Lou "Big Loot" Tom Berosus

* 🔹 **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 Pittsburgh Gridlock**

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

* Full Name: **Lou "Big Loot" Tom Berosus**
* Jersey Number: **45**
* Position: **C1** • **Starting Center** for the **Pittsburgh Gridlock**
* Age in Chapter: **19 years old**
* Date of Birth: **April 2nd, 1919**
* Modern Country of Origin: **United States 🇺🇸**
* Official BSofA Nickname: **Big Loot**
* Career Goal: **Brand Endorsements**
* Struggle: **Lack of Drive**
* Alignment: **Chaotic Good**
* Height: **7' 1" | 2.159m**
* Weight: **195 lbs | 88.45051kg**
* Character Level: **1 *- Rookie***

### Play Style: **Soft Boom**

Lou "**Big Loot**" Berosus hits hard and fast, but nobody thinks of him as strong because he's so skinny.

### Player Class: **Infiltrator**

**Big Loot** is always inside the porridge.

### Alignment: **Chaotic Good**

* **Chaotic** = characters who are unpredictable and may act impulsively. They do not follow any rules, have any values, or adhere to a set structure.
* **Good** = characters who have a strong moral compass and act with kindness, compassion, and generosity. They may act in high regard for others until a display of behavior dismisses their reason for good faith.

## Biography

Lou Tom Berosus, affectionately known as Big Loot, was born on April 2nd, 1919, in Chicago, Illinois in the United States. From a young age, Lou Tom's immense height and natural talent for basketball made it clear that he was destined for greatness on the court. Inspired by the high-flying dunks and electrifying plays of early basketball stars, he found his passion for the game.

Lou Tom's mother was an acrobat in a traveling show that promoted toothpaste. Her daring feats and exceptional coordination served as a foundation for Lou Tom's athleticism. They taught him the importance of pushing boundaries, breaking free from conventional expectations, and keeping his teeth impeccably clean.

Lou Tom was known for wanting lucrative brand endorsements, like his mother. He saw basketball as a vehicle to achieve financial success and elevate his personal brand. While many players sought championships or individual accolades, Lou Tom aimed to be the face of major advertising campaigns and endorsements. Lou Tom's proudest moment was when he received his first endorsement offer from a local shoe company in Pittsburgh. It was a validation of his marketability and a stepping stone towards achieving his ultimate goal of becoming a brand icon.

Regarding the Pittsburgh Gridlock, Lou Tom felt a chaotic blend of emotions. Aligned with Chaotic Good, he saw the team as an opportunity to make a positive impact on and off the court. However, his lack of drive sometimes led to unpredictable behavior and inconsistent performance. As a player, Lou Tom heightened the team atmosphere with his **Soft Boom** Play Style. Despite his imposing physical presence, he had a deceptive game that made his opponents underestimate his power. Lou Tom's ability to hit hard and play strong without appearing intimidating made him a unique asset to the team.

Lou Tom handled the media spotlight with a flair of unpredictability. He embraced his chaotic alignment, often surprising reporters with spontaneous and humorous responses. He understood that the media thrived on sensationalism and used it to his advantage, creating an enigmatic and entertaining persona. During the initial scouting for the Pittsburgh Gridlock, Lou Tom's discovery was nothing short of comical. While playing in a local pickup game, he accidentally got a splinter on the plywood backboard with a thunderous dunk. Assistant Coach Akomalik, impressed by his raw power, unconventional style, and ability to deal with pain, immediately recognized his professional potential and offered him a try-out with the Gridlock. It was then Lou Tom learned that professional basketball was an option in his life.

## Details

* Favorite Food: Red Beans and Rice
* Favorite Color: Yellow
* Favorite Animal: Dung Beetle
* On-Court Habit: Big Loot sometimes joins the dancers for synchronized dance breaks
* Piece of Trivia: Lou Tom is known for his slapstick comedy in Chicago
* Has a Fear Of: Tornadoes
* Diet Plan/Training Regimen: A diet plan focused on high-energy foods and a training routine incorporating acrobatics and circus-inspired exercises.
* Pop Culture Interests: Jazz Improvisation, Slapstick Comedy, Absurdist Novels
* Love Interest: *None yet discovered*
* Other Professional Interest: Crime

## 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.

### Big Loot, Big Treasure

> From chaos and good, a Soft Boom so grand,
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> Big Loot, our center, stands tall and grand.
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> Infiltrating the Porridge with finesse and grace,
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> He vaults to glory, leaving foes in disgrace.
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> Chaotic yet good, his actions sublime,
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> He plays with flair, breaking free from time.
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> With Soft Boom style, he astounds the crowd,
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> An assault of movement that shouldn't be allowed.
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> Aries, the God of basketball's might,
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> Guides Big Loot's journey, day and night.
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> Mania flows through his body, a surge,
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> Fueling his game, a soft boom of an urge.
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> Through whirling wind, he laughs with glee,
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> A spectacle on court, for all to see.
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> Oh, Big Loot, our seven-foot man,
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> Playing for the Gridlock, I'm your biggest fan!
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> Fear not tornadoes, nor lack of drive,
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> For you're Big Loot, our treasure, destined to thrive.
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> He's a Soft Boom Infiltrator, the porridge is Pittsburgh's!
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> I wonder if Big Loot has a similar sister?
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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.
* ***Lou "Big Loot" Tom Berosus*** 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