Mall of The Dead Story Notes

Players:
Ryan – Werewolf – Martyrdome – Fire Spirit
Shane – Mage – Extra XP – Hand Grinade
Mat – Bale Hound – 3 Retcons – Cloathing – Violence
RT – Werewolf – Mall Whore – Devils Key
Daniel – Werewolf – Fetish – Black
Josh – Human – Restricted – Speach

6 Player Charecters
-1 Mage (Human doesn’t count for paradox)
-3 Werewolves (Human doesn’t count for Rage Fear)
-1 Human (Wolf blooded, supernatural, exc.  Possible additional Experiance)
-1 Bale Hound (of Violence)

Out of Game Powers by Race
– Can use DJ Merlin as a contact for information (Mage)
– move one dot of skill to a different skill per session (cannot go higher than 4 in a skill, Human)
– can plan out of charecter actions with anyone with the same power (Werewolves + Balehound)

Randomized Bonuses/Powers
– Once, the charecter may return the next session if he died to save another player
– 3 Retcons of one action (doesn’t have to be you) for the story
– start out with a level 3 fetish or enhanced/enchanted item (can be buffed with experiance at char creation)
– Knowledgable of mall layout, can navigate through mobs as if not slowed.  Can also preform the zombie shuffle
– start with 7 extra experiance
– Restricted Access (access to restricted items/powers with ST’s approval)

Randomized quirks
– A fire spirit constantly wants to hug you in the spirit realm (can be chased off but not killed)
– your black…deal with it
– start with a grinade ‘Ron Burgundy: Brick, where did you get a hand grenade? Brick Tamland: I don’t know.’
– choice of odd speach quirk (slur, accent, lisp, exc)
– You have a key, but you don’t know what it goes to
– Any cloathing you find magicly fits you (large enough to cover the important bits)

Enemies/obsticles:
Undead Hoard (Antagonists)
Zho’ak – Mist of Death (Preditors pg 173)
Thurifuge – Maeljin of Violance (Lore pg 56)
Mammon – Maeljin of Greed (Lore pg 52)
Beshilu – Rat Hosts (Preditors pg 140)

Possible Allies (Temporary or Perminant):
Azlu (Preditors pg 114)
Pure (The Pure)
Revenants (Antagonists)
Canadian Military (enters late game)

Location: West Edmonton Mall (Alberta, Canada)
3 floors (3rd is only a movie theater)
8 Store Zones to each floor (controll changes as story progresses)
World Water Park, Galexy Land, Fantasy Hotel, and Deep Sea Adventure are thier own zones

Start:
Roles – Human (Tour Guide, knowledgable about the mall) + Others (visitors taking the Tour)
Starting Location – Randomely Rolled Zone
Fog of Death – Starts where first misson/move is – moves to a randome ajoining zone (or possibly stays)

Controll of Zones at start:
F1 Z1 – Mammon – Maeljin of Greed (Casino is HQ)
F1 Z2 – Beshilu – Rat Hosts (Cineplex is HQ)
F1 Z3 – No Mans Land
F1 Z4 – Sears – Thurifuge – Maeljin of Violance
F1 Z5 – Fantasy Land Hotel – Pure
F1 Z6 – Waterpark – Collapsed
F1 Z7 – Revenants
F1 Z8 – Combined Maeljin Spirit Ridden Trap (sports store)

F2 Z1 – Human Holdout in Gym/Spa (Running out of suplies)
F2 Z2 – Event Center (Starting Zone***) + T&T Supermarket (Safe Zone)
F2 Z3 – Mammon – Maeljin of Greed (Casino is HQ)
F2 Z4 – Sears – Thurifuge – Maeljin of Violance
F2 Z5 – Fantasy Land Hotel – Pure + Mad Mage holed up in Radio Station
F2 Z6 – Waterpark – Collapsed (Possible opening – Mission zone)
F2 Z7 – Winners – Thurifuge – Maeljin of Violance
F2 Z8 – No Mans Land – Later enrty point for Canadian Military

F3 Theatre – Beshilu – Rat Hosts
World Waterpark – Collapsed, flooding into Deap Sea Adventure
Deep Sea Adventure – Fog of Death
GalexyLand Amusement Park – Azlu

Key Items:
Security Golf Carts (granted one at start, found randomely if starting one is lost)
Master Key (Floor 1 and 2 Master Keys are seperate, do not open special locations)
Ammulet of Protection (Fog of Death protection, held by key Mammon worshipers)
Portable Loci (GalexyLand Mascot Costum, locked in Winners by Thurifuge)