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Molotov College v1.0

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MOLOTOV

Character Playbooks
There are 6 Character Playbooks; Strength, Justice, The Empress,
The Hierophant, The World and The Moon. Each player picks one
of them and answer background questions about their PC. Most of

COLLEGE
the questions come with a list of suggested answers, but the player
is free to come up with their own answer as well. Questions
regarding your relationship with other PCs can be left until
everyone has a chance to introduce their character.

Each character has their own moves, which serve as both actions
and prompts. When someone does a move in which the outcome
You are the alumni of Molotov College, a school for kids gifted with is uncertain, other players can suggest what happens next. Some of
super powers, who have now grown into young adults. Not only do the moves are questions that a player can ask, and others will help
you have to save the city from world ending events (only some of provide answers. Weak moves put characters in interesting
which are your own doing), you also have to fight against social narrative positions that tend to make them vulnerable physically or
injustice and bullies with authority. On top of that, you have to deal emotionally, and allow the player to gain a token. Strong moves
with ghosts from your past and keep them from tearing the group allow a character to overcome obstacles, gain valuable insight, or to
apart, as well as literal ghosts that haunts the city. get out of trouble, but the player cannot do them unless they spend
a token. Regular moves serve mainly as prompts for the character,
A roleplaying game about super-powered drama for 3-6 players, and acts somewhat similar to “success at a cost” in other RPGs.
one of whom is the facilitator who has read this document
beforehand. Require tokens (coins, dice, or anything you can find), Each Character Playbook also has its own lure, which are prompts
writing materials, and 2-4 hours (3-4 hours recommended). for other PCs to set your character up to shine. After character
creation, each player should read their lure aloud, so the other
No Dice, No Master players know what they are.

Molotov College uses the Belonging Outside Belonging engine.


This game is a conversation between the players, with no stats and
Environment Playbooks
no dice. You roleplay as super-powered misfits and tell their stories. There are 6 Environment Playbooks; The Apocalypse, Drama
Although there will be conflicts in the game, you don’t play with the Within, The Headmaster, Phantom Wind, The Power and The
aim to win. Society. Distribute them evenly between the players. Unlike
Character Playbooks, a player don’t necessarily hold onto their
Each player gets to pick one of the Character Playbooks, and starting Environment Playbooks. Each player should be aware of
roleplay as their chosen player character (PC) in the game. The the “pick up when” condition of the playbook they are holding.
Environment Playbooks are distributed evenly between the players Each playbook also has a “trade away when” condition, which
in GMless play, which lets the players portray elements in the world instructs you to trade the playbook away when your PC is in the
that the characters interact with. There is also the city map, which spotlight. They have guidelines for how to portray an environment,
the players collaborate to draw locations of the city onto it. and moves that function similarly to those of Character Playbooks.
Each playbook also has a to-do list, which guides the player to make
One of the players should be the facilitator, who has read the notes and/or answer questions about the environment. Characters
document before hand, and guide others through the game. introduced in the environment are minor characters, and they don’t
get to gain or spend tokens.
City Map Write Fast Forward or draw a symbol of it on a card. When
a player taps on the card, a scene is wrapped up and
The map helps you visualise the city that the story takes place. As a finished quickly. This functions similar to the Wards, but
group, players draw buildings and locations on the map. To begin for things happening during play.
with, draw Molotov College, a few good places and a few bad places.
Add more places as they are introduced in the game. Write Rewind or draw a symbol of it on a card. A player
may tap this card to change a detail happened in the
Safety & Support scene or to start a particular part over. (e.g. When a player
feels a scene doesn’t do their character justice, or if a
Gaming is supposed to be fun for everyone. It is the duty of the potential problematic element was introduced and they
players to ensure a safe environment for each other. Molotov want to edit it out.)
College deals with some intense themes, including but not limited
to, death, parental abuse, trauma, bigotry and discrimination. The World’s Time Toolbox is inspired by John Stavropoulos’s X card,
Mysty Vander and Adam Cleaver’s N card and Beau Jágr Sheldon’s
The Moon’s Open Door Policy Script Change.
The Moon understands that everyone need their own space, and
time to calm down. If anyone need to take a break or leave the Other Safety Tools
game for their own safety and well-being, they can do so For more on TTRPG Safety, check out the toolkit curated by Kienna
without being judged. The facilitator should state the Open Door Shaw and Lauren Bryant-Monk: bit.ly/ttrpgsafetytoolkit
Policy at the beginning of the game, and remind players
periodically about it.
Credits
The Open Door was designed by Eirik Fatland. Molotov College is designed and written by W.H. Arthur, with art by
Xrystina Marcos.
The Hierophant’s Barriers and Wards
Barriers and Wards keep the unpleasant things out of your game.
Before you start, make a list of things that players do not want to Acknowledgements
engage in. Barriers are topics that should not be mentioned at all, Molotov College is built on the Belonging Outside Belonging
while wards are topics that can be mentioned but not discussed in engine by Avery Alder and Benjamin Rosenbaum.
detail (e.g. things can “cut to black” or happen off-screen). More
things may be added to the lists during the game. Thanks Alice V. (@vitralice), Charlie Etheridge-Nunn (@charlie_en)
and J.Y. (@King_Crackers) for providing feedback!
The Hierophant’s Barriers and Wards is inspired by Ron Edwards’
Lines and Veils. Thank you to my patrons on Patreon:
◆ Donogh McCarthy
The World’s Time Toolbox ◆ Joseph "Laijth" Lai
The World’s Time Toolbox includes Skip, Fast Forward, and Rewind. ◆ Legendary Aced
◆ Ursidice
Write Skip or draw a symbol of it on a card. When a player
taps on the card, a scene ends and skips to the next one.
The player may tell others what elements in the scene
they are uncomfortable with, but they are not required to.
You Play As
Strong Moves (spend a token)
◆ Get out of harm’s way.

STRENGTH
◆ Shield someone from harm.
◆ Incapacitate someone.
◆ Make a heroic entrance.
◆ Overcome insurmountable odds.
◆ Ask “What do I need to do in this situation in order to achieve
my goal?”

De facto leader of the team. Often Regular Moves (do them anytime)
giving off the boy scout vibe. ◆ Do stuff and get ready to face repercussions.
◆ Take charge as the leader of the team.
Choose a name and write down your pronouns: ◆ Take the moral high ground.
Luther, Clark, Kara, Scott, Scarlett, Steve, Steph, Diana ◆ Issue commands, whether people want them or not.
◆ Look for people who need your help in the Society.
Choose a look (pick one or more): ◆ Ask “Who here requires my protection?”
Bodybuilder, creaseless uniform, gym clothes, billowing cape,
honest face, warm smile, well-combed hair Weak Moves (gain a token)
◆ Admit that you are wrong.
Choose a power (pick one): ◆ Question your ideals and have an existential crisis.
Super strength, bulletproof skin, laser eyes, protection field ◆ Irritate people with your superiority complex.
◆ Protect someone, getting hurt in the process.
◆ Do what is lawful, even if it puts you at a disadvantage.
What does the Headmaster mean to you? ◆ Ask “How did I disappoint you?”
A role model, someone’s approval you crave, an infallible parental
figure
Lure
When someone listens to you as the team leader, they gain a token.
What makes you a minority?
Race/ethnicity, sexual orientation, gender identity, disability
Tips
◆ Play as the lawful good leader of the team.
Personal Questions ◆ Explore the pressure from people’s exceptions.
A recent event causes you to doubt the Headmaster. What ◆ Question what you have been taught.
happened? ◆ Make your character fallible, relatable and occasionally heroic.

Inspirations
◆ Luther Hargreeves from The Umbrella Academy
Who do you have a crush on? ◆ Superman from Justice League
◆ Cyclops from X-Men
◆ Captain America from Avengers
◆ Wonder Women from DC Superhero Girls
Who do you suspect is up to no good?
You Play As
Strong Moves (spend a token)
◆ Get out of harm’s way.

JUSTICE
◆ Give someone a brutal beating.
◆ Intimidate someone into giving you answers.
◆ Break into a place without anyone noticing.
◆ Get back up after you got knocked down.
◆ Ask “What do you fear?”

Regular Moves (do them anytime)


A brooding vigilante, who is determined ◆ Do stuff and get ready to face repercussions.
to do what’s right at any cost. ◆ Pursue your goal with a one-track mind.
◆ Do the right thing, even if it means breaking the rules.
Choose a name and write down your pronouns: ◆ Attempt to convince others to see things your way.
Diego, Jamie, Bruce, Barbara, Logan, Laura, Justin, Justine ◆ Investigate crimes and wrongdoings in the Society.
◆ Ask “What are the clues here?”
Choose a look (pick one or more):
Tactical uniform, draping cape, leather jacket, utility belt, rugged, Weak Moves (gain a token)
scars, cold face, sharp eyes ◆ Admit that you need help.
◆ In your error of judgement, put someone you care about in
Choose a power (pick one): danger.
Perfect aim, gadgetry affinity, superhuman senses, regeneration, ◆ Put yourself in a compromising position in pursuit of justice,
getting injured and/or captured as a result.
retractable claws
◆ Out of stubbornness, pick a fight with someone you probably
shouldn’t.
What does the Headmaster mean to you? ◆ Get in trouble with the Power.
The villain, you were never good enough for their standard, the ◆ Ask “Who here is a danger to me?”
person who ruined your childhood
Lure
What makes you a minority? When someone buys into your idea of justice and acts on it, they
Race/ethnicity, sexual orientation, gender identity, disability gain a token.

Personal Questions Tips


What is your current crusade as a vigilante? ◆ Play to your stubbornness, but also explore your vulnerabilities.
◆ Be investigative and find connections that others might have
missed.
◆ Show that despite your tough exterior, you still care about the
Who do you see as your rival? other team members.
◆ Make your character fallible, relatable and occasionally heroic.

Inspirations
You see one of the alumnus as a younger sibling that needs your ◆ Diego Hargreeves from The Umbrella Academy
protection. Who are they? ◆ Batman from DC Comics
◆ Wolverine from X-Men
◆ Daredevil from Marvel Comics
You Play As
Strong Moves (spend a token)
◆ Get out of harm’s way.

THE EMPRESS
◆ Operate your telepathic power with surgical precision.
◆ Stop someone in their tracks physically or telepathically.
◆ Ask “What are you really thinking?”
◆ Ask “Who do I need to manipulate to get the desirable
outcome?”

Regular Moves (do them anytime)


Do your friends really like you? Or ◆ Do stuff and get ready to face repercussions.
is it just your telepathic powers? ◆ Read someone’s emotions and surface thoughts.
◆ Use your telepathic powers with unexpected side effects.
Choose a name and write down your pronouns: ◆ Show that you care about someone.
Allison, Jean, Alex, Emma, Emmett, Lulu, Misaki ◆ Open yourself to the Phantom Wind.
◆ Ask “How can I help you?”
Choose a look (pick one or more):
Glamorous, expensive suit, fashionable tracksuit, stylish hair, Weak Moves (gain a token)
sunglasses, wide brim hat, disarming eyes, inviting smile ◆ Confess to someone that you have used your telepathic powers
on them without them knowing.
◆ Have your telepathic powers backfire, hurting yourself and/or
Choose a telepathic speciality (pick one): someone you care about.
Direct command, subliminal suggestion, sensory manipulation, ◆ Absorb negative emotions, and have them overwhelm you.
memory editing ◆ Wallow in guilt over people you hurt by mistake.
◆ Ask “Who here thinks badly of me?”
What does the Headmaster mean to you?
You may be the telepath but they are the true manipulator, a Lure
parental figure you have to obey, someone with too many secrets When someone invites you to use your telepathic powers on them,
they gain a token.
What makes you a minority?
Race/ethnicity, sexual orientation, gender identity, disability Tips
◆ Play as someone who is painfully aware of both the potential
Personal Questions and drawbacks of their telepathic powers.
In your civilian life. you hurt someone you love with your powers. ◆ As someone with an unfair advantage in relationships, explore
What happened? whether your connections with people are genuine.
◆ Be the heart and emotional core of the team.
◆ Make your character fallible, relatable and occasionally heroic.

Who always has your back? Inspirations


◆ Allison Hargreeves from The Umbrella Academy
◆ Jean Grey from X-Men
◆ Saturn Girl from Legion of Superheroes
You used your powers on one of the other alumni. Did they know ◆ Alex Chen from Life is Strange: True Colors
about it? ◆ Shokuhou Misaki from A Certain Scientific Railgun
You Play As
Strong Moves (spend a token)
◆ Get out of harm’s way.

THEHIEROPHANT
◆ Disappear without anyone noticing.
◆ Pull off an impossibly daring stunt.
◆ Gain important information from the Phantom Wind.
◆ Unleash the vengeance of the Phantom Wind on a target.
◆ Ask “How can I get away scot-free?”

Regular Moves (do them anytime)


You have a connection to the Phantom Wind. ◆ Do stuff and get ready to face repercussions.
You can hear the voices of the deceased. ◆ Open yourself to the Phantom Wind.
◆ Lie fairly convincingly.
Choose a name and write down your pronouns: ◆ Avoid your responsibilities.
Klaus, Claudia, John, Constance, Cole, Nicole, Melinda ◆ Look for what you crave in the Society.
◆ Ask “How can I get away from trouble for now, even if it means
Choose a look (pick one or more): putting me into a worse predicament later?”
Faux fur coat, tank top, leather trousers, harem trousers, rock star,
hipster, eyeliner, slim face, angular face, dead eyes, gleaming eyes Weak Moves (gain a token)
◆ Admit you are a fraud.
What has the Phantom Wind told you? (pick one) ◆ Promise something you cannot deliver.
◆ How and when you die ◆ Get caught lying or breaking your promises.
◆ Death doesn’t want you ◆ Complete a favour for the Phantom Wind.
◆ Cause of death for a deceased loved one ◆ Lose control to the Phantom Wind.
◆ It is your mission to help the deceased move on ◆ Ask “Who here is going to hold me accountable?”
◆ You are chosen to protect the balance of life and death
Lure
What does the Headmaster mean to you? When someone falls for one of your lies, they gain a token.
An overly strict parent, someone whom even the spirits are afraid of,
an asshole Tips
◆ Play as the diva of the team.
What makes you a minority? ◆ Be the bridge between the Phantom Wind and the mortal
world.
Race/ethnicity, sexual orientation, gender identity, disability
◆ Be there for your team in crucial moments, even if it goes
against your instinct.
Personal Questions ◆ Make your character fallible, relatable and occasionally heroic.
How do you drown out the voices of the phantoms?
Inspirations
◆ Klaus Hargreeves from The Umbrella Academy
◆ John Constantine from DC Comics
Who never gives up on you? ◆ Dani Moonstar (as a Valkyrie) from New Mutants
◆ Cole Sear from The Sixth Sense

What did you steal from another alumnus?


You Play As
Strong Moves (spend a token)
◆ Freeze time to safely remove a threat.

THE WORLD
◆ Rewind seconds into the past to undo harm.
◆ Teleport exactly where you want over any distance.
◆ Best someone in combat.
◆ Ask “What is the cause and effect here?”
◆ Time travel with the team. (Requires everyone’s consent and a
token for each member; first time an environmental playbook
is picked up afterwards, amend details to suit new timeline)
You have the ability to manipulate
time and space. Regular Moves (do them anytime)
◆ Do stuff and get ready to face repercussions.
Choose a name and write down your pronouns: ◆ Teleport a short distance to somewhere within sight.
Quintus, Cord, Dongle, Doc, Max, Barry, Marty, Hiro, Homura ◆ Peer into the future to see potential dangers.
◆ Look for signs of the Apocalypse.
Choose a look (pick one or more): ◆ Despite having all the time in the world, show up late.
Youthful, ancient, anachronistic, retro, futuristic, smooth skin, ◆ Ask “How is this going to change the future?”
wrinkled skin, eyes that have seen things, pocket watch, monocle
Weak Moves (gain a token)
◆ Be consumed by guilt over past actions in another timeline.
What is the drawback to your power? (pick one or more) ◆ Be incapacitated due to power overuse.
Exhaustion, nosebleed, requires a device with long recharge time,
◆ Teleport into unexpected danger.
shortening of lifespan, disorientation, scrambled memories
◆ Rewind time, only to make things worse the second time.
◆ Ask “Who here is going to mess things up?”
What does the Headmaster mean to you?
A parental figure whose opinion you respect, someone who knows Lure
everything, you are their favourite When someone acts on your precognition, they gain a token.
What makes you a minority? Tips
Race/ethnicity, sexual orientation, gender identity, disability ◆ Play as someone who has seen it all, but still gives a shit.
◆ Give yourself reasons to stick with the team in the current
Personal Questions timeline.
What does the Apocalypse look like when you travelled to the ◆ Your moves let you directly interact with the Apocalypse.
future? ◆ Make your character fallible, relatable and occasionally heroic.

Inspirations
◆ Number Five from The Umbrella Academy
In an alternative timeline, one of the alumnus sacrificed their life for ◆ Max Caulfield from Life is Strange
you. Who? ◆ Akemi Homura from Puella Magi Madoka Magica
◆ Nakamura Hiro from Heroes
◆ Cable from X-Men
◆ Flash from DC Comics
In an alternative timeline, one of the alumnus betrayed you. Who?
You Play As
Strong Moves (spend a token)
◆ Open yourself emotionally to someone.

THE MOON
◆ Get out of harm’s way.
◆ Precisely direct your destructive power at a target.
◆ Activate your power at a crucial moment to save someone.
◆ Act confidently to get what you want.
◆ Ask “How do I break free?”

Regular Moves (do them anytime)


You have been taught to conceal your powers, as ◆ Do stuff and get ready to face repercussions.
they can only lead to ruination, or so you believed. ◆ Conceal you feelings and emotions.
◆ Use your power, but it doesn’t stop when you want it to.
Choose a name and write down your pronouns: ◆ Use your power, but it fizzles out too early.
Viktor, Vanya, Elsa, Phoenix, Crow, Rachel, Raphael, Luna ◆ Instead of facing your problems, run away from them.
◆ Ask “Where can I find refuge?”
Choose a look (pick one or more):
Ordinary, oversized sweater, worn cardigan, flannel shirt, denim Weak Moves (gain a token)
jacket, timid, nervous, hollow eyes, expressionless ◆ Avoid people who care about you and run into danger.
◆ Wreak havoc with your power, damaging things and/or people
Choose a power (pick one): you care about.
Angelic/demonic force, cosmic energy, elemental power, sonic ◆ Shut yourself emotionally and hurt someone who care about
you.
blast, chaos magic, EXPLOSIONS
◆ Trust the wrong people who offer you false hope.
◆ Ask “Who here wants to hurt me?”
What does the Headmaster mean to you?
Someone who hides your power from you, someone who berates Lure
you for your power, someone who teaches you about control When someone reaches out to you with love after you have hurt
them, they gain a token.
What makes you a minority?
Race/ethnicity, sexual orientation, gender identity, disability Tips
◆ You have extremely great but unstable powers.
Personal Questions ◆ Play to your insecurities; only open up yourself to others if you
Do you know about the full extent of your power? If so, how do you can spend a token.
keep it in check? If not, what is the trigger? ◆ Make your character fallible, relatable and occasionally heroic.

Inspirations
◆ Viktor Hargreeves from Umbrella Academy
Who thinks you are special irregardless of your power? ◆ Elsa from Frozen
◆ Jean Grey (with the Phoenix Force) from X-Men
◆ Raven from Titans

Who thinks you are a liability?


Environment Inspirations
◆ The apocalypse from Umbrella Academy

Playbook ◆ The storm from Life is Strange

THEAPOCALYPSE
◆ Walpurgisnacht from Puella Magi Madoka Magica
◆ Doomsday clock from Watchmen
◆ Various dark future storylines from X-Men

Clues:

End of the world as we know it.


Pick up when
◆ Someone investigates or tries to alter the apocalypse
◆ Time passes
◆ It is dramatic to do so

Trade away when


◆ You interact with the Apocalypse

Guidelines
◆ Make the Apocalypse inevitable
◆ Make the Apocalypse devastating
◆ Make the Apocalypse mysterious at first to allow players to
collect clues and suggest theories

Moves Theories:
◆ Reveal cryptic clues about the Apocalypse’s trigger
◆ Hint the time of the Apocalypse
◆ Send threats after those who try to change the Apocalypse
◆ When someone puts a decent effort into altering the
Apocalypse, change the how but not when it happens
◆ When someone puts a huge effort into preventing the
Apocalypse, delay it briefly or replace it with another
apocalyptic event
◆ Ask “What do you do?”

To-do
◆ Write down clues the players have collected
◆ Write down the players’ theories about the Apocalypse
◆ If the players travel to the past, their meddling with time would
bring the Apocalypse with them
Environment Relationship map:

Playbook

DRAMA WITHIN
Despite the resentment and old scars between the
alumni, they always make it through, probably.
Pick up when
◆ Tension arises between the alumni
◆ Someone learns of a previously hidden secret about another
alumni
◆ It is dramatic to do so

Trade away when


◆ You are in a scene with other alumni

Guidelines
◆ Indulge in drama between the alumni
◆ Tear the alumni apart from the inside
◆ Once broken, allow the alumni to reconcile

Moves
◆ Put two alumni alone together
◆ Put two alumni in danger where they have to put aside their
differences to get out
◆ Offer an alumnus an opportunity to condemn, forgive, rebuke,
redeem, or exclude another
◆ Pit an alumnus’ achievements against another
◆ Flashback to an old fight between the alumni
◆ Flashback to a good memory between the alumni
◆ Ask an alumnus for a past secret they hid from the others, and
let them know it is about to be found out unless they do
something
◆ Ask “What do you do?”

To-do
◆ Draw a relationship map for the alumni, detailing their feelings
towards each other
Environment Inspirations
◆ Sir Reginald Hargreeves from Umbrella Academy

Playbook ◆ Professor Charles Xavier from X-Men

THEHEADMASTER
◆ The Chief from Doom Patrol
◆ Ikari Gendo from Neon Genesis Evangelion

Choose a name and write down pronouns for the


Headmaster:
Reginald, Regina, Charles, Charlotte, Molotov, Dr. M

Adopted parent of the Molotov College alumni. Choose a look (pick one or more):
Stern face, haughty expression, schemeful eyes, piercing gaze,
Pick up when reflective glasses, business suit, labcoat, bow tie, well groomed,
◆ Someone reminisces their time as a student in the college expensive watch, jewelled cufflinks, gloved hands, grey hair
◆ Someone is lost and looking for guidance
◆ It is dramatic to do so What is the Headmaster’s desire? (Pick one or more)
Justice, peace, morality, responsibility, secret ulterior motive,
Trade away when advancement of mankind, strong must protect the weak, defend
◆ You look into your past for answers humanity against unknown threats
Guidelines Where is the Headmaster now?
◆ Portray the Headmaster’s looming shadow over the characters
◆ Dead, but they still haunt the alumni in their memories
◆ Use the Headmaster to highlight the characters’ insecurities
◆ Away on a mission, and no one has heard from them in a long
◆ Make the Headmaster someone with good intention but often time
make questionable decisions
◆ Still around, and shows up to nag the alumni occasionally
(some of the moves can occur in person, rather than as a
Moves flashback)
◆ Show disappointment to a student in a flashback
◆ Place unrealistic expectation on a student in a flashback
◆ Reprimand a student for failing your lesson in a flashback
◆ Pit students against each other in a flashback
◆ In a flashback, blame a student after the team’s crushing defeat
by a villain
◆ In a flashback, force an uncomfortable lesson or enhancement
onto a student
◆ Ask “What did you do?”

To-do
◆ The first time someone picks up this playbook, answer the
questions for the Headmaster (ask other players for input)
Environment Ghost:

Playbook
Desires:

PHANTOM WIND
Tears in the veil between the dead and the living do
not stay in one place. This phenomenon is referred to
as the Phantom Wind.
Ghost:

Desires:

Ghost:

Pick up when Desires:


◆ Someone opens themselves to the Phantom Wind
◆ Someone seek the dead for answers in a location of high
paranormal activity
◆ It is dramatic to do so Ghost:

Trade away when Desires:


◆ You interact with ghosts

Guidelines
◆ Portray a collection of ghosts, though the Wind sometimes has Ghost:
a will of its own.
◆ Communicate directly with the Hierophant. Desires:
◆ Present the Empress with emotions and disjointed thoughts.
◆ For other characters, interact via the environment like a
poltergeist, and occasionally with possession
Ghost:
Moves
◆ Reveal a murder, with missing details Desires:
◆ Demand vengeance
◆ Seek reconciliation with someone’s help
◆ Pursue unfulfilled dreams
◆ Possess someone Ghost:
◆ Cause mischief
◆ Claim souls for the Phantom Wind Desires:
◆ Ask “What do you do?”

To-do
◆ Name ghosts and write down their desires
Environment What is the Power’s desire? (Pick one or more)
Law and order, putting people in their place, might equals right,

Playbook corruption, punishment, paranoia, stifle dissent, target minorities,

THE POWER
camaraderie over accountability, personal glory, social conformity

List of crimes:

Cops and government agents. Those who wield


authority with little to no accountability.
Pick up when
◆ Someone attracts the attention of the Power
◆ Someone breaks the law in the public
◆ It is dramatic to do so

Trade away when


◆ You interact with the Power

Guidelines
◆ Portray the law enforcers of the city
◆ Have the Power more interested in pursuing the heroes than
catching the villains

Moves
◆ Escalate violence when there is no need to
◆ Create crime when there isn’t any
◆ Shoot first, plant evidence later
◆ Pursue someone relentlessly
◆ Attempt to arrest someone
◆ Protect those in power
◆ When faced with an opponent stronger than them, run away
◆ Ask “What do you do?”

To-do
◆ Pick the Power’s desire
◆ Make a list of crimes the alumni are being accused of
Environment Character:

Playbook
Drives:

THE SOCIETY
The society at large. Civilians in need of
help and villainous plans that need foiling.
Character:

Drives:

Character:
Pick up when
◆ Someone interacts with the Society Drives:
◆ Someone interacts with a minor character that is not part of
another environment playbook
◆ It is dramatic to do so
Character:
Trade away when
◆ You interact with the Society Drives:

Guidelines
◆ Portray a society that is realistic and flawed
◆ Give players reasons to care about the civilians Character:
◆ You roleplay the civilians and the villains
Drives:
Moves
◆ Offer what someone wants for a price
◆ Show civilian(s) in need of help
◆ Have civilian(s) act ungrateful or distrustful towards someone Character:
◆ Treat someone as a freak because they are different
◆ Reveal dirty secrets of the society’s elite Drives:
◆ Introduce a villain with a dangerous plot
◆ Call in the Power
◆ Ask “What do you do?”
Character:
To-do
◆ Name characters in the society and write down their drives Drives:
Welcome to
THE CITY
What happened to the college? Draw it in
the centre of the map.
◆ No longer in use, but kept tidy by the robot
butler
◆ Disused and boarded up
◆ Destroyed in a battle and now lying in ruins
◆ Still functioning, with a new generation of
students

Draw some good places, e.g.:


◆ An independent coffee shop where
someone gets their caffeine fix
◆ A pub where someone chills out at after
saving the day
◆ A cosy bookstore with leftist literature
◆ Your friendly local gaming store where
someone plays TTRPGs
◆ A soup kitchen that someone volunteers at
◆ A comedy club someone performs at

Draw some bad places, e.g.:


◆ Murder alley
◆ A bank run by soulless investors
◆ Police station
◆ A corrupt politician’s office
◆ A news outlet for far-right propaganda
◆ Statue of an old “philanthropist” who made
money from less savoury means

Add places as they are introduced in play

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