Molotov College v1.0
Molotov College v1.0
Molotov College v1.0
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.
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?”
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?”
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?”
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?”
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
THEAPOCALYPSE
◆ Walpurgisnacht from Puella Magi Madoka Magica
◆ Doomsday clock from Watchmen
◆ Various dark future storylines from X-Men
Clues:
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
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
THEHEADMASTER
◆ The Chief from Doom Patrol
◆ Ikari Gendo from Neon Genesis Evangelion
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:
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,
THE POWER
camaraderie over accountability, personal glory, social conformity
List of crimes:
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