recursal/Fanatic-Fandom huggingface dataset:
Werner Daustrom

Werner Daustrom was born in Switzerland during World War II - his father was a liberal German industrialist who managed to relocate to avoid Nazi crackdowns during the 1930s. After the war he spent a lot of time with relatives in Germany, but the family never fully relocated as his father was nervous about a resurgence of authoritarianism. Werner did not move to Germany full time until he was in his twenties, in order to do his national service and keep his German citizenship. After serving, he spent several years in California getting a degree in electrical engineering, but after spending a year working for his father's business interests he reenlisted in the *Bundeswehr*.

Groomed as one of the army's future leaders, Werner was in command of a demolitions battalion when the war broke out. He served in Germany and the Netherlands before his unit entered western Poland in support of the general NATO offensive in 1985. By the summer of 1986 he was one of the highest ranking surviving NATO officers in Poland, and his unit joined the ad hoc forces defending the PDDZ. Werner was chosen over Canadian Major Aidan Pederchuk to be the senior military advisor to the Temporary Committee that governs the PDDZ. Although the two officers tried to work together, their relationship soon broke down as Pederchuk became more and more dissatisfied with Daustrom's leadership, although the civilian government continued to support Daustrom. Eventually Pederchuk deserted, a development which continues to worry Daustrom.

Officially Daustrom's position is only advisory - his job is to provide advice and information to the PDDZ government regarding military and security matters, while leaving actual decisions in civilian, democratically elected hands. However, given that all of the Committee members are without any significant military experience, and that most of their most effective military units are former NATO units many of whom served with or under Daustrom before the PDDZ was formed, most people believe that Daustrom is free to do what he wants. Some have accused him of planning a coup or of serving as the puppet master behind the PDDZ's government, but whatever the reality, Daustrom maintains a scrupulous public respect and deference for the civilian government.

Major Werner Daustrom is a man of medium height and solid build with greying brown hair. He is in his mid 40s but is still in good shape and, unlike many of the soldiers under his command, remains clean shaven. He always wears a *Bundeswehr* Major's uniform. He speaks English with a slight California accent as well as German, French and Italian. He has even managed to teach himself Russian during his service in Poland, although his command of the language is imperfect.
Clay

## Appearance

Clay is a red-color playdough. Most people speculate the red clay can turn purple if put in moonlight for too long. The cap won't change color's.

## Personality

Clay, even though only 6 years old is a master at negotiation and team leading. Even though his team leader used to be Generic Cheese, Clay still stands up to become the best team leader. Clay is mostly kind to others. He doesn't throw much tantrums. He's also brave, and always knows the secret between everyone. He can be a little sarcastic at times, but that doesn't change it.

## Trivia

1. He's allergic to crackers for some reason.
2. He's 6 years old, but most people portray him as 10.
3. Clay used to be the one with the highest pitch voice in WFWD.
4. Clay is also on other shows than WFWD. FOC (Host), Battle for a Paintbrush (Host), Scratch Objects Advance (Co-Host), etc!

## Relationships

Clay's in TSOBA with Circle and Bitten Mento. Circle is his best friend, and Bitten Mento is dead. He also does not like people that did not do the challenge.

## Likes and Dislikes

### Likes:

Building, Used for making stuff, Painting, Resting and Music.
Looking for settlements

**Looking for settlements:** Although Poland has been devastated by the war, it was a heavily populated country before the bombs fell, and even in the most devastated areas, small groups and communities hold out, scattered through the countryside. PCs can usually find a settlement in even the most war-ravaged areas, although doing so will take some time and does not always yield friendly results.

A "settlement" is a community ranging from 5-200 people, usually subsisting by farming of foraging. Most of the population of Poland live in settlements. Sometimes PCs will encounter settlements randomly during their journeys, but sometimes they will want to deliberately seek one out, usually to trade, seek shelter or some other benefit or resource. PCs may spend a shift in any hex to try to locate a settlement. There will always be at least one settlement to find, but it cannot always be easily located. Sometimes the attempt is automatically successful, but sometimes it will require a SURVIVAL roll (which may be modified by terrain or even opposed by the villager's RECON roll, if the villagers have made an effort to conceal their settlement).

Once the PCs find a settlement, the GM will determine its size, resources, attitude to the PCs, allegiance and any other necessary traits, and the encounter will proceed from there. Once the PCs have located a settlement, it will be marked on the map and they may return to it any time they are in the same hex.
Sistema IV EV Nature

Muita gente no jogo tem dúvidas sobre o que é o IV, o EV e as Natures e como saber qual é bom no seu pokémon e qual é ruim.

Em Pokémon nós temos 4 fatores principais que influenciam o Status TOTAL do seu Pokémon: a base, o IV, o EV e a Nature. Esses podem ser vistos no **CTRL+F** dentro do PUO:

* **IV** é o Valor Individual (Individual Value) do seu Pokémon. Ele é o valor que seu pokémon recebe ao nascer, como se fosse genética, e varia de 1 até 31 para cada status.

* **EV** é o Valor de Esforço (Effort Value) do seu Pokémon. Ele é o valor que seu Pokémon recebe ao derrotar outro Pokémon, variando de 1 até 1020 aqui no PUO. O máximo de EVs que um Pokémon pode ter é 2040, com 1020 no máximo em um status específico. Cada 4 EVs, seu Pokémon sobe um ponto no status desse EV. Para saber qual Pokémon derrotar para ganhar determinado Ev, basta pesquisa-lo Pokemondb

* **Status Base** é a característica da espécie de Pokémon que você está treinando, no caso o Blastoise possui uma melhor Def. e SP Defesa, tornando ele um possível Tank (o que me incentiva a treinar ele nesses status).

* **Nature** é a natureza (o comportamento) do seu Pokémon. Cada Nature aumenta um Status específico e abaixa outro, existindo 5 natures que abaixam e sobem o mesmo status (neutras):

**Total** é o resultado do conjunto dessas influências.

Quando se quer treinar um Pokémon, é importante olhar para seus status base e seu learnset (os moves que aprende) para saber como otimizar o uso dessa espécie (em qual função ele se encaixa melhor: tank, dps, support, etc). O Blastoise, por exemplo, possui status base mais elevados para um Tank e aprende moves de aumento de Def e Sp.Def. Isso não quer dizer que você não possa fazer um Blastoise mais ofensivo, porém ele provavelmente não se sairá tão bem quanto espécies mais voltadas para essa função.

Os moves aprendidos por cada Pokémon podem ser vistos aqui:

Serebii

Bulbapédia

Lembrando que, no PUO, o sistema é baseado na **sétima geração** !

Essa página foi baseada em um tutorial feito no próprio fórum do jogo. Aqui
Admin Rules

**Admin rules:**

**If you are an admin, here are the admin rules:**

**NO KICKING PROFILES- Unless all other admins agree- ALL ADMINS**

**BUREAUCRATS OVERRIDE ADMINS- If a Bureaucrat tells you not to kick someone or to kick someone YOU DO IT**

**NO OFFENSIVE LANGUAGE- ALWAYS**

**NO CYBER-BULLYING**

**\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_- ADD MORE RULES LATER**

**NOTICE: NOT MANY PEOPLE WILL BECOME ADMINS, IF U WANT TO BE ONE THEN ADD A COMMENT ASKING, AND ALSO YOU MUST HAVE MADE AT LEAST 3 PAGES- FINISHED AND YOU MUST HAVE CONTRIBUTED A LOT, ONCE THE BUREAUCRAT SAYS EITHER YES OR NO YOU WILL EITHER HAVE IT OR NOT HAVE IT.- MAXIMUM ADMINS: 5 - MAXIMUM BUREAUCRATS: 3**
Petar Jovanovic

## Early life

Born on October 19th 1958. to mother Mileva Jovanović (cyrilic: Милева Јовановић) and father Božidar Jovanović (cyrilic: Божидар Јовановић) in Belgrade, FNR Jugolsavija (cyrilic: ФНР Југославија), Petar was the only child. His parents got him rather late in life, and were both university teachers, so he had spent most of his childhood in various preschool programs.

### Education

Being World War II heores, and having tight connections to regime and communist party allowed Petar's parents to put him through best schools possible. They insisted on him learning several foreign languages, preparing him for the life abroad. He had also inherited his mother's love for natural sciences.

After finishing elementary and high school, Petar decided to follow up with university degree, and enrolled to the very new computer sciences programme. He earned his degree in term.

After finishing one university degree, he suddenly decided that he wants to study abroad, and went to Saint-Petersburg to get into Kalinin artillery military academy, whitch he did, and upon finishing it earned himself rank of Mladshiy Leytenant in Soviet Artillery corps.

## Political Activity

### Communist party

As soon as he was 18, Petar joined Communist party, as was expected from him. During his university days in Belgrade however, he became acquainted with the communism as was practised in Soviet union, and decided that Yugoslav communism is a corrupted version of the original one. Due to his family status and expectations, he could not disavow communist party, but with several of his friends who were of same oppinion held secret meetings in hopes of readjusting the communist course in Yugoslavia one day. In 1980. UDBA found out about these meetings and started arresting atendees.

## Exile

### Saint-Petersburg, USSR

Upon seeing that his frineds started dissapearing, Petar left to USSR in order to escape that destiny under pretenses of enrolling to the military academy. The cold war was heating up, and in order to prevent being deported as a persona non grata, he had to continue with the studies until he finished. The military life did not suit him. He searched for peace and salvation in the bottom of the bottle very often, but seldom found it. Many drinking nights were cut short with bar brawls, and he was almost expeled from the academy more than once. Pure Soviet need for qualified officers kept him in the academy.

## Deployment

### Krasnik

Immediately after graduating, Petar was assigned to 27th Guards Motor Rifle Division in Krasnik as artillery officer in support radar section. It di not take long for him to realize that being an officer in Soviet army deployed in Poland, has few merrits, and very short life expectancy. This is why he went AWOL soon after deployment.

## Capture by shepherds

Being inexperienced in outdoor life, Petar was promptly captured, on his second day after desertion by Shepherd's flock. He made few friends in captivity, and using their combined skills, they managed to escape one night, woving to destroy this pit of quasi-religious evil.
Traveling

When traveling (as per pg139 of the *Player's Manual*), two new tasks are available.

###### FIND A SETTLEMENT:

Poland is dotted with small settlements - every hex is bound to contain at least one, even in the most depopulated areas. Finding them, however, can be difficult, especially as many do not want to be found. PCs who want to seek out a settlement can take a shift to do so. Doing so requires a SURVIVAL roll with the following modifiers.

* Devastated area: -2
* Barren area: No penalty
* Recovering area: Automatic success

If the task is successful, the shift will end with the PCs coming across the settlement. Make a RECON roll as normal to see if the PCs become aware of the settlement before its inhabitants become aware of them. The GM will determine the size of the settlement, its allegiance (if any), the attitude of its inhabitants and what kind of resources it may have.

Once the settlement is found, players may return to it at any time if they are in the hex (although things at the settlement may have changed since they departed, at the GM's discretion).

###### FIND A BASE LOCATION:

Players who wish to build a base (as per pg132 of the *Player's Manual*) must first find a suitable location. Sometimes players will come across such locations in their travels without prompting, but if players wish to make it a priority to find a base location, they may choose to spend a shift looking for one. Doing so requires a SURVIVAL roll with the following modifiers:

* Ruins: +3
* Road: +1
* Woods: -1
* Swamp: -2

If the roll is successful, the players have located a suitable area to build a base. Note that this location does not by itself provide any benefits, it only allows the players to begin the process as described in the *Player's Manual*. The GM will determine the nature of the base, whether it is already occupied, and any other special qualities it may have.

Once the base location is found, players may return to it at any time if they are in the hex (although things at the location may have changed since they departed, at the GM's discretion)
Acesso Rota Town

**Esta página pode conter spoilers, o que pode estragar parte da diversão do jogo. Se você não quiser ver, sugerimos que saia desta página.**

### Requisitos:

* Rank 2+;
* $ 600 para passagens;
* 2x Nidorina Tooth
* Pokemom com CUT

### Começando a Quest

Converse com Kevin Kevbando em Cerulean Port e ele pedirá que você pegue um pacote pra ele em Rota Town.

Ao tentar ir para Rota Town com o barqueiro ele diz que você precisa de um visto para entrar e que não pode leva-lo até lá sem um visto, mas que conversando com alguém chamado Pink conseguiria uma alternativa clandestina.

Segue a rota pra chegar no NPC Pink a partir de Rifure;

Aqui você precisará de Cut para passar pelas teias:

Após conversar com o NPC Pink ele te pedirá 2x Nidorina Tooth

Entregando os itens ele tocará uma musica (aguarde até a musica acabar) e te levará até o NPC Floyd que está dentro de Rota Town.

Agora você ja está dentro de Rota Town, mas ainda não acabou, para conseguir seu visto vá ate o Centro Pokémon e converse com a NPC Charlotte

Charlotte te pedirá que consiga um item que se encontra nos Psyducks.

Ao abrir o baú retorne retorne à Charlotte e terá seu visto, podendo acessar Rota Town livremente por barco (por $500 a partir de Cerulean) ou fazendo o percurso feito anteriormente e passando pela ponte.
World War III

*It could have been worse. They used to tell us that the Americans and Soviets together had enough nuclear weapons to destroy the planet ten times over. They couldn't even destroy it once! Typical capitalist propaganda!*

- Konstantina Grafski, Polish Army Corporal

World War III was a global military conflict that began in 1984 and ended in 1986. It began due to a tragic misunderstanding - KGB agents believed a NATO exercise to simulate a nuclear war was a preparation for a NATO preemptive strike and attacked first. Combat broke out throughout the globe and even, for the first time in human history, in space. The main theatres of war were the Soviet-Chinese border, Iran, and Central Europe. At first Soviet forces were successful in their advance, but a brief ceasefire gave NATO forces the opportunity to turn back the offensive. When NATO troops entered Poland, nuclear war broke out.

A full-on nuclear holocaust did not ensue. It is not clear how many nuclear warheads were used, but given that the USA and USSR had nearly 55,000 warheads between them, it was only a fraction of that amount. It is not clear exactly what prevented these weapons being fully deployed. Some believe that some instinct to step back from the brink of global conflagaration prevailed in both Moscow and Washington. Others think that both American and Soviet decapitation and counterforce strikes were successful in eliminating command and control, meaning that missiles simply sat in their silos without correct authority to fire them, or were destroyed.

It is estimated that the global population was reduced by about 50%. Even in Europe, relatively few were directly killed by nuclear or conventional weapons. Most deaths came as a result of civil disorder, starvation, cold weather and the spread of infectious diseases. The breakdown of power and healthcare infrastructure took a terrible toll on populations already displaced and demoralised by nuclear war. In north central Europe, the population has fallen by almost 90%, and it is likely to also be the case in other areas of the world such as China and the Middle East. Whether the areas spared large-scale warfare, such as Latin America or India, have suffered less, is not known.

PARTICIPANTS:

ALLIES: NATO (USA, UK, West Germany, Canada, Netherlands, Belgium, Norway, Denmark, Italy, Turkey, Greece), Austria, Sweden (after 1985), Free Poland, China, Romania (after 1985), Sweden, Finland, Afghan Mujihadin, Freedom Movement of Iran

SOVIETS AND ALLIES: Warsaw Pact (USSR, Czechoslovakia, Poland, West Germany, Hungary, Bulgaria, Romania before 1985), Afghanistan, Vietnam, Yemen, Iraq, Mongolia, Tudeh (Iranian Communist Party)

OTHER BELLIGERENTS: Mexico, Yugoslavia, Iran, South Africa, Marauders

THEATRES OF WAR:

MAJOR: West Germany, Netherlands, Poland, Norway, Sweden, Finland, Czechoslovakia, Romania, Turkey, China, Iran, Atlantic Ocean, Arctic Ocean, Mediterannean Sea, Vietnam, Texas, California, Space

MINOR: Afghanistan, Pacific Ocean, Indian Ocean, West Africa, Red Sea, South Africa, Antarctic Ocean
The Crimson Wolves

The Crimson Wolves. From left to right: Drew McCann, Ashley Fox, Petar Jovanovic, Eloïse\_Heymans

### Enemies

The Shepherd's Flock

The Crimson Wolves are a small but well-armed and highly combat-capable group of survivors formed in the aftermath of a successful escape from a Shepherd's Flock field camp. The Wolves were each taken captive separately but joined together to escape, stealing a heavily-armed BMP-3 from the Flock as they did so. Since then they have dedicated themselves to two task - survival, and ending the menace that the Flock's warbands pose to western Poland. They were last seen near the ruins of Wroclaw.

The Flock's members are:

* Ashley Fox, US Army Military Police
* Drew McCann, British Army Special Air Service
* Eloise Haymans, Royal Belgian Army Reserve
* Petar Jovanovic, Soviet Army
Poland

*"Poland is not yet lost"'*

- Jozef Wybicki, 'Mazurek Dąbrowskiego'

Poland is the main location of gameplay during the Twilight 1987 campaign.

During World War III, Poland was intimately involved from the outset. During the first stages of the campaign, Poland was not directly on the frontlines, but it functioned as a crucial staging area for Soviet military supplies to pass to their frontline armies in West Germany and the Netherlands. Poles could not escape the war as rationing was imposed, NATO bombers and Soviet interceptors fought it out in the skies, NATO bombs fell on roads, bridges, factories and power stations, and most of all, anti-Soviet militants fought a low intensity guerilla war in the countryside, in the hills, and increasingly in the streets of major towns and cities.

When the Soviet offensive was stalled and then turned back at the Venlo salient, Warsaw Pact forces began to fall back, and the possibility of a liberation of Poland from the USSR came closer. Soon Soviet and East German units were retreating into Poland proper, even as the pro-communist government lost control of large areas of the country to pro-NATO partisans and apolitical deserters. It was the entry of NATO troops into Poland proper that triggered a nuclear exchange. This act, ostensibly done in fraternal defense of Poland by a socialist ally, brought even more devastation. The NATO troops struck by the initial strikes were on Polish soil, and the same missiles that hit them destroyed Polish homes, Polish roads and Polish lives. When NATO forces retaliated, they devastated Poland further.

Now, in October 1987, as the war totters on, Poland has suffered as much as any country. Split between surviving NATO and Soviet troops and various lawlands bands of deserters and bandits, the country has lost 90% of its pre-war population. Nuclear weapons, conventional warfare, disease and harsh winters have taken their toll on the Polish people. Those who do survive live either in fortified towns built to withstand all but the most determinated marauders, or in small, scattered settlements hoping to avoid the notice of the armed men who roam the devastated countryside. Vast tracts of what was once an industrialised, civilised country are now abandoned to ruin, ravage and raveners. The roots of Poland's ancient forests are already growing over the wrecks of bombed buildings and burned out tanks. The corpses of millions lie buried under fields, mouldering in the woods or in the open fields, bleached by sun and rain.

But through it all, Poland endures. This is not the first time Poland has been torn apart by great powers, but the Polish people still live, even if they are forced to endure hardships that even their fathers and grandfathers did not. Before nuclear war, the spectres of communism, fascism, partition, plague and anarchy have passed, but there is still a Poland. The country and its people are prostrate, but they are not dead. *"Poland is not yet lost"'*
NPC de Batalha

### O que são os NPCs de batalha ?

Os NPCs de batalhas são missões diárias, os quais resetam após 24h (Caso vença) ou 40min (Caso perca)

### O que ganho em batalhar com eles?

Na primeira vez que derrotar uma gangue, irá ganhar um ovo. De Togepi para a gangue do Michael Scoot e de Happiny para a gangue do Red Forman.

Além disso, ao ganhar de todos os NPCs (Gangue do Michael e do Red), você irá upar ao todo 7% de xp de Rank, o que irá ser de grande auxílio em Ranks mais altos

### Gangues

#### Gangue do Michael Scoot

Para Iniciar a batalha com a gangue do Michael, deve ser **rank 3+** e possuir um Pokemon que já tenha aprendido Rollout. Ao iniciar o diálogo, ele vai falar sobre parkour (Grande Episódio aliás) Após mostrar algum Pokemon com Rollout, ele vai liberar para você batalhar com os NPCs

##### Localização

###### Dwight Schrute

Dentro de Hollow Montain, um dos caminhos para chegar até ele é:

 -> >

#### Gangue do Red Forman

Para poder lutar contra a Gangue do Red, você deve encontra-lo e fazer a missão....
Klara Katz

Klara was born in Bonn, West Germany in the early 1950s to a high ranking civil servant. After clashing with her parents, she ran away from home to live in Berlin where she lived in several communes with anarchists and communists. After coming close to being arrested by the police for arson, she stole money from a relative and fled Germany using a stolen ID document. Eventually she made it to the south of France. After running out of money, she signed up with the French Foreign Legion.

Surprising her instructors, Klara flourished in the Legion, serving in Chad and Corsica. After four years she left the Legion and took a job with a security company made up of foreign Legionnaires. She served as security for French and Belgian multinational companies in sub Saharan Africa. Spending most of her time socialising with European expats and soldiers in Africa, and taking the field against pro-Soviet nationalist movements, she almost totally abandoned her previous anarchist beliefs and became a strong European nationalist. When conflict in Europe seemed likely to break out, many of her colleagues quit their private sector jobs to return to France and Belgian to serve in their national armies. Klara did the same, returning to West Germany for the first time in more than ten years and signing up with the *Bundeswehr* as a low ranking private. By the time the war began, she had been promoted to *Obergeifreiter*, the equivalent of a Private First Class, and assigned to a *panzer* unit.

Klara's unit was engaged in early battles against the Soviets in the Fulda gap and fell back to the Rhineland to rest and refit. After being out of the line for three months, the unit was sent back into the line to participate in the NATO drive on Warsaw. During the advance, her tank was separated from the larger unit during a Soviet artillery strike. She wandered in the Polish countryside for several weeks before joining up with a British-West German unit south of the ruins of Gdansk, where she first met Major Pederchuk. Since then she has been one of his loyal followers, serving alongside him in the PDDZ military and joining him when he stole a Bradley and deserted.

Klara is a skilled heavy weapons operator, equally comfortable with a crew-served weapon or a vehicle weapon. She served as the turret gunner for the Bradley IFV operated by the Wild Bunch both before and after their defection. She speaks German and French fluently and accented English. She is a short, slightly built woman but she is in excellent shape with very little body fat and a powerful, muscular build. She usually wears a combination of military uniforms and civilian clothing, and keeps her hair cropped short. She looks significantly younger than her 35 years.
Sanctuary

The symbol of Sanctuary represents both a tree (as a symbol of growth) and an arrow forward (representing moving forward from the war)

### Military Strength

Unknown, many self-defense units scattered across Poland

### Allies

None

Before the war, Grazyna Jarosinska was a film student studying at the University of Wroclaw. She was lucky enough to be out of the city when it was hit by an American nuclear missile. Since then, this young woman has become the remarkable leader of a new movement in post-war Poland. Sanctuary is a very loosely organised group, perhaps more of an idea than a group proper. Its members claim to be free, bound by loyalty to no nation and no military, existing simply to survive, and to work together for the greater good.

Many in Poland who learn of Sanctuary dismiss it as a utopian folly, a collection of hopeful dreams in a world ruled by guns. But even those who scoff at its ideas must concede that the movement is growing fast and seems resilient. Although several individual Sanctuary communities have been raided or even destroyed by Marauders, communities prove very effective at rebuilding, even if they are not particularly good at defending themselves.

In some cases Sanctuary communities have attracted support from military forces. In at least one instance each, American and Soviet special forces groups decided to join Sanctuary communities, giving them the benefit of their military expertise and making them significantly harder targets for Marauders.

Nobody really knows what the long term goal of Sanctuary is, or even if it has one. The movement doesn't seem to be actively evangelising, word is mostly spread by travelers or rumours. Sanctuary communities can be found throughout Poland. It's not clear where the original Sanctuary settlement, presumably led by Grazyna, even is - some say it is near Lodz, others put it in Silesia or near the Soviet border. Some whisper that Sanctuary is some kind of front for a more sinister group, or that they are just Marauders with incredibly good public relations. But the only thing that is clear is that the movement is here to stay.
Empty Shells and Ammunition

The currency ''de jure'' in postwar Europe is spent shell casings. Any reference to shells in the rulebook refers to such spent shells. These are used as currency because they are small, light, easily transportable and yet have an innate value that is relevant to the lives of everybody in postwar Poland, from the most humble farmer to aspiring warlords and generals.

Collecting empty shells: After a battle, whoever controls the battlefield will be able to scavenge for spent shells. Assuming that the victors have a stretch at their disposal to pick up empty shells, 75% of all expended shells will be available. PCs should keep track of how many shells they fire, while the GM will keep track of shells fired by NPCs (both friendly and hostile). In less accessible terrain, such as Mountains, Ruins or Swamps, this number drops to 50%.

At GM discretion, a side that is forced to flee a battlefield may be able to snatch up D10 empty shells per character during flight.

50 empty shells weigh 1/4 of an encumbrance unit. Shells of different calibres are all considered identical in value.

Crafting ammunition: When crafting ammunition, empty shells can be substituted for general spare parts - 100 shells can be used instead of a single spare part. You still need to provide explosives.

Trading ammunition: In addition to trading empty shells for other goods such as food, fuel etc, you can also swap them for live ammunition. In larger settlements you can give them to a workshop that will load them for a commission, while in smaller settlements there will usually be a small stash of live ammunition available for trade purposes. Either way, the going rate is 1 live shell for every 2 empty shells, although in some settlements the exchange rate may be worse or, rarely, better.
Aidan Pederchuk

Aidan Pederchuk is a former officer in the Royal Canadian Regiment. Born in Saskatchewan to a family with Ukrainian roots, Pederchuk's parents were left leaning academics who groomed him for a career as an intellectual, but while attending McGill university in Montreal, Aidan became involved with a Ukrainian-Canadian student association with strong links with nationalist, anti-Soviet circles in Europe and the United States. During his last year he transferred to the Royal Canadian Military College, where he graduated near the top of the class and was granted his request for a posting in West Germany. Rapidly promoted, he was on detached service with the British Army intelligence corps when the war broke out. His unit was deployed to support amphibious landings around Gdansk.

After becoming separated from his original unit Pederchuk joined a large group of American, West German, British and Free Polish troops calling themselves The Wild Bunch who operated in the area between the ruins of Gdansk and the East German border. Eventually his unit became affiliated with the PDDZ government. As one of the most senior officers based in the PDDZ, Pederchuk expected a position of high responsibility, but the civilian politicians who wielded ultimate authority preferred the West German officer Werner Daustrom. Daustrom offered Pederchuk his second-in-command position, but Pederchuk instead asked to lead an elite field force retaining the Wild Bunch name. Daustrom accepted, but Pederchuk's unit became difficult to control, often refusing to redeploy when ordered or to share intelligence. Eventually Pederchuk and his small unit stopped obeying orders altogether.

Pederchuk is a tall, well built man with blonde hair, blue eyes and pale skin. He is considered quite handsome but has a cold, calculating cast to his features. He always wears his Royal Canadian Army uniform and usually carries an American-made assault rifle and a sidearm. A single ace of spades tucked into his uniform collar denotes his leadership of the Wild Bunch. He speaks English, French, Russian and Ukrainian.
Ivonne Altschul

Ivonne Altschul was born in a small town in northern Germany. Her father was a WW2 veteran and her mother a refugee from Silesia, but neither of them ever talked much about their wartime experiences. She lived a happy small town life, but like many other German teenagers in the 70s, as a young woman she rebelled against her parents and their middle class values, fell in love with an older hippy, and followed him to West Berlin. The relationship didn't last but she stayed in West Berlin, living in run down student accommodation and attending the Free University of West Berlin where she majored in Slavonic studies. After graduating, she stayed in Berlin as a schoolteacher for a year, before moving to teach at a small school in Bavaria for a better salary. There, she made friends with some Russian Jewish immigrants, who told her stories about life in the USSR that shocked her. After a car accident that made her take six months off work, she became worried about the threat posed by the USSR, and decided to join the West German *Bundeswehr*. Her skill with the Russian language saw her attached as a junior officer to an intelligence battalion. After the Soviet invasion of West Germany and its subsequent liberation, she served with NATO forces at Czestochowa. Her battalion was ordered to fall back to the supply depots at the West German border after the failure to take the city, but like many other units, her battalion was degraded by Marauder attacks and logistics problems before splitting up into several smaller squads. As the only officer, she became the *de facto* leader of one such squad, which had the extreme misfortune to be taken captive by a group of bizarre religious fanatic Marauders north of the ruins of Wroclaw. They were held captive for two weeks, tortured and preached to, and told they would be taken to meet the "Saint" who led the Marauders. Eventually she and her men managed to escape, although they had to leave their equipment behind. They were able to repair a pair of civilian cars and traded with some villagers to obtain some fuel, and decided to make for Krakow, as they had heard that the city was safer than the rest of Poland. Their progress was slow and difficult. They encountered Dieter Schluessel and Dan Edwards in the ruins of Opole while trying to find an intact bridge across the river Oder, and agreed to travel with them - Ivonne was glad to relinquish the responsibilites of command to a senior officer, and appears happy to act as his second-in-command.

Ivonne is of medium height and slight but athletic build. She has brown-blonde hair and brown eyes. She is exactly thirty years old. She still wears her *Bundeswehr* officer's uniform with a second lieutenant's tabs, and carries a crossbow she made herself. She is quite a by-the-book officer despite the circumstances she finds herself in and is very distrustful of any irregular forces. She speaks German and Russian.
Surviving the Winter

Whatever your character's goals might be, whether they want to return home, to keep fighting the war, or to build a new home in wartorn Poland, there is one thing they must do before they can do any of these - survive the winter.

Even before the war, winters in Central Europe were long and harsh, and the soot injected into the stratosphere by burning cities in Eurasia and North America has made them even harsher. The winter of 85-86 was the coldest in forty years, and the winter of 86-87 seems like it will be even worse. Millions died due to lack of heating and food, and those who survived know that this next winter will be just as hard.

The game begins on October 1st as autumn is getting colder and colder. Nobody knows exactly when winter will fully set in, although it will probably be in late November (PCs who make successful SURVIVAL rolls may have a week's warning). At this point, PCs who do not have access to shelter and heat will be at risk of Hypothermia (see pg78 of the *Player's Manual*) every shift. A camp is not sufficient to fend off the winter's cold. The winter will last for 100 days.

To avoid having to make rolls to avoid hypothermia and starvation over the winter, PCs will need:

* Shelter. This could come in the form of a base (see pg132 of the *Player's Manual*) or a preexisting structure. Most preexisting structures will already be occupied so the existing occupants will need to either be forcibly removed or negotiated with.
* Heat. This comes in the form of the Heater facility (see pg134 of the *Player's Manual*). Fueling the heater for 100 days requires 500 litres of alcohol fuel, 250 litres of petroleum, or 500 units of firewood.
* Food. Food is almost impossible to come by in winter due to the difficulty of hunting or foraging. This will require 100 rations per PC or allied NPC. These rations will need to last the whole winter, so most of them will need to be MREs, or alternatively if the PCs can maintain a freezer they can store domestic and wild food. Note that a freezer requires power.

Water is not needed since it can be easily obtained by melting snow, providing heat is available.

To mitigate the above requirements PCs can do some limited foraging during winter. Notably, it is possible to gather 15 units of organic matter per PC or allied NPC per day during winter, so if the PCs have a still that can handle this, they can mitigate the need to store fuel.
The Company of the Goat

A group of organised Marauders operating in southwestern Poland between the Oder river and the Czechoslovak border. They style themselves a "Local Defense Force" and claim the right to subject all travelers passing through the area to "security checks" which may simply be an excuse to confiscate equipment or supplies. They are mostly former members of the Polish military units that operated in West Poland during the early stages of the invasion, but Russians, Americans and Germans have also been encountered in their ranks. Their exact numbers are unknown but they seem to have access to heavy weapons including heavy machineguns and anti-tank weapons. Their leader styles themselves as "The Black Goat". According to Klemens Hodak they have recently had encounters with a group of religiously-motivated Marauders who are operating north of the ruins of Wroclaw, and have not come off the better in these encounters, leading the Black Goat to adopt a defensive strategy for the coming winter.
Uo Uo No Mi Model:Megalodon

this is a non-canon fruit

## summary

The Uo Uo No Mi Model:Megalodon is an ancient zoan devil fruit, previously used by sorbet unlike most devil fruits it allows the user to swim due to being an aquatic animal however due to this ability the effects the sea prism stone are tripled.The abilities of the fruit are limited only by the user,It has abilities called percents which determine how much in hybrid form they can reach, Only the most powerful percent is 100% and only the best users of Uo Uo No Mi Model:Megalodon can use it,the only known person to have reached it is sorbet

## Abilities

Percentages

25% Gills,Sharp Teeth

50%Gills,Fin,sharp teeth,Fore arm and calf fins,claws

75% Sharp teeth,glowing eyes,all fins,back spikes,gills,slight scales,tail,claws

100% Covered in scales,back spikes,multiple rows of teeth,all fins,sharp teeth,increased height,tail,claws

### Techniques:

Shark Bite: a basic bite

Cutting swim:rapid swimming:cutting while swimming with claws and spikes

Shark Crush:Jump into the air and turn into megalodon crushing enemy

Backflip Slash:A backflip cutting through somebody with their tail and spikes

Faint Scent: Allows user to track smells

poseidon: User spins in water creating a whirlpool that brings enemies towards him

.
Pomeranian Democratic Defense Zone

### Leader

Temporary Extraordinary Defense Committee (Official), Werner Daustrom (Military)

### Military Strength

Around 800 soldiers, plus civilian militas

### Allies

Free Poland

Located in northwestern Poland near the ruins of the small city of Koloszin, the Pomeranian Democratic Defense Zone is a regional government. It is the remnant of anti-Soviet and pro-NATO Polish partisan forces that operated in northern Poland in support of the allied attack on the Baltic coast. The Defense Zone regards itself as a regional organisation that is subordinate to the Free Polish national government, but due to its separation from any other Free Polish areas and the extreme difficulty of long distance communication, it is effectively an autonomous government.

The government is centred in the town of Karlino, a large refugee camp centred around a small pre-war town that has swollen in size due to the arrival of refugees fleeing the destruction of Gdansk. Karlino is one of the larger surviving communities in postwar Poland but the town struggles to house its outsized population and is subject to regular raids from small Marauder bands. The PDDZ also controls the smaller towns of Polcyzn-Zdroj and Kalisz Pomorski further to the south. Overall nearly 100,000 people come under the PDDZ's authority, although this number may fall in the upcoming winter, as there is a severe shortage of fuel and shelter in Karlino.

The PDDZ's military force mostly consists of former Polish and NATO soldiers. They have some heavy equipment but tend to use it sparingly due to fuel and ammunition shortages. The towns are also defended by a large but poorly armed and organised civilian militia, who would be a formidable obstacle in a prolonged siege but have difficulty responding to quick Marauder raids. The PDDZ force is under the command of *Bundeswehr* Major Werner Daustrom, who is officially the military advisor to the Defense Committee.

Although PPDZ towns, vehicles and soldiers usually fly the Polish national flag or the Anchor flag, the red griffin of Pomerania is used as the PDDZ's own symbol as an administrative organisation.
Languages

All characters speak one language as their native tongue, based on their nationality. (Characters from multilingual countries, e.g. Belgians or Canadians, should choose one native tongue).

Characters can speak additional languages based on their Intelligence ability. When creating a character, as final step, roll two dice equal to your Intelligence ability (e.g. if your Intelligence is C, roll 2D8)

For every success on these dice, your character speaks an additional lanugage above and beyond those granted during the normal character creation process.

These are languages your character speaks '''well''', possibly even '''fluently''', but not to a native level - they will likely have an accent and may not understand some slang or idioms. However, they will be able to communicate effectively in all but the most exceptional situations.

The above rule is *'in addition to the Linguist specialty* and does not supplant it. E.g. Besus creates a character called Dave, an American CIA agent. Dave speaks English as a native and also gains the Linguist specialty, which grants him the ability to speak Russian at a native speaker level. Dave has Intelligence B, so Besus rolls 2D10. Besus gets a 10 and a 8, which is three successes, giving him three additional languages. Dave choses German, Polish and Ukrainian. This means Dave knows English perfectly, Russian so well he can pass as a native speaker, and German, Polish and Ukrainian well enough to speak them in most situations but with an accent.

It's also worth noting here that it is possible to get the Linguist specialty multiple times.

The most commonly spoken languages in Poland in 1986 are:

* *Russian* (spoken by virtually all Soviet soldiers and by a large number of Polish soldiers and even civilians)
* *Polish* (spoken by all Polish civilians and soldiers)
* *English* (spoken by Americans and many other NATO soldiers. Also a fairly popular language among educated Poles, Russians and East Germans)
* *German* (Another popular language among educated Poles and Russians, also spoken by Germans and some other NATO soldiers)
* *French* (Yet another popular language among educated Poles and Russians, also spoken by some other NATO soldiers such as Belgians and Canadians)
* *Czech* (Spoken by the neighbouring country of Czechoslovakia, also spoken by some Poles in border regions)
* *Ukrainian* (Spoken by one of the Soviet army's largest minorities, also spoken by some Poles in border regions)

The above is not a comprehensive list, but a guide. Players can learn any language, although not all will be particularly useful in the Polish setting.
The Cross in the Air

Groups of Marauders in north-eastern Poland have appeared, taking over villages in the name of a mysterious but incredibly powerful warlord whose symbol is a "Cross in the Air". The Marauders claim their leader is possessed of unimaginable power and can easily destroy anybody who opposes him. The symbol of a cross in the air is said to appear before the warlord makes his fury felt. Nobody is really sure what any of this means, whether it is a metaphor or some kind of esoteric weapon, but the Marauders who serve him are real enough, and they erect a white cross symbol on a black flag over the settlements that submit to their unseen leader's rule.
Drew McCann

## Biography

### Affiliation

The Black Watch, 3rd Battalion, Royal Regiment of Scotland (3 SCOTS) 23 Special Air Service Regiment 'D' Squadron

### Occupation

The Black Watch, 3rd Battalion, Royal Regiment of Scotland (3 SCOTS) (1969 -1971)23 Special Air Service Regiment 'D' Squadron (1971 -Current)

## Appearances

### Portrayed by

Spce Muffin

Regimental Sergeant Major. Drew McCann was born on 29 January 1949, Glasgow, Scotland, to a poor working-class family. His dad a welder working in the shipyards on the cylde, His Mother who as unemployed, looking after the Family and his big brother Laim who was football player for the over 21s player for local Football Club.

## Before war

After leaving school, at the age of 18, Drew lived an of crime and trouble with the law. He was offered a choice to join the army or go to prison. He joined the Black Watch, 3rd Battalion, Royal Regiment of Scotland (3 SCOTS) in 1969 for three years while quickly moving up the ranks to Sergeant in 1971. He was recommended to apply to the SAS selection, where he was only 1 of 3 applicants to be selected, were he was stationed to 23 Special Air Service Regiment 'D' Squadron.  where he took part in the iranian embassy siege 30 Apr 1980 – 5 May 1980. Were he was promoted to Company Sergeant Major.

## War

Drew was sent with the 'D' Squadron into Ukraine in late 1983 to disrupt the soviet command and control and conduct guerrilla warfare. He was promoted to Regimental Sergeant Major in late 1984 after his NCO was KIA in Raid gone Wrong on ammo dump southern Ukraine and took over the Squad. His unit was recalled to Poland to help the situation in Poland. In 1985 what was left of his unit was wiped out during a rearguard action to let friendly forces escape to safety. As the sole Survivor, Drew was found by The Shepherd's Flock and taken prisoner. After a couple of weeks, Drew and a group of prisoners escaped.
Julia Miller

Before the war, Julia Miller was a grocery store worker in Des Moines, Iowa. She rose to the rank of manager, but lost her job in 1984 when economic disruption due to the war put her store out of business. A mix of economic motives and patriotism led to her signing up for the US army where she was trained as a logistics specialist. She was sent to Europe as part of the REFORGER deployment in 1985. She spent several months in the Netherlands organising logistics chains, but after the nuclear strikes in Poland broke the back of the NATO army's logistics chain, she and the rest of her unit were put into the front line. Over the summer and autumn of 1986 her unit was separated from other US forces and gradually reduced in strength due to starvation, disease and attacks by marauders. Most recently, in late September, the last eight survivors of her squad were attacked by a group of bible-quoting fanatical Marauders northeast of the ruins of Poznan. She was the only survivor and hid in a small forest grove for a few days before heading south, hoping to make it to Krakow. She instead met Marta and Mieczyslaw Olkowska, and travelled with them for a few weeks. After reaching Grudziaz she parted ways with the Olkawskas, taking passage on a trading ship heading to Krakow.