Rules Index | GM Screen | Player's Guide


War of Immortals Alternate Mythic Rules

Mythic Variant Rules

Source War of Immortals Alternate Mythic Rules pg. 2
Included in this section are examples of alternative ways you can deploy mythic rules in your games that go beyond the core mythic rules presented in War of Immortals.

Mixed Play

Source War of Immortals Alternate Mythic Rules pg. 2
You may want to tell a story where only some of the party members have mythic power. Perhaps the story you wish to tell is one where the mythic power comes with a heavy burden, curse, or responsibility that the other party members do not need to share. Maybe the recipient of mythic power has a destiny at the end of a long campaign that demands they relinquish their mythic power, and it is the responsibility of the other party members to see the mythic character to the fulfillment of this goal and then bring them safely home afterwards. These kinds of stories can add rich dimensions to the game world and create interesting challenges, dynamics, and nuance. It's important to ensure that your players are all interested in telling this kind of story before you embark, as it can be uncomfortable at the gaming table if it feels like one character is being given preferential treatment or is the “star” of the story in a way the other characters are not.

Presented below are some other points to consider and tools you can use to get the most out of this kind of game.

Free Archetype

Source War of Immortals Alternate Mythic Rules pg. 2
Characters gain extra feats from mythic progression at the same levels as extra feats from the free archetype variant rules. It's usually best to avoid using the free archetype variant if you're using mythic progression in your campaign. However, sometimes you can use the two side-by-side. If you're running a campaign where only some characters are mythic, one step you can take to help avoid creating a situation where only some characters feel like the heroes of the story is to allow the non-mythic characters to use the free archetype variant. This won't completely close the gap between mythic and non-mythic characters, but it will allow both sets of characters to achieve an equal depth of options and opportunities. Just like how mythic characters have a calling and a mythic destiny, it can be beneficial to plan out what archetype or archetypes the non-mythic characters are taking via the free archetype variant rules.

Since free archetypes are being used here to help level the playing field between mythic and non-mythic characters, it's also useful to track them as a separate progression. If a character takes an archetype using their normal class feats, this shouldn't prevent them from taking other dedications with their free archetype feats. Normal restrictions should still apply within each grouping. For example, a rogue using free archetype instead of having mythic power should be allowed to take the fighter multiclass archetype with their normal 2nd-level feat and also take the blessed one archetype with their free archetype feats. They should still need to take two more fighter archetype feats before selecting another dedication with their normal class feat progression, and two or more blessed one archetype feats before selecting another dedication with the feats granted to them by their free archetype.

Hero Points

Source War of Immortals Alternate Mythic Rules pg. 2
Hero Points should still be awarded to non-mythic characters at the same rate as normal (typically one per character at the start of the session and then one for each heroic deed they perform after that, with about one additional Hero Point being awarded per hour of play.) Since mythic characters don't use Hero Points, this should typically mean that individual non-mythic characters end up receiving more Hero Points.

You might also expand this so that the non-mythic characters receive a Hero Point whenever the mythic characters would receive a Mythic Point, such as when slaying a mythic monster or completing a mythic deed. Such notable accomplishments can be even more heroic when performed by characters with no mythic power of their own to call on!

Alternate Mythic Progression

Source War of Immortals Alternate Mythic Rules pg. 3
The base assumption of the mythic subsystem is that the characters will receive their Calling either before or by the time they reach 2nd level, and that their mythic power will progress in sync with them leveling up, gaining a new mythic feat each time they gain a new class feat. You may want to run a campaign where the players instead gain mythic power much later in their careers, or where they accrue mythic power at a slower rate than they gain levels. It's also possible that you might want to have the characters increase in mythic power faster than they gain levels, to create an experience that combines the lethal grittiness of low-level play with the high-octane power of mythic abilities. We explain how to handle these types of campaigns here.

Mythic Trials

Source War of Immortals Alternate Mythic Rules pg. 3
Mythic trials represent a way to advance your mythic abilities independently of gaining levels. A mythic trial is typically either completing a mythic deed or defeating one or more mythic monsters in a combat encounter, though a trial may also be a milestone marked by the party's completion of a number of non-mythic tasks that collectively mark a great accomplishment; for example, the Story-Based Crafting rules from Treasure Vault (pages 170-175) make a great accompaniment to a mythic campaign and something like the Shaping the Armor of Yggdrasil quest from that section could be a mythic trial all on its own. A mythic trial should be a difficult task and a notable accomplishment—avoid trivial- or low-threat encounters and easy skill checks! The following are all examples of mythic trials.

  • The PCs overcome a mythic monster in a moderate- or severe-threat encounter.
  • The PCs complete a mythic deed that involved at least one hard or very hard skill check for characters of their level, preferably one such check per character.
  • The PCs climb a mountain to a dragon's hidden lair, defeat the dragon's watchdogs, slay the dragon, and then retrieve a mythic item contained within the dragon's hoard.
With independent mythic progression, the PCs mythic power is gauged in mythic tiers, measurements of their relative mythic power. They become mythic tier 0 characters when they complete their first mythic trial, gaining their Calling and the other benefits described under “Mythic Rules". Unlocking their next mythic tier requires them to complete two additional mythic trials per tier until they reach mythic tier 5. In order to reach mythic tier 6 and unlock their mythic destiny and subsequent mythic tiers, the PCs must complete three mythic trials per tier. Upon reaching tier 6, the character selects one 12th- level mythic destiny feat and can select higher level feats from that mythic destiny or lower level mythic feats they do not already have; as normal a character can have only one mythic destiny. After they reach mythic tier 9, they must complete 4 mythic trials in order to reach mythic tier 10 and unlock their final mythic feat, which typically grants them a form of immortality. The number of mythic feats a character has when progressing via mythic tiers is equal to the value of their mythic tier (so a mythic tier 6 character should have a total of 6 mythic feats, plus their Calling). The maximum level of mythic feat they can gain is listed in the Mythic Trials table and is equal to their mythic tier x2.

You can modify the number of mythic trials required to reach a new mythic tier based on the expected length of your campaign and your players' comfort with the increased complexity of their mythic characters in a variety of ways. You might choose to start the campaign with the characters already at mythic tier 0 and with their Callings chosen, for example, and you might reduce the number of mythic trials required to attain each new tier by one or more. Even in a campaign where the players are intentionally gaining mythic tiers at an expedited rate, it is recommended that you avoid increasing the party's mythic tier more than once per game session to ensure that the players have time to become familiarized with their new abilities.

Because mythic power is generally intended to increase at the same rate characters gain levels, a character whose mythic tier is greater than half their level is likely to be exceptionally strong, while a character whose mythic tier is equal to or less than half their level will be less strong than a standard mythic character of the same level, but still stronger than a standard non-mythic character. Additional guidance on how to adjust the game for each of these circumstances is described below.

Mythic Trials

Mythic Tier NumberMaximum Feat LevelEncounter
0Calling Only1
122
242
362
482
5102
612 (Mythic Destiny)3
7143
8163
9183
10204

Related Rules

Mythic Rules (Source War of Immortals pg. 76)