Millicent Honor Battersby

* 🔹 **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: **Millicent Honor Battersby**
* Jersey Number: **12**
* Position: **PG2** • **Off-Pine Point Guard** for the **Nashville Whiskers**
* Age in Chapter: **20 years old**
* Date of Birth: **January 15th, 1919**
* Modern Country of Origin: **United States 🇺🇸**
* Career Goal: **Professionalism**
* Struggle: **Sports**
* Alignment: **Contrarian Formal**
* Height: **5' 7" | 1.7018m**
* Weight: **110 lbs | 49.89516kg**

### Play Style: **None**

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

### Player Class: **None**

Milly Battersby isn't known for a distinct player class yet.

### Alignment: **Contrarian Formal**

* **Contrarian** = characters who value going against the group mentality and/or the status quo, even if it’s inauthentic.
* **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

Millicent Honor Battersby was born in Leipsic, Delaware on January 15th, 1919. At 20 years of age, she signed with the Nashville Whiskers when the BSofA started in January of 1939. Millicent's inspiration to play basketball stemmed from her desire to challenge the norms of society and break free from the conventional expectations placed upon people from Delaware during that time. She saw basketball as a platform to defy stereotypes and showcase her talent and athleticism. Motivated by a deep-rooted commitment to professionalism, Millicent aims to elevate the sport of basketball and be recognized as a serious athlete. Despite her struggles with sports in general, she remains determined to prove herself on the court and shatter stereotypes about Delaware within the BSofA.

Battersby's proudest moment, so far discovered, has been earning a spot as a Founding Syndicate Player for the Nashville Whiskers. Being part of the inaugural season and witnessing the birth of the BSofA filled her with excitement and hope for the future of the sport.

She felt a sense of pride and loyalty towards the team, Lore Producers discovered. As a Contrarian Formal-aligned person, Millicent brought a unique perspective to the team atmosphere, challenging the status quo and encouraging her teammates to think outside the box. Her strict adherence to manners, etiquette, and rules helped foster a disciplined and focused environment. Despite her introverted nature, Millicent understood the importance of dealing with the media spotlight. She approached media interactions with a formal and reserved demeanor, and carefully chose her words to convey professionalism and maintain her image.

Millicent was discovered by the Nashville Whiskers during their initial scouting for the team. While attending a local basketball exhibition, she caught the attention of Whiskers' Assistant Coach Michael Matthews. Millicent's exceptional court vision, precise passing, and unconventional style of play piqued Coach Matthews' interest. Impressed by Millicent's serious approach to the game, Matthews extended an invitation for her to try out for the Nashville Whiskers. The rest, as they say, is sports legend.

## Details

* Favorite Food: Pumpernickel Bread
* Favorite Color: Oxblood
* Favorite Animal: Squirrel
* On-Court Habit: Millicent is rumored to put a little sand in her socks as a reminder of what's real.
* Piece of Trivia: Milly says she holds the record for the fastest handwritten thank-you note to a fan. Of course, there's no way to know this... is there?
* Has a Fear Of: Butter sliding around on a warm plate
* Diet Plan/Training Regimen: A strict regimen of whole grains, lean proteins, and fresh vegetables, combined with daily meditation, Equestrianism, and rigorous strength training.
* Pop Culture Interests: Classical music, Film Noir movies, and Gothic literature
* Love Interest: *Not yet publicly known*
* Other Professional Interest: Botany and Herbal Remedies

## 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.
* ***Millicent Honor Battersby*** 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