Rosaline Maggie Gunner

* 🔹 **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 Minnesota Menace**

This character's story began in the 1939 Minnesota Menace inaugural season.

* Full Name: **Rosaline Maggie Gunner**
* Jersey Number: **31**
* Chapter History: **#1 • 1939 🏀**
* Position: **PF3** • **Emergency Power Forward** for the **Minnesota Menace**
* Age in Chapter: **19 years old**
* Date of Birth: **May 20th, 1919**
* Modern Country of Origin: **Ireland 🇮🇪**
* Career Goal: **Altruism**
* Struggle: **Commitment**
* Alignment: **Chaotic Evil**
* Height: **6' 6" | 1.9812m**
* Weight: **189 lbs | 85.72896kg**
* Character Level: **1 *- Rookie***

### Play Style: **None**

Rosaline Gunner didn't develop a ***Play Style*** in time for the Genesis 1939 Season.

### Player Class: **None**

Rosaline Gunner didn't earn a ***Player Class*** in time for the Genesis 1939 Season.

### Alignment: **Chaotic Evil**

* **Chaotic** = characters who are unpredictable and may act impulsively. They do not follow any rules, have any values, or adhere to a set structure.
* **Evil** = characters who engage in harmful or malicious behavior. They may act with cruelty, greed, or disregard for the well-being of others deliberately.

## Biography

Rosaline Maggie Gunner hailed from the picturesque town of Clonakilty, Ireland. Born to parents Sean and Siobhan Gunner, she was the youngest of three siblings. Her parents ran a small bakery known for its delicious pastries and hearty soda bread. Rosaline grew up amidst the intoxicating aroma of freshly baked goods, which shaped her love for the unpredictable and chaotic. Rosaline's inspiration to play basketball was a result of her natural inclination towards unpredictability. She found solace in the deranged nature of the sport, where every play was different, and anything could happen on the court.

Rosaline desired altruism, she believed that the purposelessness she thrived in on the court could somehow be channeled for the greater good. Her tumultuous relationship with commitment was a constant struggle, as she often found herself pulled in different directions by her outrageous nature. Her proudest moment discovered so far took place when, during a heated game in a Waterford tournament, she vaulted the opposing team's star player Prudence "Poppy" Day, effectively shutting them down and securing a crucial win for her team. Her biggest hope was to use her turbid energy for good, becoming a lawless force for positive change.

As such, Rosaline brought an element of unpredictability to the team atmosphere. Her teammates could never quite predict her actions, making every practice session and game a rollercoaster of surprises. Rosaline's media interactions were also wild rides, with reporters never quite sure what she would say or do next. She embraced the spotlight with open arms, thriving in the chaos of interviews and press conferences.

The Minnesota Menace discovered Rosaline in an impromptu street basketball game in Clonakilty, where she pulled off a series of outlandish and unpredictable moves that left both players and onlookers in awe. One of those onlookers was Assistant Coach Olivia Hall, who was visiting a cousin in Ireland. Coach Hall invited Rosaline to accompany her back to Saint Paul and try out for the Minnesota Menace. Her anarchic energy made her an instant sensation to team management who considered her a valuable addition to the team. She was signed as a free agent a few weeks before Media Day and Fan Fest in 1939.

## Details

* Favorite Food: Green Curry
* Favorite Color: Maroon
* Favorite Animal: Llama
* On-Court Habit: She would river dance immediately after wins.
* Piece of Trivia: Rosaline stole many a motorcycle in her time, but nobody ever suspected her.
* Has a Fear Of: Trapeze Artists
* Diet Plan/Training Regimen: She had a diet of that primarily consisted of northern Indian cuisine and trained by sprinting through a hall of mirrors until she ran into her own reflection.
* Pop Culture Interests: Irish Folk Music, Experimental Cinema, and Technical Manuals to Automobiles
* Love Interest: *Not yet publicly known*
* Other Professional Interest: Professional Daredevil

## 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 Minnesota Menace*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***The St. Paul Yoopers*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***Rosaline Maggie Gunner*** 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