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War of Immortals / Mythic Rules

Mythic Progression

Source War of Immortals pg. 77
At 1st level, or whenever they receive their mythic power, a mythic character gains a mythic Calling and the Rewrite Fate ability. This Calling gives them a way to spend and regain Mythic Points and presents them with a set of edicts and anathema related to the purpose of this power, whether that purpose is determined by the character’s own nature or the original source from which they gained the power.

Once they’ve received their Calling, the mythic character receives an extra mythic feat at 2nd level and every even level thereafter, which they can use only for mythic feats. At 12th level, they must use their extra feat to take the 12th-level destiny feat for a mythic destiny, and from 14th level on, they can take feats from that mythic destiny or take lower-level mythic feats hey haven’t already taken. Characters can have only one mythic destiny. If a character receives their Calling at a level after 1st, they typically gain all the mythic feats for lower levels, though they might gain them at a slower pace rather than all at once if that will work better in the game’s story.

Depending on the needs of the group and the theme of the game, you might restrict which mythic destinies are available to the players, require each player to choose a different mythic destiny, or require all players to choose the same mythic destiny. For example, in a campaign where the players are destined to overthrow the Apocalypse Riders and become the new embodiments of War, Famine, Pestilence, and Death, you might require all the players to choose the apocalypse rider mythic destiny. In a campaign where the heroes are fighting a powerful threat from beyond the mortal plane, it will likely make more sense for each player to have a different mythic destiny that speaks to a possible role they’ll play in that final battle or the events leading up to it.

As the GM of a mythic campaign, you should talk to your players about what mythic Callings and mythic destinies are appropriate for the story you intend to tell with them.

Rewrite Fate [free-action]

Uncommon Fortune Mythic 
Source War of Immortals pg. 78
Trigger You roll a skill check or saving throw and don’t like the result.
Destiny, fate, or some other force bends around you as your mythic power swells, manifesting in a flash of light or visible surge of energy emanating from your body as you cast aside the chains of fate. You expend a Mythic Point and reroll the check or save with mythic proficiency, taking the new result.

Mythic Callings

Source War of Immortals pg. 78
Mythic power rarely takes root in a being without being accompanied by a specific purpose. This purpose may be bestowed by a god or goddess, as it was when the goddess Iomedae charged a group of heroes with closing the Worldwound, or it may be derived from some other internal or external impetus determined via the method by which you gained mythic power, such as when Nahoa experienced his Calling immediately after the Godsrain.

You work with your GM to determine which Calling matches your character based on the circumstances by which you attained it, your character’s nature, and the destiny they’re meant for. You can have only one mythic Calling. Just because a group of characters all received their Calling from the same source, doesn’t mean that they’ll all have the same Calling. The heroes chosen to close the Worldwound likely all had the same ultimate goal,but they would’ve found that it manifested in particular ways: a cleric Called to help seal the Worldwound might have felt the caretaker’s Calling, a drive to heal injuries so powerful that their ultimate destiny was to heal Golarion itself. A noble paladin crusader, however, might have answered the guardian’s Calling, protecting his allies as they fought their way into the heart of the Outer Rifts and ultimately becoming one of the Universe’s greatest protectors.

Edicts and Anathema

Source War of Immortals pg. 79
Mythic Callings each include edicts and anathema. Taking actions particularly in line with your edicts, as determined by your GM, restores a Mythic Point to your mythic pool. Violating your anathema causes you to immediately lose all the Mythic Points you currently have, though this loss isn’t permanent—it’s a setback within your story. Some edicts and anathema might encourage characters to do things that could create problems for them, either now or in the future. This is to be expected. Just like the heroes of the stories mythic rules help emulate, mythic characters might be flawed or find that the purpose of their mythic power is amoral, forcing them to choose between the temporary rewards of power and the long-term good of themselves or their world.