PTD CharacterSheet Digital Fillable

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Character Name

Pandora Academy Name Character


Sheet

Core Power ID#

Manifestations Profile

Each applicable value reduces Value


Values the target number by 1. Points Action Dice
d6 d8 d10 d12

Heroic Conflict

Troublesome
Interaction

Protection
Psychological

If one bond applies to your action roll,


Bonds increase or decrease the target number.
Standard
(+/- 1)
Defined
(+/- 2) Overpower

Power

Action Roll Result


TN
2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24

2 E 1 2 3 4 5 6 7 8 9 10 11 12

3 E 1 2 3 4 5 6 7 8

If one lesson applies to your action roll, 4 E 1 2 3 4 5 6


Lessons increase or decrease the target number by 1. 5 E 1 2 3 4

6 E 1 2 3 4

7 E 1 2 3

8 E 1 2 3

9 E 1 2

10 E 1 2

Backstory Modifiers Rank

Harm
When you check off this
3rd Harm, your super is Scene Points
removed from the scene.
If this is a vital scene, Act # # of Scenes Steps Left
they can be killed.

Pandora: Total Destruction © 2022 Broken Ruler Games. Permission is granted to copy for personal use.
The Turn Sequence
This page provides an overview of the turn sequence used in Pandora: Total Destruction. Whenever the GM has determined an action has
been triggered by the narrative, follow this sequence to determine the outcome.

Step 1: Describe what the character is doing.


Simply describe what you want the character to do on their turn & use this to determine the remaining 5 steps below.

Step 2: Set the target number. Step 3: Add complications.


Base Target Reduce the TN Increase the target number by 1 for every applicable
by 1 for one value,
lesson, and bond
each that applies.
5 4 complication that can hinder the character in this action.
Removing a complication will require a dice roll or a
full turn of concentration. Mark the complication type
Use backstory in brackets.
modifiers to
increase/decrease
the TN
3 2 A serious complication lasts until you complete a task..
A group complication affects multiple characters.

Step 4: Roll the dice.


Choose your action and roll that die. Add your overpower die OR use your power die instead (if applicable). If the roll is less than the target
number, the action is ineffective and does not go as planned. Describe how the action did not occur as desired and how it may affect the
continuation of the scene or story.
If the roll is equal to the target number, the action is effective and happens exactly as intended. The super gains +1 value point and 1 step
is removed from the scene. No havoc is caused, even if the student used their power.
If the roll is greater than the target number,it will cause havoc. Divide the result by the target number (rounded down) or consult the chart
to determine how much havoc is created. If the roll yields 1 or 2 havoc, the action is effective and happens mostly as the super intended. If
the roll yields 3 or more havoc, the action is ineffective and spirals out of control. You can choose to fail instead & gain +1 value point.

Step 5: Describe havoc.


Havoc is awarded as points that must be assigned on unplanned and unexpected collateral damage, harm, complications, and other
effects of a power out of control. All havoc must be spent before the end of the turn and can be done in a variety of ways; multiple
points of havoc can be spent to create multiple effects, but the same effect cannot be purchased multiple times in the same turn. For
example, you can only cause collateral damage once by spending 1 havoc. Whenever a character using a power rolls higher than their
target number, they will gain at least 1 havoc. Only by avoiding their power can they avoid creating havoc.

1 havoc 4 havoc
Cause collateral damage. Destroy something important.
Cause someone to lose something. (V) Place someone in immediate danger. (V)
Take a complication. Take a serious complication.

2 havoc 5 havoc
Become harmed. +1 value point Create a manifestation.
Cause a complication. (V) Destroy a landmark. (V)
Momentarily lose your power. Destroy a large area.
Theaten bystanders/allies. +1 value point if harmed Take serious harm. +2 value points

3 havoc Step 6: Wrap it up.


Create a group complication. Using the previous 5 steps and the results gained from
rolling dice (or not), create a summary of how the action
Cause a serious complication. (V) played out and the resulting solutions or problems created
Harm an ally. +1 value point for ally by the effort. From here, pass the turn on to the next
player or the GM and repeat the process until the scene is
Temporarily lose your power. complete.
Threaten a collapse. +1 value point if collapses

Pandora: Total Destruction © 2022 Broken Ruler Games. Permission is granted to copy for personal use.
Base Target
10 9 5 4
8 7 3 2
Action Roll Result
TN
2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24

2 E 1 2 3 4 5 6 7 8 9 10 11 12

3 E 1 2 3 4 5 6 7 8

4 E 1 2 3 4 5 6

5 E 1 2 3 4

6 E 1 2 3 4

7 E 1 2 3

8 E 1 2 3

9 E 1 2

10 E 1 2

The Four Outcomes


Choose your action and roll that die. Add your overpower die OR use your power die instead
(if applicable). If the roll is less than the target number, the action is ineffective and does
not go as planned. Describe how the action did not occur as desired and how it may affect
the continuation of the scene or story.

If the roll is equal to the target number, the action is effective and happens exactly as
intended. The super gains +1 value point and 1 step is removed from the scene. No havoc is
caused, even if the student used their power.

If the roll is greater than the target number,it will cause havoc. Divide the result by the target
number (rounded down) or consult the chart to determine how much havoc is created. If the
roll yields 1 or 2 havoc, the action is effective and happens mostly as the super intended. If
the roll yields 3 or more havoc, the action is ineffective and spirals out of control.

You can choose to fail instead & gain +1 value point.

Pandora: Total Destruction © 2022 Broken Ruler Games. Permission is granted to copy for personal use.

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