Johanna Albertine Irwin

* 🔹 **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 San Francisco Buoys**

This character's story began in the 1939 San Francisco Buoys inaugural season.

* Full Name: **Johanna Albertine Irwin**
* Jersey Number: **20**
* Chapter History: **#1 • 1939 🏀**
* Position: **PF3** • **Emergency Power Forward** for the **San Francisco Buoys**
* Age in Chapter: **22 years old**
* Date of Birth: **October 7th, 1916**
* Modern Country of Origin: **United States 🇺🇸**
* Career Goal: **Impulse Control**
* Struggle: **Two Left Feet**
* Alignment: **Authentic Neutral**
* Height: **6' 6" | 1.9812m**
* Weight: **187 lbs | 84.82177kg**
* Character Level: **1 *- Rookie***

### Play Style: None

Johanna Irwin isn't known for a distinct play style yet.

### Player Class: **None**

Johanna Irwin isn't known for a distinct player class yet.

### Alignment: Authentic Neutral

* **Authentic** = characters who value honesty and being true to oneself and they are not afraid to express genuine thoughts and feelings, no matter the law, group harmony, or their own image.
* **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

Johanna Albertine Irwin grew up in Berthoud, Colorado, a small town where basketball was the only sport women were allowed to play. She was naturally drawn to the game and began playing on the local court every chance she got. Johanna quickly found that basketball and knitting were the two things in life that made sense to her. She moved to San Francisco in December of 1938 to try to join the BSofA as a Founding Syndicate Player when the league was scheduled to start in January of 1939.

Johanna seemed to be motivated by her desire to improve her skills and become the best player she can be. Her biggest hope was to one day lead her team to a championship. Her proudest moment, so far discovered, was when she was scouted by the San Francisco Buoys and offered a spot on the team. She saw the team as a family and was proud to be a part of it. As a player, Johanna brought a calm energy to the team atmosphere. She was always level-headed and never let her emotions get the best of her. She was a team player who always put the needs of the team first. Johanna was not one to seek out the media spotlight. She preferred to focus on her game and let her play speak for itself. She dealt with the media in a professional manner, answering questions truthfully, but without giving too much away.

Johanna was discovered by the San Francisco Buoys during a game at a local court. Head Coach Martin Feldstein had heard about her through word of mouth and decided to come see her play. Impressed with her skills, they offered her a spot on the team as a Founding Syndicate Player.

## Details

* Favorite Food: Peanut Butter and Jelly Sandwich
* Favorite Color: Forest Green
* Favorite Animal: Coyote
* On-Court Habit: Johanna smokes a pipe during timeouts, and is sometimes made to leave the immediate arena floor while doing so.
* Piece of Trivia: Johanna has won multiple contests for knitting in Colorado
* Has a Fear Of: Centipedes
* Diet Plan/Training Regimen: weightlifting and cardio exercises, as well as a diet plan that focuses on lean proteins and vegetables.
* Pop Culture Interests: She enjoys listening to jazz music and is a fan of film noir.
* Love Interest: None at the moment.
* Other Professional Interest: Psychology; Johanna is currently studying to become a therapist.

## 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, names of people, previously-established Lore, 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 San Francisco Buoys*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***The Long Beach Floaters*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***The Long Beach Yachts*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***The Malibu Yachts of Los Angeles*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***Johanna Albertine Irwin*** 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