers, lecturing them about respecting Leo. This particular piece was addressed to The Falconer.

### The Falconer Soars, Whisker Fans Roar!

> In the realm of the Whiskers, where legends take flight,
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> The Falconer soars, a force of pure might.
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> Her play style, Automatic, a symphony of grace,
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> Three shots in a row, a mesmerizing chase.
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> An Infiltrator supreme, within the porridge she dwells,
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> Her basket-seeking prowess, no rival compels.
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> Chaotic Innocence guides her every stride,
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> Impulsive and naive, with passion as her guide.
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> Her habit, bewildering, a figure-eight knot,
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> Tying her laces tight, in this ritual she's caught.
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> Her love for the birds, a professional affair,
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> Ornithology's secrets, in her heart, she bears.
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> The Basketball God, Leo, watches from on high,
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> As Ink's power flows, Whiskers touch the sky.
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> The Falconer's fears, a past she must face,
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> Through Nashville's embrace, she seeks solace and grace.
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> So let the world marvel at this Infiltrator's skill,
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> In her chaotic innocence, she conquers with will
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> The Falconer, beloved by the Whiskers' faithful,
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> Her legend unfolds, a tale truly grateful.
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> ~ Signed, Hank Joesper Lemursniff, from Nashville, Tennessee.
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## 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.
* ***Cecilia "The Falconer" Gertrude Franklin*** 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