Mummies are the resurrected kings and rulers of the ancient world. Through the Ritual of Life, Mayan kings and Incan shaman return to the world of the living to see to the balance of the world around them. In Dischordia, the Amenti (Egyptian mummies) exist, but rarely in this kingdom. Here, the Capacocha see to their ancestors and protect the lands that the great tribes and civilizations once ruled over. Using their magics to create effigies, potions, and magical items, as well as manipulating the dead and spirits and divining the future, mummies are powerful and meaningful supernatural beings. In Dischordia they are rare, as many burial sites were destroyed as a result of the fall of man’s world, but they do exist, and where they exist proves to have a wise and powerful being protecting it.

Mummies use Laws of the Resurrection as the core book.
They will be heavily restricted and approved only on a case-by-case basis.


Trait Cap

All Mummies start play with one Balance trait. At character creation you can increase your Balance by spending 3 Free Traits for one Balance Trait, up to a maximum of Balance 5. Through story development and Experience your Balance can increase or decrease depending upon the actions you take and decisions you make. Increasing Balance costs 3 experience.

Balance Traits Ability/Backgrounds Willpower Max
17  10 
18  12 
19  14 
20  16 
21  10  18 


As a Mummy in Dischordia, you are predominantly descended of the Americas, not the Egyptian Cultures. As such you choose one of the four type listed here (also found on page 261 of Laws of the Resurrection).


The Chaskimallki were Inca messengers to the gods, chosen to die nobly in sacrificial rituals. They received special royal treatment to induce them to speak kindly of the priests who sent them to the afterlife.
Strength: The Chaskimallki returns to life completely restored to health as long as the body is kept frozen, or in ice-cold water, to preserve it.
Liability: The Chaskimallki cannot return to life if its body rots during a death cycle; it must be kept frozen in order to return. The few alive today have made arrangements to be frozen when they die or even use chemical means to preserve their bodies.


Intimallki are primarily from the Moche, Chimu or Inca nations, and are desert mummies that have been wrapped in huge swaths of cloth, usually with masks or false heads attached. The corpse retains its internal organs. These mummies were made before 1530 CE.
Strength: These mummies never thirst or suffer from dehydration. If one is kept from water long enough, it shrivels into a living but desiccated form.
Liability: The Intimallki are vulnerable to steel. It causes aggravated damage whether the mallki is living or dead. The Intimallki have so far managed to keep this a secret only known to themselves.


The mummies of earth had their corpses eviscerated and then stuffed with grasses and herbs, reinforced with native cane, and packed in red or black clay. All known Pachamallki were created between 5050 and 1720 BCE. No one knows how many remain able to return to life.
Strength: A Pachamallki can repair its body by plastering itself with clay. Each turn, an earth mummy with access to suitable muddy material (Storyteller’s discretion) can repair one health level of damage to itself.
Liability: When a Pachamallki is dead, its corpse dissolves if immersed in running water. While living, it is not vulnerable to water.


The mummies of fire and smoke were born from the jungles of the equator. They were gutted and smoked over fires of scented wood to preserve them. They lived their first lives before 1770 BCE.
Strength: Uchumallki have a limited immunity to fire and heat. Only the direct application of flame causes any damage, and it is lethal instead of aggravated.
Liability: An Uchumallki can be slain with cold. When its body is exposed to temperature below freezing, it suffers one level of aggravated damage each hour. When dead, the body of the Uchumallki does not suffer this damage.

Mummy Backgrounds

Ka - Illi for Capacocha
Ba - Samapa for Capacocha

Hekau Paths

Each path rating you purchase grants you a free spell or ritual of that path at the level of

Specialty Traits


Waka is Sekhem for Capacocha. There are a few ways they can gain this spiritual energy that the Amenti cannot.


The illi can “eat” the spiritual energy released by human and animal sacrifices and gain strength from it. Each sacrifice provides a number of points equal to the victim’s Willpower, which may either be allocated in any way to the Capacocha’s Waka or Willpower, or into healing the mummy’s physical form. This is not considered a pleasant practice in modem times.

One Soul

Unlike Amenti, the Capacocha are single-spirit entities. There is no using of lives and spirits for them. Those chosen to Go Westward were usually rulers, religious figures, sages and artists, and the selection was made by the people or (more rarely) the gods. Commoners must distinguish themselves spectacularly in order to receive the honor. Due to the practice of sacrificing the young, some Capacocha are children, but they return with full Attributes because they have adult souls. Some eventually age enough to reach physical adulthood. Because of the immense gap between their original lives and modern times, they receive the Background Memory x 5 (to reflect their very clear memories of their lives) and the Flaw: Anachronism.


A mallki must be summoned back to life by his descendants or followers when his spirit is ready (as per him Samapa rating). A Capacocha’s original physical body is also key to rising again - it must be returned to the place of burial from his First Life before rising can take place.

Capacochan Hekau

Variations on Hekau Paths found on pg. 263 of Laws of the Resurrection and may be used by Capacochan only.

Amenti Mummies

If you wish to play a non-Capacochan Mummy, you must have ST approval as your story will vary greatly from those present in the chronicle due to your experiences in the Middle Kingdom (Egypt).