René "Steelcrash" Vittoria Moran

* 🔹 **Lore Producer:** *reserved for blip.bloop.blep* of Kimani's Argentine family 💛💙🤍 | **(collect a🔹ncv2 to make it official)**
* 🔹 **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 Pittsburgh Gridlock**

This character's story began in the 1939 Pittsburgh Gridlock inaugural season.

* Full Name: **René Vittoria Moran**
* Jersey Number: **24**
* Position: **SF1** • **Starting Small Forward** for the **Pittsburgh Gridlock**
* Age in Chapter: **21 years old**
* Date of Birth: **May 23rd, 1917**
* Modern Country of Origin: **Italy 🇮🇹**
* Official BSofA Nickname: **Steelcrash**
* Career Goal: **Dominance**
* Struggle: **Colorblindness**
* Alignment: **Lawful Arrogance**
* Height: **6' 8" | 2.032m**
* Weight: **214 lbs | 97.06877kg**

### Play Style: **Timid**

René "**Steelcrash**" Vittoria Moran is afraid of the big moment, and usually shrinks away.

### Player Class: Steelcrash

**Steelcrash Moran** is fast with a hard body.

### Alignment: **Lawful Arrogance**

* **Lawful** = characters who follow strict rules and adhere to prescriptive laws and regulations, no matter how unpopular it makes them.
* **Arrogance** = characters who are overly confident and believe that they are superior to others. They may be dismissive or disrespectful of others.

## Biography

René "Steelcrash" Vittoria Moran, born on May 23rd, 1917, in Bologna, Italy. Growing up in a humble household, René developed a deep passion for basketball from a young age. She would spend countless hours practicing her skills, honing her craft on the streets of Bologna. René's parents, both painters, recognized their daughter's talent and nurtured her passion. They spent hours watching games on the streets of Bologna together, analyzing plays, and discussing the artistry and strategy of the sport. René's parents instilled in her the values of discipline and dedication, teaching her that hard work and persistence were the keys to success.

René had an unwavering desire for dominance. From a young age, René knew that she wanted to leave a lasting legacy in the world of athletics. Her towering height, determination, and relentless approach to the game of basketball set her apart from her peers. René was always willing to push herself beyond her limits, continuously seeking opportunities to improve and prove herself on the court. In 1938, as tensions escalated in Europe due to the impending war, René's family made the difficult decision to leave Italy in search of a safer and more stable life. They immigrated to Pittsburgh, Pennsylvania, in the United States, seeking new opportunities in art, friendship, and basketball. In this new land, René faced the challenges of adapting to a different culture and language. Despite the hardships, her love for basketball remained unwavering. She continued to play the sport, captivating local audiences with her exceptional talent and unique style of play.

As a Lawful Arrogance-aligned player, René approached the game with a strict adherence to the rules and regulations set by the BSofA. She believed in the power of discipline and order, and her teammates respected her for her unwavering commitment to excellence. René's presence brought a sense of structure and focus to the team atmosphere, inspiring her teammates to elevate their game. René dealt with the media spotlight with a calculated and composed demeanor. She understood the importance of managing her public image and used her lawful arrogance to control the narrative surrounding her. René's confident and sometimes dismissive attitude towards the media garnered attention and made her a figure of intrigue and fascination.

During a community tournament held in Pittsburgh, René's extraordinary skills caught the attention Assistant Coach Anthony Smith from the Pittsburgh Gridlock, a new professional team with aspirations of conquering the BSofA. René's fearless and tenacious style of play, combined with her innate ability to dominate the court, impressed Coach Smith. Recognizing the potential in René, the Gridlock extended an offer to join the team as a Founding Syndicate Player. It was a moment of triumph and validation for Steelcrash, as her dream of playing professional basketball in the BSofA - a dream she didn't know she had - came true.

## Details

* Favorite Food: Spaghetti al Tartufo
* Favorite Color: Silver
* Favorite Animal: Falcon
* On-Court Habit: Steelcrash whispers to herself while shooting the basketball
* Piece of Trivia: René's parents have painted multiple scenes of her clumsiness as a child, as it was their favorite subject of focus
* Has a Fear Of: Her Reflection
* Diet Plan/Training Regimen: A strict diet plan focused on high-protein meals and intense physical training, including rigorous weightlifting and agility drills.
* Pop Culture Interests: Italian cinema, Italian opera, and baseball games
* Love Interest: Isabella Martina Rossi, a Lore Bard who covers the Gridlock. Isabella is René's girlfriend of three years.
* Other Professional Interest: Cryptography

## Fan Letter

The Press Pass (Season One) production team discovered a collection of war-time marches, addressed to the coaches and starting players of the Pittsburgh Gridlock. This particular piece was addressed to Billy Woodwork.

### Steelcrash in Steel City

> Marching strong, Steelcrash in the fray,
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> Timid in style, yet fearless she plays.
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> Lawful Arrogance, her air divine,
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> Confident in victory, Gridlock mission in line.
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> Aries' in the stars, our Basketball God,
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> Mania's power drives our Gridlock squad.
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> With whispers, she triumphs, her mirror she shuns
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> René "Steelcrash" Moran, her battles won.
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> Her love, Isabella, by their side,
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> A symbiotic bond, their spirits allied.
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> In the Corner Pocket, they strike with precision,
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> Four-point threebuchets, the Steelcrash decision.
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> Her colorblindness may be a plight,
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> But it fuels her fire, igniting the fight,
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> Through bold maneuvers and strategic class,
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> She conquers the battle, our Gridlock's Steelcrash!
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> So sing Gridlock fans, sing loud and true,
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> Steelcrash Moran's glory, forever in view.
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> She's Timid, She's Zealous, She'll conquer all,
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> Proudly serving the Gridlock's triumphant call.
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> ~ Signed, Dick Foster Fork, from Pittsburgh, Pennsylvania.
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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™ (SIPP)** shared by a collaborative community with creative guidance from Showrunner Kimani Okearah.
* ***The Pittsburgh Gridlock*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***The East Bay Gridlock*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***The Bay Area Traffic*** is/are defined as an intellectual property contained by the **Press Pass: All Access** franchise.
* ***René "Steelcrash" Vittoria Moran*** 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