Susanna "Primrose" Isabelle Johnson

* 🔹 **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 Manhattan Pantaloons**

This character's story began in the 1939 Manhattan Pantaloons inaugural season.

* Full Name: **Susanna Isabelle Johnson**
* Jersey Number: **3**
* Position: **SG1** • **Starting Shooting Guard** for the **Manhattan Pantaloons**
* Age in Chapter: **19 years old**
* Date of Birth: **April 2nd, 1919**
* Modern Country of Origin: **United States 🇺🇸**
* Official BSofA Nickname: **Primrose**
* Career Goal: **Nutrition**
* Struggle: **Lack of Drive**
* Alignment: **Lawful Evil**
* Height: **6’ 5” | 1.9558m**
* Weight: **180 lbs | 81.64663kg**
* Relative(s): **Vernie Johnson, twin brother**

### Play Style: **Daydream**

Susanna "**Primrose**" Johnson is barely there or aware of what's going on, but she usually arrives in big moments.

### Player Class: **Whistler**

**Primrose** is extremely quick in lateral movement. Their shoes whistle while sliding. Barton "Whistles" Gorley is the originator of this Player Class.

### Alignment: **Lawful Evil**

* **Lawful** = characters who follow strict rules and adhere to prescriptive laws and regulations, no matter how unpopular it makes them.
* **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

Susanna Isabelle Johnson, better known as "Primrose," found her inspiration to play basketball in the sheer beauty of the game's rhythmic movements. In her hometown of Redding, California, Susanna and her twin brother Vernie were known as early-basketball legends in the extremely-amateur Redding dirt leagues. Her Daydream Play Style, often leaving her seemingly disconnected from the action, took a transformative twist when crucial moments arose – a paradox that kept both fans and opponents guessing. While her lack of outward motivation might have seemed contradictory for a basketball player, it is this very trait that motivated Primrose in her career. Her Lawful Evil alignment leads her to follow the rules of the game to the letter, seeking to use them against opponents in the most diabolical ways. Her Career Goal was nutrition, as her brother's diet was notoriously poor. Susanna desired precision and control over her immediate surroundings at all times, and would often lose herself in her imagination of such a reality.

Primrose's proudest moment, so far discovered came after she got lost in deep thought during a game on the dirt streets of Redding. She suddenly snapped into action and made a game-winning Threebuchet from the Angle. Her biggest hope was to establish control over her surroundings while overcoming her internal lack of drive and passion. In 1939, it was rumored Primrose viewed her team with calculated analysis, often weighing strengths and weaknesses as if plotting a strategic move on the court. Despite her unique disposition, her presence on the team added a layer of mystery, keeping opponents guessing about her unpredictable Daydream Play Style.

In the media spotlight, Primrose handled questions with a measured, scripted response, never revealing more than necessary. Her journey to the Manhattan Pantaloons was a result of an unintended interaction with the team's Head Coach Johanna Kurtzy. While lounging on a park bench in Union Square during one of her frequent trips to New York, a rough-and-tumble pigeon landed on her face, snapping her out of her distracted, phased thought process. In a panic, Susanna Johnson slid sideways for the length of the block... with the pigeon along for the ride. Her long lateral strides caught Coach Kurtzy's attention, who was exiting a bakery at the time, leading to an invitation to the Pantaloons try-outs. Susanna nailed the opportunity, leading to her signing as a Founding Syndicate Player.

## Details

* Favorite Food: Rice, Collared Greens, and Beans
* Favorite Color: Maroon
* Favorite Animal: Any Cat
* On-Court Habit: To get "in the zone," Susanna pretends she's playing against her brother, Vernie. She was the better player by a good margin.
* Piece of Trivia: Susanna couldn't care less about any history of any kind.
* Has a Fear Of: Perfectly Symmetrical Patterns
* Diet Plan/Training Regimen: Primrose uses a meticulously planned diet focusing on macronutrient ratios, combined with intense lateral agility training.
* Pop Culture Interests: Classical music, classic literature, and the earliest psychological thrillers in American cinema
* Love Interest: *Not yet publicly known*
* Other Professional Interest: Competitive Gardening

## Fan Letter

The Press Pass (Season One) production team discovered a collection of lounge-style songs, addressed to the coaches and starting players of the Manhattan Pantaloons. This song was left for Primrose Johnson.

### Primrose, the Twin Rose

> In the heart of the court, with Paper and Cloth,
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> Stands Primrose, a mystery, lost and aloft.
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> A Daydream style, she's lost in her mind,
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> Yet when the moment's right, her game's one of a kind.
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> With eyes that wander, she finds her own groove,
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> Master of the angle, no shot too hard to prove.
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> Her Daydream style is a surreal ballet,
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> She confuses opponents, leading them astray.
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> She struggles with drive, a fire yet to spark,
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> But her Lawful Evil heart ignites her spark.
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> A nutrition quest, precision her aim,
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> She follows the rules, playing mind games.
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> Primrose, Primrose, with shoes that sing,
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> Whistling on the court, making ears ring.
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> A Whistler Class, swift lateral grace,
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> She vaults all opponents, with Cancer in place.
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> Oh, Primrose, you have such a mysterious game,
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> Dribbling through Daydreams, never playing the same.
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> Whistling through the court with moves so swift,
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> This Primrose, Oh Primrose, the Pantaloon's gift.
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> ~ Yours Truly, Yolanda Shauna Llarbur and her sister Gertrude Joanne Llarbur, from Orange, New Jersey.
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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™** shared by a collaborative community with creative guidance from Showrunner Kimani Okearah.
* ***The Manhattan Pantaloons*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***Susanna "Primrose" Isabelle Johnson*** 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