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Molotov of the People's Heroes (DC Comics)


Power Level:
Game system: DC Heroes Role-Playing Game


  • Real Name: Unrevealed
  • Marital Status: Unrevealed
  • Known Relatives: None
  • Group Affiliation: People’s Heroes II, former member of the Red Shadows, former member of the People’s Heroes I
  • Base Of Operations: Mobile
  • Height: 5’7” Weight: 210 lbs
  • Eyes: Brown Hair: Black

Powers and Abilities

Molotov can detonate himself with considerable force ; after the explosion he becomes a gaseous being, usually reforming himself as an human-like person over the next few seconds. Strong winds, or detonating his gaseous form with an open flame, can keep him dispersed for much longer.

Molotov’s physical nature is unclear, though Metamorpho stated that the Russian was as inhuman as himself. It is thus likely that Molotov has various abilities associated with people made of inorganic matter, like Metamorpho or Marvel’s Sandman (William Baker) – reduced or absent vital needs, ability to reconstitute himself even if dispersed over large distances, immunity to certain attacks, etc.

However, this was only hinted at by Metamorpho’s comment and when Molotov ignored Halo’s green aura. Nothing more was actually demonstrated.

Molotov’s usual tactic is to throw himself at his enemies and explode. He usually concentrates on exploding harder when he’s trying to take down obviously superhuman targets (in DCH terms he spends Hero Points, in DCA he may use Extra Effort).

On the other hand, he assumes that humans are going to be taken down by a run-of-the-mill detonation, which may prove his undoing – it is feasible for a strong person some distance away from the explosion to stay conscious despite the blast.

Molotov also carries compact “potato masher”-style grenades on his belt, which are especially useful if he wants to give the impression that he’s just a soldier.


Molotov is a member of the People’s Heroes – for more about those, see the entry for Sickle on writeups.org. He was present in Mozambia, where he knocked Metamorpho out and stunned Halo with a surprise detonation — but was later defeated when Metamorpho turned into a solid titanium containment chamber around Molotov as he detonated.

When the Suicide Squad came to the USSR to exfiltrate a dissident writer, the Heroes responded. Molotov was surprised when Deadshot threw some frozen mud in his eyes, and Rick Flag punched him out while he was dazed.

During the 1990s, People’s Heroes members Bolschoi and Molotov were transferred to the Red Shadows, the special operations group headed by Zastrow. Molotov wasn’t quite seen in action as a Red Shadow, and was transferred again. He joined the second version of the People’s Heroes, which also was under Zastrow’s command.

Molotov thus participated to an ambush against Waller’s new Suicide Squad, but the Heroes were defeated.


See illustration.


Molotov is not going to win many bad guys competitions — he seems generally mild-mannered and somewhat genial, almost apologising when using violence and preferring less-then-lethal weapons and techniques. He’s a solid combatant and does not mind fighting, but he’s not a killer.


“Please be excusing the noise, comrades… it is, I am afraid, an occupational hazard for one named Molotov !”

“Surrender, little one ! I have no wish to hurt you !”

(Faced by a pair of opponents, sarcastically) “Two to one ? This is not even odds. Go back. Get more. I wait.”

“Waking up, sharpshooter ? Don’t bother. Molotov rock you to sleep again in a moment.”


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Game Stats — DC Heroes RPG Print Friendly

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Dex: 04 Str: 03 Bod: 05 Motivation: Mercenary
Int: 04 Wil: 03 Min: 03 Occupation: Agent
Inf: 04 Aur: 03 Spi: 03 Resources {or Wealth}: 004
Init: 012 HP: 020

Powers: Self-Link (Bomb): 10, Self-Link (Fog): 05

Bonuses and Limitations:

  • Whenever Molotov uses Self-Link (Bomb), he must then spend at least a Phase with Self-Link (Fog) active ; during that Phase no Dice Action (including Bomb) is possible
  • Self-Link (Fog) can only be used right after Self-Link (Bomb) is used
  • Self-Link (Fog) is a thick, flammable gas. If exposed to open flame the gas will ignite, with effects equivalent to Bomb: 08 – with Molotov being the epicentre of the blast and suffering full damage from it

Skills: Military science (Demolition): 06, Weaponry (Grenades): 05

Advantages: Language (Russian), possibly Life Support (Does Not Eat or Drink, Does Not Breathe), Misc.: Molotov is not considered as a living being for effects that only affect those (such as Halo’s green aura)

Connections: None

Drawbacks: None demonstrated

Equipment: Stick concussion grenades (x5) [BODY 02, EV (Area of Effect 1 AP) 07, Grenade Drawback]

Game Stats — DC Adventures RPG Print Friendly

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Molotov — Averaged PL 6

01 03 01 01 02 01 00 01


Self-detonation ● 13 points ● Descriptor: Biochemical
Close Burst-Area Explosive Damage 09 (5 Ranks have Burst-Area 2, 2 Ranks have Burst-Area 3), Limited 1 (after exploding, must take one Standard and two Move Actions to reform for being gas)

Inorganic ? ● 1 point ● Descriptor: Physiological
Molotov doesn’t appear to be a conventional living being. He has a Benefit 1 (Immune to effects specifically targetting living beings) and it’s entirely possible that he has various Immunities and similar Powers that haven’t been demonstrated yet.

Combat Advantages

Defensive Roll 2, Ranged combat 2

Other Advantages

Equipment 3, Language 1


Athletics 2 (+3), Deception 1 (+2), Insight 1 (+1), Perception 3 (+3), Ranged combat (Grenades) 4 (+7)


Grenades — Burst area Damage 5 ● 15 points


Initiative +1
Unarmed +5, Close, Damage 1
Grenades +7, Thrown, Burst-Area Damage 5
Self-Detonation, Burst Area, Damage and Dodge DC vary by distance


Dodge 6 Fortitude 8
Parry 5 Toughness 5/3*
Will 2

* Without Defensive Roll


  • Disability Certain circumstances such as strong winds can mean a longer time for Molotov to reform after detonating
  • Disability After exploding, Molotov becomes flammable gas that reform into a person – detonating this gas using an open flame takes him out for minutes if not hours
  • Honour Molotov prefers not killing people if he can help it.

Power levels

  • Trade-off areas Attack & Effect PL 9, Dodge/Toughness PL 6, Parry/Toughness PL 5, Fort & Will PL 5
  • Point total 63 Abilities 20, Defences 15, Skills 6, Powers 14, Devices 0, Advantages 8. Equiv. PL 5.

By Sébastien Andrivet

Source of Character: DC Universe

Helper(s): Darci, one illustration detoured at rapsheet.co.uk

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