Bonnie "Irish Dawn" Esmé Flanagan

* 🔹 **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: **Bonnie Esmé Flanagan**
* Jersey Number: **81**
* Position: **PF1** • **Starting Power Forward** for the **Manhattan Pantaloons**
* Age in Chapter: **21 years old**
* Date of Birth: **August 30th, 1917**
* Modern Country of Origin: **Ireland 🇮🇪**
* Official BSofA Nickname: **Irish Dawn**
* Career Goal: **Mentorship**
* Struggle: **Sportsmanship**
* Alignment: **Harmonious Neutral**
* Height: **6’ 7” | 2.0066m**
* Weight: **199 lbs | 90.26488kg**

### Play Style: **Wavy**

Bonnie "Irish Dawn" Flanagan was a fantastic, graceful rebounder. She was fun to watch for fans.

### Player Class: **Outcast**

**Irish Dawn** didn't fit in well with team culture and they didn't communicate well.

### Alignment: **Harmonious Neutral**

* **Harmonious** = characters who cooperate with the group mentality without much question, they don’t want to be the source of drama.
* **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

Bonnie Esmé Flanagan's basketball journey was inspired by her parents, both dairy farmers from Naas, Ireland. Bonnie naturally excelled as a rebounder, captivating the Naas street-ball audience with her smooth and graceful Wavy play style. Her motivation was rooted in cooperation with the team, aiming to bring harmony without causing any drama. Bonnie's aspiration for mentorship led her to seek ways to contribute beyond her individual performance, despite her struggle with sportsmanship.

Her proudest moment, at this point in the lore discovery, was when she successfully mentored a young teammate in her hometown, guiding them towards improvement both on and off the court. Bonnie's Harmonious Neutral alignment provided her a calm presence, allowing her to prioritize cooperative group mentality. Despite her best efforts, she never felt welcomed by the others. Despite not fitting well with the team culture, her unique outlook brought an energy balance that was valued by her teammates, even if she never felt appreciated.

In the spotlight, Bonnie dealt with media attention in a composed manner, often providing measured takes that portrayed her thoughts in a balanced light. She was discovered by the Manhattan Pantaloons during a visit to New York City, joining a random street game in Harlem. Her Wavy play style and capturing the attention of Assistant Coach Ousmane Yakwe, who invited her to try out for the Pantaloons. She was officially brought on board just a few weeks before Media Day and Fan Fest in January of 1939.

## Details

* Favorite Food: Raspberry Scones with Clotted Cream
* Favorite Color: Azure
* Favorite Animal: Sea Turtle
* On-Court Habit: Irish Dawn was a noted heavy cream enthusiast, and often drank it during time-outs.
* Piece of Trivia: Bonnie is a practiced bird-caller
* Has a Fear Of: Thunderstorms
* Diet Plan/Training Regimen: Bonnie Flanagan focused on well-balanced nutrition, prioritizing cream, and rampant stretching for energy equilibrium.
* Pop Culture Interests: Classical Music and Philosophical Literature
* Love Interest: *Not yet publicly known*
* Other Professional Interest: Wildlife Illustration

## 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 Bonnie Flanagan.

### New York's Irish Dawn

> In the Cancer's embrace, Irish Dawn graces,
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> She weaves and she waltzes, in all of the places.
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> She rebounds like the tide, fluid and true,
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> In the Wavy rhythm, she drew us through.
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> In the Porridge she battles, a wonderful sight,
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> Guiding young hearts, like stars in the night.
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> With energy balance, in each move she displayed
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> Cancer's calm wisdom. In team culture, dismayed.
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> In her New York world, away from the storm,
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> She drank her cream, her peaceful norm.
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> She'd play so hard, and yet played so soft,
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> Useful at all times, like Paper and Cloth.
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> Bonnie's legacy, a mentor's embrace,
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> Guiding the team with her tranquil grace.
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> Irish Dawn's legacy, forever to be,
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> A symbol of unity, in the Pantaloon's sea.
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> Oh, Bonnie Esmé, our Wavy muse,
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> A mentor's guidance, she'd never refuse.
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> An Outcast Class, but in her team she found
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> the Paper/Cloth essence in every rebound.
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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.
* ***Bonnie "Irish Dawn" Esmé Flanagan*** 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