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Mall Walker(s) are Banes that possesses mall shoppers. However, their numbers are not what they once were due to the abundance of abandoned malls.

Overview[]

Victims of Mall Walker Bane possession listlessly shamble through suburban shopping centers, consumed by greed for things they can't afford and wasting their lives away under fluorescent lights. Mall Walker fomori often shoplift and neglect normal responsibilities, spending all available time hanging around the mall. You know the type.

This Bane drains Intelligence from its victim at a rate of one point per week, followed by Wits and finally Perception. The Bane then converts the Attributes into Power for itself. When the Bane gets bored with guiding a mindless husk around (usually within a month or two), it leaves. By this time, however, the host's life is pretty well screwed up. Young Garou are not immune to this kind of possession. Mall Walkers have no effective means of fighting, and flee if confronted in the Umbra.

Image[]

A slow, amorphous sponge floating in the Umbra near its victim.

Stats[]

First Edition[]

Rage 2, Willpower 3, Gnosis 4, Power 10
Charms: Possession, Drain Mental Attributes (Power Cost 5/week; drains one level of a Mental Attribute from the host per week, converting it into 10 Power points for the Bane. Attribute loss lasts one week per point lost)

Midnight Circus[]

Arcade Walkers
Arcade Walkers posses the same traits as their shopping cousins.
Rage 2, Willpower 3, Gnosis 4, Power 10
Charms: Drain Mental Attributes (Power Cost 5/week; drains one level of Mental Attribute from the host per week, converting it into 10 Power points for the Bane), Possession

References[]

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