Professional Documents
Culture Documents
A WORLD OF
ADVENTURE FOR
CaRrie HarRis
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INSIDERS
__skwrl__ Christopher Frédéri POCHARD Jeff Craig Keith Stanley Michael Dean Rich Spainhour Timothy Carroll
A.D. Hardman Gunning Gavran Jeremy Tidwell Ken Ditto Hannah Richard Bellingham Tristan Levasseur
Alan Bartholet Christopher Hatty Giuseppe Jim Nicholson Kyra Michael Meriwn Rick Tristan Smith
Andrew Pomfret Christopher Vollick D'Aristotile Joakim Andersson LilFluff Michael Pedersen Rick Jakins Troy Ray
Andrew Turbott Clyde Clark Graham Owens Joe Trzos Linda Larsson Mike Lavery Robert Hanz Tyler Hunt
Andy Arminio D.C. Upton Graham Wills John Rogers MAINGUET Francois Mitchell Evans Roger Eberhart vargr1
Arjun Comar David Dorward Griffin Mitchell John Rudd Marc Mundet Morgan Ellis Ryan Singer Will Goring
Arknon David Fergman Howard M Jon-Pierre Gentil Mark Nick Reale Sarah Vakos William J. White
Arlo B Evans David Hayes Thompson Joshua Forisha Mark Fentz Nicola Urbinati Scott Vesely William Lee
Ben Mullen Declan Feeney Ian Petiford Joshua Lutz Mark Stevenson Nicolas Marjanovic Sean M. Dunstan William McDuff
brian allred Demian Buckle J Quincy Sperber Justin Evans Martin Terrier Osye Pritchett Sean O'Dell Zach
C. J. Hunter Don Arnold Jamie Smith KT Marty Chodorek Peter Gates Selene O'Rourke Zach Hunt
C.K. Lee Doug Jan Heitger Katie Baker Matt and Nykki Peter Schumacher Shawn White
Charles Albrecht Dusan Frolkovic Jason Cotton Katie Berger Boersma Philippe Herve Stephen Rider
Chris Angelini Dustin Evermore Jean-François Tremaine Matt Anderson Polyhedral Crew Tara Zuber
Chris Flipse Edward MacGregor Robillard Keith Adams Michael Bowman Rachael Hixon The Roach
Chris Matosky Frank Jeff Chaffee Keith Mantell Michael Cambata Rhel Tim N
ADVENTURERS
A Person C Didier Bretin Jackson Hsieh Juan Francisco Gutierrez Michael D. Blanchard Randall Orndorff Stephanie Bryant
Adam Gutschenritter Carl Dillard James Beal Julianna Backer Michael D. Ranalli Jr. Randall Wright (Mortaine)
Adrian Arias-Palomo Carl McLaughlin Dirk Methner James Endicott Jussi Räsänen Michael Friese Randy M. Roberts Stephen Figgins
Adrian Chaluppka Carlos Martín Don Bisdorf James Hoag Justin Michael Hill Raun Sedlock Stephen Fleetwood
Aharon sharim Cedar Skye Don Schlaich James Husum Justin Michael Hopcroft Rebecca Harbison Stephen Waugh
AJ Real (lunarsapphire13) Doug Bolden James O'Neill Kaarchin Michael McCully Rebecca Hubbard Steve Discont
Al Billings Cerity Drew James Odom Karl Thiebolt Michael Riabov Red Dice Diaries Steve Kunec
Alan Phillips Charles Evans Duane Cathey James Pacheco Katherine Malloy Michael Thompson Remy Sanchez Steve Radabaugh
Alan Timothy Rogers Chip Dunning Duncan James Winfield Keith Fannin Micheal Elliott Renzo Crispieri Steven Code
Alan Twigg Chloe Wandler Dylan Green Jamie Wheeler Kent Snyen Mike DeZarn Rich Hewett Steven D Warble
Alexander Gräfe Chris Caporaso Ebenezer Arvigenius Janet Oblinger Kesh Mike Vermont Richard Steven desJardins
Alexander R. Corbett Chris Little Edward Sturges Jared Hunt Kevin L. Nault Mirko Froehlich Richard Greene Steven K. Watkins
Alexandre Malette Chris Newton Ehedei Jarrett Kevin Lindgren Mook Rick LaRue Steven Markley
Alexandros Tsourakis Chris Nolen Eirch Mascariatu Jason Bean Kevin McDermott My Humble Assault Riggah Stu Adams
Alfred Garza Christian Elizabeth Creegan Jason Best Kevin Payne Nat Rishi Stuart Dollar
Alistair Christoph Thill Elsa S. Henry Jason Pasch Kielo Maja Nat Rob Knop Sune Donath
Allan Samuelson Christopher Allen Elsidar Amhransidhe Jason Penney Klaas Bock Natalie Ash Rob Meyers surtr
Alloyed Christopher Avery Emmanuel Jayna Pavlin Kris Herzog Nathan Barnes Rob Voss Svend Andersen
Amanda Kauer Christopher Mangum Emmanuel Genot Jeff Mahood Krista Nathan Fritz Robb Neumann Teppo Pennanen
Amanda Valentine Christopher Mason Enrique Esturillo Cano Jeff Pitrman Krzysztof Chyla Nathan Reed Robert Bersch Teresa O
Andrew Betts Christopher Smith Adair eric Jeff Vincent Kyle Neil Macbeth Robert Huss Terry
Andrew Dacey Christopher Stone-Bush Eric Bontz Jeffrey Boman Larry Hollis Nichlas Dyhr Robert Rees Tevel Drinkwater
Andrew DeLorenzo Christopher W. Dolunt Erich Lichnock Jeffrey Collyer Laura Hummelsberger Robert Rydlo Thomas
Andrew Grant Chuck Dee Erik Ingersen Jens Laurie Koudstaal Nicholas Hopkins Robert Slaughter Thomas
Andrew Horn Clemens Schmitz Ernie Sawyer Jens Alfke Lester Ward Nicholas Pilon Robinson Taylor Thomas Balls-Thies
Angus Colin Matter Fabrice Breau Jeremiah McCoy Lore Graham Nick Rodrigo Thomas Elmeblom
Anthony Damiani Corey Johnston FelTK Jeremy Glick Loren Nick Daly Roger Carbol Thomas Maund
Arlene Medder covert-banana Fide Jeremy Hamaker Lowell Francis Nick pater Ron Müller Thomas Off
Arthur Lace Craig Maloney Florian Greß Jes Jacobson Luca Agosto Nicolas Decomble Roy Tim Davis
ArthurDent Craig Mason Francisco Castillo JF Paradis M. Sawi Nikkelitous Roy Wilson Jr. Tim Popelier
Ask Charly Leetham Craig Wright Frank Beaver Joanna m.h. Nikos Lima Ruben Smith-Zempel Timothy Miller
B. Bredthauer Creative Play and Frankie Mundens Joe Anderson Madelyn Chappell Nos Doughty Ryan C. Christiansen Todd Estabrook
Barac Wiley Podcast Network gamedave Joe Mason Manfred Olav Müller Ryan Junk Todd Willey
Bean Lucas Curt Meyer Garrett Joel Short Marc Kevin Hall Olivier Nisole Samuel Hart Tom Lommel
Becca Curtis Hay Garrett Jones Johannes K. Rasmussen Marcel Lotz paolo castelli Sarah Mayfield Tony Ewing
Ben Dain Gary Anastasio Johannes Oppermann Marcel Wittram Paolo Jose Cruz Sarah Williams Torolf de Merriba
Benj Damon Richard Genevieve John Marcus Patrice Hédé Schubacca Travis Stodter
Benjamin Cush Daniel Byrne Geoff John Marinho Tobolla Patrice Mermoud Scott Acker Trevor Crosse
Benjamin Patrick Huff Daniel Chapman Geoffrey Walter John Beynon Mario Dongu Patrick Chapman Scott Dexter Tsht
Benjamin Wandio Daniel Ellingsen Lund George Harnish John Bogart Mark Patrick Ewing Scott Greenleaf Tyler Duckworth
Benjamin Welke Daniel Gallant Gian Domenico Facchini John Fiala Mark A. Schmidt Patrick Fittkau Scott Millward Tyson Monagle
Bill Daniel Kraemer Glenn Mochon John Halsey Mark Diaz Truman Paul Scott Puckett Ulises Gomez
Bill Eastman Daniel Ley Glenn Seiler John Helmuth Mark Harris Paul Arezina Scott Thede Urs Blumentritt
Björn Steffen Daniel M. Perez Glynn Stewart John Lake Mark Widner Paul Harmelink Sean Smith Veronica Hamilton
Bo Madsen Daniel Maberry Graham Meinert John Lambert Markus Haberstock Paul Maanen Sean Walsh Victor Allen
Bob Hiestand Daniel Markwig Greg Matyola John Portley Markus Sauerbrey Paul Olson Sean West Money Victor Serrano
Braden Walker Daniel Taylor Gregg Workman John S. Fetzik Markus Wagner Paul Rivers Seth Clayton Ville Lavonius
Bradley Eng-Kohn Darin Henley Gregory Fisher John Taber Martin Åhlenius Pavel Zhukov Seth Halbeisen Viveka Nylund
Brandon Metcalf Dave Joria Gregory Hirsch John Tobin Martin Deppe Pete Curry Seth Hartley Vladimir Filipović
Brandon Wiley David Guillermo Calvo John William McDonald Marty Gentillon Peter Bingham Shadowmyre Kalyn Volker Mantel
Brandt Bjornsen David Bellinger Gustavo Campanelli Johnathan Wright Matt Houck Peter Griffith Shai Laric waelcyrge
Brendan Conway David Bowers Haakon Thunestvedt Jon Smejkal Matt Landis Peter James Burczyk Shervyn von Hoerl Wayne Coburn
Brent Ritch David Bruns Harry Mills Jonas Matser Matthew J. Hanson Peter Kahle Shoshana Kessock Wayne Peacock
Brian David E Ferrell Heather Jonathan Matthew Price Petri Leinonen Simon Brunning Welsh History Podcast
Brian Colin David Goodwin Herman Duyker Jonathan Finke Max Kaehn Phil Groff Simon Streubel Wes Fournier
Brian Creswick David Maple Hourousha Mokujin Jonathan Korman Megan McKinney Philippe Marichal Simon White William Hutton
Brian S. Holt David Millians Ian Charlton Jonathan Young Methorphan Philippe Saner Sion Rodriguez y William Johnson
Bruce David Olson Ian Toltz Jose A. Mic Phillip Webb Gibson Wulf
Bruce Laing David Silberstein Impington Joseph Michael Pint Wakefield Sławomir Wrzesień Yara Ohrt
Bruno Haack Vilar David Starner Imunar Joseph Formoso Michael Pocket Meeple Sophie Lagace Z. Daniel Esgate
Bryan Brake Davide Orlandi Indi Latrani Joseph Gamblin Michael Porter Stefan Feltmann Zachary Deane
Bryan Gillispie Denis Ryan Irene Strauss Josh Rose Michael Barrett R Roy Stefano Monachesi Zeb Walker
Bryan Wiltgen Dennis Groome Istrian Gray Josh Salyers Michael Bradford Radosław Grzanka Stephan Zeph Wibby
Bryce Perry Derek Hiemforth Jack Gulick Joshua Reubens Michael Brewer Ralf Wagner
ON THE WALL
A WORLD OF
ADVENTURE FOR
On the Wall
Copyright ©2017 Evil Hat Productions, LLC and Carrie Harris.
All rights reserved. Game based on the graphic novel ON THE
WALL, text ©Carrie Harris, illustrations ©Stipe Kalajžić,
published by One Peace Books. Used with permission.
That said, if you’re doing it for personal use, knock yourself out.
That’s not only allowed, we encourage you to do it.
For those working at a copy shop and not at all sure if this means
the person standing at your counter can make copies of this thing, they can.
This is “express permission.” Carry on.
ing.
wish ing for anyth
We’re n o t
a iryta le s, Miss M ason.
or f
Wishes are f
2
INTRODUCTION
On the Wall is a game about super-powered teenagers living in a segregated, dysto-
pian society where supernatural abilities are feared and tracked by the government.
Think the X-Men meets a dark teen drama. This isn’t a world full of colorful span-
dex suits and supervillains with grandiose schemes involving volcanoes. Instead,
these teens deal with real-world problems like teen pregnancy, drug abuse, and
cheating…as well as the problems caused by having a superpower in a world full
of people who are afraid of what they cannot explain. Like superpowers.
In order to play this game, you’ll need a copy of Fate Accelerated Edition, which
you can obtain from DriveThruRPG, the Evil Hat store (www.evilhat.com), or
other places that carry games. Fate Accelerated contains all the basic rules you’ll
need to play the game. In this book, you’ll find rules specific to superpowers and
the high school world of On the Wall.
This game is based on the graphic novel of the same name, but you don’t have
to read the book in order to play the game. Although certainly, the graphic novel
could provide inspiration and story ideas if you’re looking for a ready-made plot.
Lastly, this book is rated PG-13. This game is about some of the very real
problems facing high schoolers today, including drug abuse, sexual assault, and
a variety of other difficult moral dilemmas. The book makes passing reference
to these issues, so please use discretion when recommending it to young readers.
However, it’s very easy to run a PG version of the game by focusing on more
black-and-white issues.
ON THE WALL 3
THE WORLD OF ON THE WALL
On the Wall is set in an alternate America. In the 1950s, people around the world
began to show signs of strange abilities. At first, Americans disavowed the stories
as a bunch of poppycock. Newspapers reported on a man in Singapore who could
breathe underwater, but the American people scoffed at what they considered a
ridiculous hoax. But the stories grew and grew until scientists confirmed that Grace
Kilroy, a ninth grader from Ohio, could in fact levitate. People panicked, throw-
ing around theories about alien invaders who could take human form. “Normal”
humans united against people they suspected to be the supposed aliens, and the
situation escalated to the point of no return. On March 14, 1958, a group of
terrified farmers in Kentucky lynched Theodore Muldoon. He could reportedly
talk to animals, and the community had recently lost a toddler to a freak bear
attack. The townspeople blamed Muldoon and took matters into their own hands.
Clearly, something had to be done. The government established a task force to
look into the strange phenomenon. They established a testing center in Jefferson
City, Missouri, that was colloquially known as the Alien Farm. Its purpose:
determining whether these creatures were in fact extraterrestrial. At first, the
organization was nothing more than a witch hunt. American citizens suspected of
alien origin were brought in on the basis of the shoddiest excuses—often against
their will—and subjected to a barrage of testing, blood work, and interrogation.
This situation lasted into the early ’60s, when a group of scientists at the Jefferson
City testing center made the shocking announcement that the powered individuals
they’d been testing weren’t aliens at all. Instead, they were humans with the first
discovered genetic mutations.
That changed things. The government replaced the Alien Farm with a new
organization called the Bureau for the Regulation of Supernatural Powers and
tried to figure out what to do with the subset of American citizens that scared the
crap out of everybody else. It was a difficult dilemma, one faced by nations all
around the world as the mutations became increasingly common. The US govern-
ment could have gone with widespread executions, like in some of the Central
American nations, or mass incarceration and testing like in the Soviet Union. Or
they could have followed the lead of the British prime minister, who invited a
group of powered chaps for a nice spot of tea and a chat over the whole hullabaloo.
But the Bureau team had been hard at work on a solution to this problem, and
they produced it with fanfare. Their scientists had discovered that, regardless of
what ability a person had, their body emitted a specific bioelectric pulse when
they used their powers. They’d developed a tracking tattoo which, when placed
on the skin of a powered individual, would detect that pulse. This allowed the
government to track the use of supernatural abilities and, when necessary, punish
anyone who misused them.
ON THE WALL 5
More About Superpowers
Approximately 20% of the population has a supernatural ability, and mutations
can strike anyone regardless of gender, race, or location. Most supes manifest their
abilities during puberty, but there are rumors about the rare supe who manages
to make it through their teenage years with an undiscovered mutation and goes
off the deep end when said ability finally manifests. The government roundly
denies that this has ever happened, but everyone has heard the stories about the
middle-aged secretary who suddenly grew scales and claws and took out her creepy
ambulance-chaser boss, or some variation thereof.
Numerous attempts have been made to determine what causes mutations to
occur, but with no success to date. Attempts to cause the mutations or to sup-
press them have so far been unsuccessful. Familial genetic testing has proven
that these mutations aren’t inherited. Instead, they appear to be spontaneous,
with no exterior stimulus yet identified. As a result, there is no way to anticipate
whether a child will eventually manifest abilities—short of fully mapping their
DNA—since new mutations are being discovered all the time. This can and has
caused problems when the cherished eldest son of a staunch anti-supe family
ends up growing quills at age 13. In situations like these, the children are often
sent to supe boarding schools, breaking off all contact with the family, although
on occasion the entire family changes their tune and becomes more accepting
of supes in general.
This can mean that a teenager with a newly discovered ability might be the only
one in their family to have one. They may be resented or misunderstood by family
members, or they may be fully accepted. The presence of other supes in the family
doesn’t always mean happy sailing either. Mutations manifest themselves randomly,
so children almost always have different abilities than their parents. For example,
a parent may have the ability to breathe underwater, while their child has the
ability to control probability, as in the case of Nicole “Nyx” Vega (page 38). As
one might imagine, probability control has much more widespread ramifications
than fish breath, so the two don’t really have much in common beyond being
empowered. This disconnect isn’t a problem for the Vegas, but other families don’t
handle it as well as they do.
ON THE WALL 7
Control Exams
The Control exam is a big part of a supe’s education, and each one is tailored to
the student. In the first few years after a student’s powers have manifested, the
exams simply cover being able to start and stop powers on command. However,
as the student gets older, the exams are developed to exploit their weaknesses and
put them under stress. A student who is easily embarrassed might be put in a
potentially humiliating position. A student who is afraid of failure will be given
an impossible task. The idea is that it’s easy to control abilities when things are
going well, but students must be able to do so under extreme stress in order to
function out in the world safely. This theory is sound, but it also leads to some
really strange Control exams—one exam, which might be familiar if you’ve read
the graphic novel, included an observation room, a mirror suspended on concrete
blocks, and a baby pool printed with happy octopi and starfish.
SAMPLE SCHOOL:
NORTHWEST REGIONAL HIGH SCHOOL
FOR THE SUPERNATURALLY SKILLED
NRHSSS, known simply as Northwest, is located in the suburbs of Columbus,
Ohio. The neighborhood is upper middle class, and certainly the colonial-
style building and rolling campus grounds suggest money behind the
school. If that doesn’t, the security precautions definitely do. The entire
school is surrounded by an electrified chain-link fence topped with con-
certina wire. During the day, the grounds are monitored by guards in full
riot gear armed with automatic rifles, and all visitors must check in and
out with them at the gate. At night, the grounds are guarded by vicious
attack dogs. While these precautions may seem extreme, about ten years
ago a group of anti-supe demonstrators got onto the grounds of a supe
school and planted a homemade bomb in the gym rafters. Since that
tragic event, security at supe schools has been extra tight.
The principal’s name is George Hotchniss, although most of the stu-
dents call him Principal Rabbit, and he’ll actually answer to it. Hotchniss
is spineless, and we’re not talking superpowers here. (Actually, he’s a very
weak telekinetic. Once, he managed to move a pencil two inches to the
right.) He’s the kind of guy who will cave to the slightest pressure. The
real power in the school is Esmerelda Elrich. Ms. Elrich—commonly known
to the students as El Witch…or worse—is a former Bureau employee who
now supervises all Control classes at Northwest. Although there are rumors
that her government ties aren’t exactly severed, El Witch takes her teach-
ing duties seriously. So seriously that her Control classes are infamous
for their difficulty. She seems to have an uncanny knack for getting into
her students’ heads, but no one knows for sure if it’s supernatural or not.
Northwest is well known for its track program, musical groups, and
spectacular art offerings.
ON THE WALL 11
Daily Life
While the teens of On the Wall enjoy a lot of the same activities we do, from sports
to movies to going out for ice cream, their world feels much smaller. Everything is
walled off or fenced in and patrolled by private security forces armed with lethal
weapons. Depending on the location, those guards may be there to protect supes
from hate crimes, or to protect normals from becoming the victim of a supernatu-
ral predator. Each neighborhood is covered in signs that advertise their policies,
whether they be pro- or anti-supe. The most militant of neighborhoods—in either
direction—are policed by drones and continually monitored by security cameras.
Public service buildings such as government offices, police stations, and fire
stations are open to all. However, many neighborhoods maintain their own public
services and shopping complexes to ensure that their residents don’t have to step
outside the walls. This is a society that lives in fear, although the actual crime rate
doesn’t appear to justify the level of paranoia and precaution exercised by many.
12
Superheroes in the Media
In a world full of supes, of course superheroes are common in movies, music, and
television. Although there are some forms of media that are designed to appeal
to the anti-supe crowd, full of villainous supes who are put to rest by brave and
stalwart normals, superhero stories still sell well to more accepting folk, and music
made by supes with vocal mutations has ruled the charts for decades. Sometimes,
the use of supes makes special effects unnecessary, such as in the long-running
nighttime drama, Hearts of Atlantis: the two stars can both breathe underwater,
and one of them actually has functioning gills.
The most famous supes are Alterna Girl and The Shade. Alterna Girl has a
popular scripted reality show in which she travels around the world to fight crime
using her very uncommon ability, super strength. Although the network claims
that it’s all real, it’s difficult to imagine that your average criminal wouldn’t see
Alterna Girl coming from a mile away, what with her neon catsuit and gigantic
mohawk, not to mention her short fuse and tendency to pick fights for very little
reason with about half of the people she meets. Her handlers definitely have their
hands full, and about half of the episodes deal more with the aftermath of AG’s
over-the-top behavior than they do with her fighting crime. That hasn’t stopped
the merch deals from pouring in, though. From action figures to Alterna Girl
underwear, you can get just about anything with her face plastered on it.
The Shade is slightly more…shady, if you will. He used to be a movie star of
the brooding Batman variety, and all fourteen of his films were smash hits. But
unexpectedly, in the middle of shooting the fifteenth—The Last Fight of the
Shade—he quit Hollywood altogether and became a hermit, locking himself in
his mansion and entirely refusing to come out. No one except for his servants have
seen him since, and no one quite knows what caused this sudden, strange behavior.
ALTERNATE REALITIES
In the On the Wall graphic novel, the character Mira Mason discovers
that she has the ability to travel into the Mirrorrealm, an alternate
dimension that is accessed through mirrors. Alternate realities like the
Mirrorrealm carry their own sets of physical rules and characteristics.
For example, when supernatural powers other than mirrorwalking are
used in the Mirrorrealm, the bioelectric pulse can shatter the mirrors
and open a hole into the void beyond. The Mirrorrealm isn’t the only
other dimension, either. Teleporters and shadow-walkers can also pass
through other dimensions, each with its own rules and aspects to be
developed at the discretion of the player and GM.
ON THE WALL 13
MAKING YOUR CHARACTERS
In this game, all of the player characters are supes who attend a specific School
for the Supernaturally Skilled. They might be as young as 12 or as old as 18, and
their abilities might be new to them or feel like old hat. Depending on when they
changed and their previous attitudes toward supes, they might find themselves
feeling a bit like a fish out of water, excited at their transformation, or angry at
their misfortune. In short, it’s a fairly standard teenage experience—full of angst
and worries about belonging—except for the quills, tentacles, and strange mind
abilities.
In this chapter, you’ll learn about how to create a character, develop your
character’s power, and build the relationships that will bind all of the player
characters together. You’ll make characters in On the Wall much like you do in
Fate Accelerated Edition, so you’ll need to read “How Do I Make the Character?”
(page 8) in that book in order for this chapter to make sense.
The player characters in On the Wall are members of the same clique. As a result,
we recommend that you start with creating your clique as a group and then move
on to defining your individual characters.
Cliques
In a typical high school, a person’s reputation and social standing are highly
influenced by the people they hang out with. These cliques come with a certain
reputation. For example, you might describe a jock as someone who is physically
fit, loyal to their team, and highly competitive. But there are different types of
jocks. A group of meathead jocks would probably be quite different from a group
of silver-spoon jocks, who would be different from some sporty girl jocks. These
groups not only define who a student’s closest friends are, but also help determine
how other people see them.
Before making your characters, your group must decide what clique your char-
acters belong to. What do they have in common? They could all belong to the
same club or organization. Perhaps they’ve been friends since Mrs. Warburton’s
first-grade class. Maybe they’re all in detention together, or they work at the same
afterschool job. Maybe they’re friends by convenience who live on the same street.
People can be linked by a wide variety of things, and now it’s time to figure out
what brought your group together.
Once you have a general idea of what links your characters, define that thing
with a short aspect that will represent your clique. It could be a simple description
like “friends from Mrs. Warburton’s first-grade class,” or it could be the nickname
that your characters use to refer to their group, like “The Breakfast Club.”
Each player then contributes one clique aspect that helps to define how other
people see your group, goals shared by the group’s members, or characteristics
that describe the group as a whole.
Because each player contributes one aspect, larger groups will tend to have
bigger and more complex reputations and group dynamics.
Note that membership in the clique doesn’t mean all of the characters need
to be the same. Some cliques are built on a shared interest, like Meathead Jocks,
while others are built on an experience shared by wildly different people, like
The Breakfast Club. The clique doesn’t determine who your character is, but who
the group is when they’re together and how they relate to each other. It’s possible
for a Meathead Jock to choose to be kind to his nerdy next-door neighbor, even
though you might expect otherwise from a Meathead Jock.
However, if the Meathead Jock starts hanging out with the nerdy next-door
neighbor, playing RPGs every night, eventually the other Meatheads might quit
talking to him, so he’ll have to change cliques. Cliques are fluid things—members
may come and go, or the reputation of the group might change. The friends from
Mrs. Warburton’s first-grade class might be teacher’s pets all through grade school
and junior high, but after a wild summer at camp before ninth grade, they could
end up starting high school as boy-crazy troublemakers. Or in-group problems
could arise if some of the members become boy-crazy while others become more
into political activism.
With that in mind, if your group decides to play a longer campaign, then at
the end of each story arc, you’ll want to evaluate the clique’s aspects and decide
if any of them need to be changed. Teenagers tend to change pretty quickly, and
their relationships do the same, so there is no limit on the number of clique
aspects that can be changed. Adjust as many or as few as you like, so long as the
group reaches consensus.
Clique aspects can be invoked and compelled for any member of the group,
just like regular aspects. Reputation is everything in high school. Teachers might
assume that the Meathead Jock was bullying the Science Nerd in the hallway,
simply because the Meathead Jock hangs around with a group of people who
tend to do that kind of thing. A group of Perfect Princesses might be able to get
away with cheating on the Supe Ethics final simply because most people won’t
believe that they’d do that kind of thing. Similarly, other Meatheads might compel
a fellow Meathead to pick on the Science Nerd.
ON THE WALL 15
High Concept
Once you’ve settled on a clique, it’s time to move on to the clique’s individual
members—your characters. The starting point for your character is their high
concept, a short phrase that summarizes who your character is. Think about the
characters from The Breakfast Club or any other teen ensemble story. There’s the
Princess, the Athlete, the Criminal, the Brain, and the Basket Case. Those phrases
give you an instant image of what kind of person you’re dealing with. However, they
tend to lead toward clear stereotypes that make characters feel a bit cookie-cutter.
When we say the word “princess,” it comes with a set of assumptions about the
character. We might assume that she’s an overachiever, a bit stuck up, or spoiled.
To create a well-rounded character, add an adjective to the stereotype. So the
Princess might become a Brainy Princess, a Neurotic Princess, or a Rebellious
Princess. Unexpected adjectives create more realistic, unique, and multifaceted
characters, so it’s worth taking the time to come up with good ones.
Here are some example concepts, taken from the pages of the graphic novel:
• Mira Mason: Reluctant Heroine
• Nicole “Nyx” Vega: Perky Rebel
• Angela Laine: Tragic Perfectionist
• Zach Schroeder: Idiotic King of the School
• Bubbles McMasters: Desperate Mean Girl
The trouble aspect is the same as in Fate Accelerated—it’s a thing that always
gets you into trouble or makes your life complicated. Your trouble may be related
to being a supe, or it may be a personal characteristic or relationship that tends
to complicate your life.
Secondary Clique
Can someone belong to more than one clique at the same time? Of course! There
are kids who hang out with the band nerds and the theater geeks, so which one do
you choose when making a character? The answer is that you don’t have to choose.
Each character has a primary clique, which represents the relationships they
have with the other characters, as well as a secondary clique aspect, which gives
you the opportunity to establish a relationship with another clique. Your character
might not be the center of the secondary clique, but they hang around with them
sometimes and share in some but not all of the benefits and drawbacks of being
part of the group. Being connected to another clique helps keep characters from
being too stereotypical, and it more accurately reflects the complex web of high
school relationships.
Similar to the high concept, the secondary clique aspect has two parts. Part one
is the clique in question, like the Quiz Bowl Team Members, Gamer Geeks, or
Honor Roll Students. The second part is a limiting factor that keeps the charac-
ter from being a full-fledged member. Perhaps a character is a Reluctant Quiz
Bowl Team Member who really doesn’t want to be there, or a Fill-In Quiz
Bowl Member who’s gung-ho but doesn’t really have the trivia chops to fit in.
Unlike the clique aspects, your secondary clique aspect isn’t shared by everyone
in the clique, but characters can sometimes leverage their connections to create
advantages or be compelled by those same bonds.
ON THE WALL 17
Stunts and Powers
Each character starts with one power and two stunts. Both powers and stunts
work like the stunts described in Fate Core (page 87) and Fate Accelerated (page
31), but they allow your character to do different things.
A stunt represents something that normal people can do, but your character
happens to be particularly good at. It could involve being good at sports or musi-
cal instruments or getting people to confide in you.
A power reflects something that normal people simply cannot do no matter
how hard they try, like sprouting tentacles, spawning mold, or something equally
weird. It only does one thing, though, so we recommend that you select a power
that can be used in more rather than fewer situations. Go for “eating metal” rather
than “eating 24-karat gold.”
While we don’t advise playing characters with multiple powers, you can pur-
chase a second power if the other people around the table agree. If you do, your
character also gains a drawback aspect.
The drawback aspect represents the body’s reaction to the extreme physical
pressure of having multiple powers and the side effects of multiple mutations,
reflecting some physical or mental challenge that the character has to overcome.
Some examples include a club foot, dwarfism, or obsessive-compulsive disorder.
The GM can compel the drawback, although it may occasionally be invoked to
create advantages as well. For example, a blind character will have many hurdles
represented by compels of their drawback. However, if all of the lights go out
at prom, that won’t be a problem for the blind character. In fact, they’ll likely
have the advantage, because they’re used to moving around without sight, while
everyone else bumbles around in the dark. So in this case, the character could
invoke their own drawback to help create an advantage and save the day.
ON THE WALL 19
EXAMPLE STUNTS
Sports Star: Because I’m a natural athlete, I gain a +2 to Forcefully overcome
in any game or physical contest.
Natural Liar: Because I’m good at convincing myself of untruths, I gain a +2
to Sneakily overcome when telling a tall tale or a fib.
Voracious Reader: Because I’m so good at digesting written material, I gain
a +2 to Cleverly overcome when I spout off academic material at length.
Not-Quite-a-Bard’s Tongue: Because I’m such a great singer, I gain a +2 to
create an advantage when distracting others with my Flashy vocals.
Natural Prepper: Because I’m so paranoid, once per session, I can pull one
needed item out of my backpack.
On the Ball: Because I’m so adept at reading situations, I gain a +2 to Quickly
create an advantage when diffusing a problem in the making.
20
EXAMPLE POWERS
Dehydration: Because of my mutated skin, I can remove the moisture from
any nonliving thing with a simple touch.
Directional Voice: Because of my mutated vocal chords, I can Sneakily throw
my voice anywhere but still limit the number of people who can hear it.
Eating Abilities: Because of my mutated digestive system or teeth, I can eat
metal, wood, or plastic (choose one) and draw nutrients from it.
Emotion Tasting: Because of my mutated tongue, I can sense the general
emotional state of anyone I lick. Which is sometimes awkward.
Eternal Stamina: Because of my mutated cardiovascular system, I never get
tired or fatigued. I can literally run for days.
Fast Hands: Because of my mutated muscles, I can roll to Quickly do things
with my hands without anyone seeing that I did anything.
Flight: Because I have wings, I can take flight whenever I am free to move
into the air.
Fog Emission: Because of my mutated pores, I can emit a vision-obscuring fog
from my skin at will, filling an area of about ten square feet.
Forgettable: Because of my mutation, I can roll to Sneakily make people
completely dismiss me and ignore my presence.
Hyper Growth: Because of my mutation, I can make my hair, nails, and teeth
grow up to twice their size. What I can’t do is shrink them back later.
Mesmerizing Gaze: Because of my mutated eyes, I can roll to Flashily make
someone follow my commands after I make eye contact with them.
Mindreading: Because of my mutated brain, I can roll to Cleverly pick some-
one’s current thought out of their head.
Mirrorwalking: Because of my mutation, I can roll to Carefully step through a
mirror or reflective surface, emerging on the other side or in the Mirrorrealm.
The difficulty of this roll depends on the situation.
Mold Growth: Because of my mutated skin, I can make mold grow on any
surface with a touch.
Probability Control: Because of my mutation, I can roll to Forcefully bend
chance to my will and make unlikely things happen.
Super Hearing: Because of my mutated ears, no sound escapes me. I can hear
hair grow.
Underwater Breath: Because of my mutated lungs, I can breathe in any fluid,
although I still suffer the effects of contact with toxins and acids.
ON THE WALL 21
Sample Character Generation
Carrie is running a game of On the Wall, and her players—Connor, Lily, and
Renee—are making their characters. Because the group is having a tough time
coming up with character ideas, Carrie begins by asking them questions about
their clique. Renee suggests that they play a group of best friends who’ve known
each other a long time, and Connor says it would be cool to play kids who are
pretty average like them. Lily wants them to be nice to everyone regardless of
whether or not they have powers. Carrie suggests a clique name, “Old Friends
from Diversity Acres.” Together, the group decides on the clique aspects We Go
Way Back, Middle of the Social Ladder, and Friendly to All.
Using this clique as a starting point, the three players decide on character
concepts. Connor decides he wants to play someone who’s got a lot of potential
but hasn’t realized it yet, so he decides on a Reluctant Hero high concept. Lily
wants to play someone who seems really amazing but has problems she doesn’t
talk about, so she writes down Tragic Perfectionist as her high concept. After
some discussion, Renee decides that the group is going to need some comic relief,
so she settles on a Perky Rebel high concept.
Having good high concepts makes choosing troubles easy. Connor decides
that his character Mira is reluctant because her power is pretty weak, so he puts
My Power Sucks! as her trouble. Lily has already established that her character
Angela has issues, but she doesn’t know what they are yet. Ultimately, she decides
that because Angela has a really cool power, everyone comes to her for help. She
writes down Everyone Wants a Piece of Me as her trouble. Renee decides
that Nyx, her rebel, gets a kick out of causing trouble and records Poor Impulse
Control as Nyx’s trouble.
The players select their approaches and record their approach ratings on their
character sheets.
Then each player chooses their remaining aspects, selecting one that reflects how
they feel about supes, one that designates a secondary clique, and one additional
aspect. Given what he already knows about Mira, Connor decides that she Really
Wants to Be Normal. Because she wants so badly to be liked, he decides to focus
on other people with his remaining two aspects. He decides Mira is a Reluctant
Gymnast because the captain of the team is constantly making fun of her, and
she’s Crushing Hard on Zach Schroeder, the most popular boy in school.
22
Lily has a harder time with Angela, because she hasn’t quite established what
makes her tick. But she decides that Angela should have some kind of visible
power that she can’t hide, and that’s a big part of her problem. She’s incredibly shy
and can’t handle the attention. With that in mind, Lily easily completes the three
aspects: Would Love to Rip My Wings Off, Popular but Shy, and Forced
to Model. She decides that Angela’s mother is making money off her daughter’s
striking appearance, which is why Angela’s so uncomfortable in her own skin.
Renee’s character Nyx is a fairly happy-go-lucky sort of person, so Renee figures
she’s the only one in the group who Thinks This Whole Powers Thing Is a
Blast. Given that and her troublemaking tendencies, Nyx probably gets held
after school sometimes, but Renee wants her to have a secondary clique that
could help keep her from getting caught, so she’s a Sometimes Member of the
Detention Crew. But beneath it all, Renee wants her character to have a heart
of gold, so she decides on Loyal to a Fault as her final aspect.
Now, it’s time for the players to select supernatural powers. Connor already
knows he wants Mira to have a somewhat limited power, but one that Mira can
grow into and use in unexpected ways, so he settles on Mirrorwalking, since it’s
a fairly specialized skill. Lily can’t think of anything more impressive than giant
feathered wings, so she selects Wings for Angela. And Renee decides that Nyx
can only get away with her crazy schemes by chance, so Probability Control is a
natural fit for an adrenaline junkie like her.
Each player selects two final stunts that reflect additional skills that their
characters have. At first, Connor almost takes a gymnastics skill for Mira, but he
decides that the conflict with the captain has really held Mira back gymnastics-wise.
Instead, he decides that Mira is an incredible artist, with the ability to remember
and draw anything she’s seen, so he writes a stunt that reflects that. Lily decides
that because of Angela’s inner torment, she’s probably quite good at relating to
people when they’re upset and helping them calm down, so she creates a stunt to
that effect. And lastly, Renee creates a driving stunt for Nyx, figuring that she’s
so fearless behind the wheel that she’s probably developed the skills of a stunt
driver all on her own.
Each player adds the finishing touches, writing down a name and refresh,
and they’re ready to play. Full stats for these characters are available starting on
page 37.
ON THE WALL 23
SYSTEM MECHANICS AND STORY TOOLS
Once your group has created your characters, it’s time to play the game. Again,
the general rules can be found in Fate Accelerated. In this chapter, we focus on
tools that the GM and players can use that are specific to the characters, situa-
tions, and world of On the Wall.
A Clique-Related Q&A
While the Making Your Characters chapter provides basic information on how
to create a clique and how it’s used in play, you may run into a variety of ques-
tions or unexpected situations. The following questions and answers may be of
assistance, but of course we encourage you to develop your own house rules if a
different answer appeals to you more.
Apathetic Stoners
ABILITIES Anti-Supe Protestors
Skilled (+2) at: Being chill, man;
ABILITIES
being weirdly insightful
Skilled (+2) at: Offensive chants,
Bad (-2) at: Taking swift action
making snap judgments
Bad (-2) at: Being open-minded
25
How do I use cliques during play as a GM?
Cliques can be used in various ways. They can add tension to an existing story
when someone from a rival clique becomes involved in a problem, causing further
complications. They can drive the story, creating problems for the characters. Or
a character from a rival clique can be used as a red herring, drawing attention
away from the real villain or throwing suspicion onto the player characters. The
On the Wall graphic novel uses cliques in these ways and can provide inspiration,
but we’re not giving spoilers here!
When introducing a new character, the GM or players will at minimum need to
decide what clique the character belongs to, and how well members of that clique
tend to get along with the PCs’ clique. To add tension, think of the stereotypical
high school rivalries like jocks versus nerds or mean girls versus girls next door.
A source of conflict that’s somewhat less expected is conflict within a group. The
Meathead Jocks might not get along well with the Silver Spoon Jocks, causing
tension and conflict at the big homecoming game. When powers get involved in
a situation like that, it can get complicated fast.
ON THE WALL 27
Predictable Approaches
With only six approaches, it’s easy to default to the
approach that best defines your character. If your
character tends to be a punchy kind of person, they
probably have a high Forceful approach, and as a
default, when something happens that they don’t
like, they put those talents to good use and whack
someone in the face. To a certain extent this makes
sense, but it also runs the risk of making the charac-
ter predictable and play less fun, since many actions
will end up feeling a bit like foregone conclusions.
In reality, people tend to be more complicated,
and even the punchiest bully has moments where
she is deliberate, caring, or thoughtful. Life would
certainly be boring if we always behaved in the
same manner. However, there are also moments
when you can call what your best friend is going to
do in a given situation because he is so empathetic/
temperamental/silly/whatever.
On the Wall encourages variability in approaches
by tracking how often they’re used. Simply put, if
a character uses the same approach three times
during one scene, they’ve become predictable, and
they gain an aspect reflecting that. For example, a
character that keeps relying on their Cleverness
over and over again might become Predictably
Overthinking. This aspect gets a free invocation
and lasts until the end of the scene.
In game, this will require each player to keep a
tally of approaches used in a scene. You’ll want a
system that can withstand being restarted every
scene. Dry-erase tallies are a great way to do this.
Either give each player a card or use a larger board
with each player designated by a color. You can also
keep track on plain index cards and simply add or
erase hash marks as necessary.
Based on your group’s play style and the story
in question, you can adjust the number of times
an approach needs to be used before it becomes
predictable. If you tend to roll a lot of dice at your
table, three times may not be enough, but if you’re
less dice-heavy, two may be a better number. You
won’t want every scene to end with multiple pre-
dictable approaches, but a predictable approach
should come into play on occasion, so adjust the
trigger as necessary.
ON THE WALL 29
Story Development
This game depicts a world in which superheroes have extraordinary abilities, but
most are terrified of using them in ways that are against the law. How exactly do
you tell a superhero story without punching people through walls, blowing up cars
with your laser eyes, and generally wreaking havoc on your general surroundings?
And how do you create a villain without resorting to the default dry-hand-washing,
bald-cat-petting, volcano-laser, overly complicated villain who likes to monologue?
That’s actually easier than it sounds. At its core, On the Wall is about everyday
heroes living in a world that doesn’t really appreciate them. The idea nugget that
eventually developed into this game was about seeing superheroes deal with
real-life problems. So the key to creating a plot for this story is quite simple—
take a real-world problem that high school students might face, and then add
a complication related to supes or supernatural abilities. The graphic novel
does exactly that. It takes the real-world problem of sexual harassment—in the
form of a peeping Tom—and complicates it with the fact that the culprit is a
Mirrorwalker. Mira Mason, the hero, is the only registered Mirrorwalker in the
area, so suspicion naturally falls on her. Combined, the two elements create a
fairly realistic superhero story.
These stories can be one-shots or part of a broader story, leading to an under-
standing of a bigger picture. The drug addict next door might be reacting to his
parents’ rejection of his being a supe, and the whole problem might be solved by
getting him the support he needs and deserves. Or it might turn out that the drug
problem seems to be limited to him at first, only to be followed by an expanding
pattern of addiction at the school, which leads the characters to expose a drug
ring that points to the teachers, a fringe anti-supe group with a vendetta against
the school, or even the Bureau’s new program, which attempts to control young
supes chemically without so much as notifying them. The material on the world
at large in The World of On the Wall (page 4) can help if you decide you’d like
to size up to a full campaign.
In the interest of getting you started, on the next page you can find a few story
seeds and supe complications to fuel your first game. You can select your favorites
as a group, mix and match, roll dice, or ask your magic eight ball. Or, if you
prefer, take inspiration from the graphic novel and run through that story using
the pre-made characters starting on page 37. The graphic novel combines the
story seed “sexual harassment” and the supe complications “a PC’s power makes
them a suspect” and “a rogue supe is on the loose.”
Example Plots
It seems like a big leap to go from two phrases to a full-on plot, so how does
that work? The following example plots will show you how. You can add more
complications to fuel a longer campaign, or you can just use one pair of story
seed and complication to start a shorter arc.
ICARUS RISING
Story Seed: Drug addiction
Supe Complication: PCs fall victim to a hate crime
A new drug has been running through the school—one that only seems to work
on supes. The drug is called Icarus, and all the popular kids are doing it. It ampli-
fies powers while giving the user an unworldly high. Someone the PCs know—or
maybe even the PCs themselves—try it for the first time and get into big trouble.
Maybe they even break the law. Either way, things are serious, but they get even
more dire when the PCs are attacked by an anti-supe group. Maybe the PCs lose
and wake up handcuffed somewhere in the dim recesses of the group’s headquarters,
or maybe the PCs triumph in the fight and trail the group members when they
retreat. Either way, they discover that this group is dealing Icarus, and it’s not just
a drug. It seeks out and destroys mutated DNA. Long-term users will become
normal again. But the process is dangerous, and it could kill.
Possible Twists: Any PCs who are unhappy with being supes may want to take
Icarus too, once they know what it does. The anti-supe group might try to frame
the PCs as Icarus suppliers. A school administrator or teacher might be involved
in distributing Icarus and stand in the way of the PCs. Perhaps no one will listen
to the PCs, since their clique has gotten a terrible reputation after breaking the
law while on Icarus.
ON THE WALL 31
PARTY DOWN
Story Seed: Party gone out of control
Supe Complication: Alterna Girl is filming in town
A member of a rival clique is throwing the party to end all parties, and everyone
who’s anyone is going. Perhaps the PCs want to go and have to find a way to
finagle an invitation…or counterfeit one. Perhaps they don’t have any intention
of going, but one of their friends is there and has gotten into trouble. Regardless
of the reason, they find themselves on the spot with all kinds of illegal activity
going down. It could be as tame as underage drinking or as wild as a bunch of
drunken teens using their powers in ways that aren’t legal. Things are bad enough,
but they get worse when Alterna Girl shows up. The erratic reality star has been
drawn in by all the commotion and wants to party down, and she decides that
the PCs are her best buds. Can they stay out of trouble and avoid breaking the
law—or looking totally lame—on camera?
Possible Twists: The rival clique member could try to woo Alterna Girl over
to his side and enlist her help in booting the PCs out of the party. The police
could show up and turn out to have anti-supe sentiments, driving Alterna Girl
to the brink of violence. The next-door neighbor might turn out to be someone
important—a crush, a potential employer, the PCs’ Control teacher—and might
be witness to some of the happenings at the party.
ON THE WALL 33
Bringing the Outside World In
On the Wall is set in a dystopian America where society has become incredibly
fractured and many people live in fear, regardless of whether those fears are real-
istic or not. As in our world, teenagers respond to this atmosphere in a variety of
ways. Some don’t notice it at all. Others note it but write off politics and morals
as “adult stuff.” Still others spout off whatever their parents are saying at home,
blindly accepting it as truth. And then there are the teens who have their own
political stances. Perhaps they’ve been personally affected by the public’s attitudes
toward supes, or someone in their family has. Maybe someone in their family is a
public servant, or the teen has aspirations to work in that sector when they grow
up. Or maybe they’re just interested in that kind of thing. For whatever reason,
some characters will choose to engage with the world at large, and others won’t.
Sadly, the kids who would rather keep their head in the sand can’t do so indefi-
nitely. Even the most dedicated homebody has to walk to school or get on the
bus to go to the library. Remember, everything in this world is gated. For a supe,
passing through the gates means having their tattoo scanned under the stern watch
of guards with automatic weapons. Furthermore, there are some subdivisions
where they’re not welcome at all. Areas like Uncle Bob’s Safety Zone are plastered
with posters explaining that any supes on the property will be prosecuted to the
fullest extent of the law, but everyone knows they’d be lucky to reach prosecu-
tion—supes who trespass on the property of the most ardent anti-supe protestors
would be lucky not to be shot on sight.
To incorporate this into your game, players should keep their supe-related
aspects in mind, particularly whenever their characters are not at school or home.
While many normals are perfectly accepting, others aren’t, and the bar code tat-
tooed on the outside of each supe’s right hand makes it pretty difficult to conceal
one’s powers in any way short of wearing a Michael Jackson glove all the time.
How does the character react to this? Are they envious of normals? Resentful? Do
they not care at all? The varying reactions of the characters can make for some
interesting situations and internal tension as well.
As a GM, you can bring these situations into your game as situation aspects.
Remember that this is a society full of frightened people who count on external
sources of security to help combat that fear. Electrified fences, guards in full riot
gear, and fancy security cameras are a matter of course everywhere except in the
poorest of neighborhoods. Although the characters might see these fixtures as
normal, they definitely can pose a danger. While the guards for the subdivision
you have to walk past to get to the movie theater can’t shoot you unless you’re
an active threat, they can still be really scary and threatening, simply because the
characters know the guards want to shoot. In this setting, even the motivations
of regular people can be quite murky. Maybe the angry old lady who yells at kids
to get off her lawn is super protective of her prize mums, or maybe she’s not so
happy that her son moved her to Diversity Acres, and she’s looking for an excuse
to take out her frustrations on the local supe kids. You can use a variety of larger
and smaller problems, some supe-related and others not, to keep the campaign
moving and fresh.
ON THE WALL 35
Bureau agents could be antagonists or allies depending on the situation and
the agent. Certainly, having them arrive on the scene ups the ante of any supe-
related situation. You can think of Bureau agents about the same way as any of
the Feds—if they show up on the scene, things have just gotten real. They have
the authority to detain any supe without proving probable cause, so a Bureau
agent with a vendetta, or worse, a rogue agent with a hidden agenda, could prove
particularly dangerous.
Corrupt teachers and administrators present a particular danger to supe students
simply because their education is so important. A student who doesn’t pass Control
must be registered with the Bureau and will end up getting braceleted, ruining
a lot of their future prospects and making them an outcast. No one will want
to be associated with them. So, a threat to fail someone in Control holds great
weight. Gaining the ire of your Control teacher is never recommended, although
any teacher can be a formidable adversary. They have access to all of the Bureau
registries, and a poor report from a teacher can open up a Bureau investigation.
Anti-supe extremists provide another natural villain for any On the Wall game.
These people can be found anywhere. Although you’d expect them to stick to
jobs in normal-only subdivisions and buildings, perhaps one of them with an
ulterior motive might decide to take a position in an open subdivision…or even
a school. Although all of the teaching staff and administration must be powered,
supplementary staff such as custodians and lunch ladies can be normals. And
what better place for someone with anti-supe sympathies to hide than at a school
for supes. Such a person could do a lot of damage there. They could engage in
blackmail, frame students for crimes, or gather information about the young supes
to take back to their friends with nefarious purposes in mind.
Mira Mason
ASPECTS
High Concept:
Reluctant Hero
Trouble:
My Power Sucks!
Other Aspects:
Really Wants to Be Normal;
Reluctant Gymnast;
Crushing Hard on Zach Schroeder
APPROACHES
Careful: Fair (+2)
Clever: Good (+3)
Flashy: Mediocre (+0)
Forceful: Average (+1)
Quick: Fair (+2)
Sneaky: Average (+1)
STUNTS
Mirrorwalking: Because of my mutation, I can try
to Carefully step through a mirror or reflective
surface, emerging on the other side or in the
Mirrorrealm. The difficulty of this roll depends
on the situation.
Beautiful Drawings: Because I am an artist with
a keen eye for detail, I gain a +2 to overcome
or create an advantage by Carefully replicating
the details of a scene or face in my drawings.
Gymnast’s Balance: Because I have a gymnast’s
coordination, I gain a +2 to overcome by making
Quick moves without losing my balance.
STRESS [1][2][3]
CONSEQUENCES
Mild (2):
Moderate (4):
Severe (6):
REFRESH: 3
ON THE WALL 37
Nicole “Nyx” Vega
ASPECTS
High Concept:
Perky Rebel
Trouble:
Poor Impulse Control
Other Aspects:
Thinks This Whole Powers
Thing Is a Blast; Sometimes
Member of the Detention
Crew; Loyal to a Fault
APPROACHES
Careful: Mediocre (+0)
Clever: Fair (+2)
Flashy: Good (+3)
Forceful: Average (+1)
Quick: Fair (+2)
Sneaky: Average (+1)
STUNTS
Probability Control: Because of
my mutation, I can Forcefully
bend chance to my will and make
unlikely things happen. The dif-
ficulty of this roll depends on the
likelihood of the thing I’m trying
to make happen.
“Who, me?”: Because I have a poker
face, I gain a +2 to overcome by
Cleverly lying my way out of a
sticky situation or escaping blame
for one of my pranks.
Stunt Driver in Training: Because I
have no fear, I gain a +2 to create an
advantage by making Flashy moves
behind the wheel of a vehicle.
STRESS [1][2][3]
CONSEQUENCES
Mild (2):
Moderate (4):
Severe (6):
REFRESH: 3
CONSEQUENCES
Mild (2):
Moderate (4):
Severe (6):
REFRESH: 3
ON THE WALL 39
Zach Schroeder
ASPECTS
High Concept:
Idiotic King of the School
Trouble:
Secretly In Over My Head
Other Aspects:
Everyone Knows Supes Are
Superior; Too Popular to Be a
Track Star; Everyone Loves Me
APPROACHES
Careful: Average (+1)
Clever: Mediocre (+0)
Flashy: Good (+3)
Forceful: Fair (+2)
Quick: Fair (+2)
Sneaky: Average (+1)
STUNTS
Mesmerizing Gaze: Because of my
mutated eyes, I can Flashily make
someone follow my commands
after I make eye contact with them.
The difficulty of this roll depends
on the complexity of the command
as well as how contrary it runs to
the person I’m influencing.
I Can Go All Day: Because I have
such stamina, I gain a +2 to over-
come when Forcefully exerting
myself beyond the limits of normal
ability.
Silver Tongued: Because I’m so good
at kissing up to people, I gain a +2
to attack with Flashy attempts to
sway people to my opinion.
STRESS [1][2][3]
CONSEQUENCES
Mild (2):
Moderate (4):
Severe (6):
REFRESH: 3
CONSEQUENCES
Mild (2):
Moderate (4):
Severe (6):
REFRESH: 3
ON THE WALL 41