Mummy: The Curse

Mummy: The Curse
RPG published by
White Wolf / CCP
Rule System Storytelling System
Authors Rich Thomas et al
First Publication 2012
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The last game for the New World of Darkness created before the 2nd edition update.

Long story short? Long before Egypt existed, there was the Nameless Empire - so called because either it's been totally forgotten, it was never named because it was the first empire the world had ever seen, or both. Ruled by necromantic sorcerer-kings called the Shan'iatu, from its capital of Irem (yes, as in "Irem of the Pillars") its influence spread out over the world.

You are one of the Arisen: once a member of the elite guilds upon which the Empire's might was founded, you were chosen for your value as a servant to become Deathless, a mummified servitor who spends most of their time in the land of the dead, Duat, and arises to carry out the will of the mysterious Judges, the god-kings of Duat.

Think this sounds awesome? Think again. Your memories are utterly shot to hell, robbing you of anything meaningful about your past. You exist for a very short amount of time - barely half to two thirds of a year, tops - and then you die again. You start each Descent (cycle of life) at the highest levels of power, and steadily grow weaker and weaker. To say nothing of the fact you're little more than a puppet for unknown forces who want you to run around chasing their cursed trinkets and shit.



A Mummy's "racial" splat is Decree, which aspect of their soul was most important to them when they stood before the Judges. The Lion-Heads of Ab (Heart), the Falcon-Heads of Ba (Spirit), the Bull-Heads of Ka (Essence), the Serpent-Heads of Ren (Name) and the Jackal-heads of Sheut (Shadow).


Their "social" splat of the Mummies is their guild. Back in the days of the nameless empire, these five guilds were the dominant middle class that still operate to this day. They were each lead by seven of the Shan'iatu, though with the fall of the Empire, they have continued serving the Judges in a more clandestine manner.

Maa-Kep, the Engravers of AmuletsEdit


Favoured Vessel: Amulet

The Maa-Kep were the managers, taskmasters, and spies of Old Irem, known for being able to whip the workforce into shape whilst also serving as a go-between for the other guilds. They're the Arisen equivalent of the Inquisition, too; they root out heresy, they act very suspicious when anyone asks how much they're watching them, and were literally the first secret police in the world. This makes them one of the most hardline traditionalistic guilds.

Mesen-Nebu, the First AlchemistsEdit


Favoured Vessel: Regia

Sesha-Hebsu, the Inscribers of TextsEdit


Favoured Vessel: Text

Su-Menent, the Shepherds of the ShellEdit


Favoured Vessel: Uter

Tef-Aabhi, the Builders of EffigiesEdit


Favoured Vessel: Effigy

Affinities and UtterancesEdit

As Mummies are insanely powerful upon awakening, their powers are suitably OP too. Their powers are split between Affinities, easy powers which they can quickly use, and Utterances, "Great and Terrible" powers that must be learned.


Being a limited release, Mummy has received the usual Nine or so books with a Second Edition in the works at the time writing.

  • Mummy: The Curse Rulebook: The core book that presents what the game itself is about. Gives information on the setting, the way it ties into the rest of the World of Darkness, and how to run a game of Mummy.
  • Guildhalls of the Deathless: The faction book, that goes into depth on the Guilds, how they are run, as well as providing new mechanics for them.
  • Cursed Necropolis: DC: A location book on Washington DC.
  • Book of the Deceived: An antagonist book detailing the Akhem-Urtu, the Lost Guild.
  • Sothis Ascends: A book exploring the Sothic Turn, aka the reason the Mummies keep rising up over and over again.
  • Dreams of Avarice: An in-universe book written by a Mummy that explores the history (and hypocrisies) of their world.
  • Cursed Necropolis: Rio: A location book on Rio de Janeiro.

See AlsoEdit