Using the Mythic Rules for a Single PC


Advice


I need some advice on a potentially applying the rules for Mythic characters to just one PC in a party of three.

A little background first. The party is made up of a ranger, an alchemist, and a rogue (the PC in question) (all level 8). The rogue is significantly behind the other two characters in terms of combat ability and power, and has acquired the least amount of coin from various side plot opportunities. The rogue character is a lawman, while the ranger is an assassin who has made a great deal of money from looting his enemies and being a blackmailer. Somewhat similarly, the alchemist has started his own business and is going to start raking in the money.

This has left the rogue behind in terms of power levels. I don't think this really bothers the player: he has had some fantastic moments role-play wise, and his character often overcomes potential battles and conflicts with quick thinking and cunning. But I am still concerned about him falling behind, even as the campaign is reaching the half-way point.

Part of the campaign's plot involves a new god of justice emerging, and the rogue character has been chosen to be the new god's mortal instrument (for reasons that have not yet been revealed). I have only recently been looking at the rules for Mythic characters, and I realized that perhaps I could make up the power gap between the rogue and the ranger/alchemist by granting him the first tier of a Mythic path.

The advice I require is to how well this would play out in terms of game mechanics. I have never made use of the Mythic rule set before (nor even really read up on it), and I have even less of a notion on how the rules might work if only one member of the party possesses a Mythic Path. Any thoughts, comments, concerns, etc would be greatly appreciated.


I'd actually suggest taking a look at the Downtime rules in Ultimate Campaign and seeing if there is something that catches the rogue's eye. This'll add the same opportunities in finding gold so he can keep up with his friends. Since he's a law man, how about he opens a private detective agency? That would give him some good money AND would allow itself as a starter for some awesome adventures that would require himself, the killing expertise of an assassin, and the forensic science of an alchemist.


I will just say that if the player in question isn't bothered by this, then he/she might resent the idea of being given extra power above and beyond that of his/her fellow players.

Or they might love the idea. Everyone reacts differently, after all :)


I think this falls under the heading of if it is not broken don't fix it. You have already stated that the players are not bothered by the difference in power level, so there does not seem to be a problem. Mythic rules can get quite powerful so more than likely you are going to end up swapping the power levels. This will probably cause resentment from the other players. I know that if had played a campaign and earned my power and suddenly the GM gave another player a lot more power I would probably be a little upset.

It also seems like the biggest problem is the rogue being under the wealth level of the other two players. If you increase the power level of the rogue and he is able and for some reason gains more items it will swing the balance even more. A better solution would be to deal with the rogue's lack of wealth. Instead of granting mythic status have the new god give the rogue a cool item that will bring him in line with the other players. Possibly some sort of artifact that grows in power as the rogue levels up. This also allows more flexibility because you can add powers as you see fit. If the rogue gains enough other items then the artifact can even be taken away.


@Odraude: He already has a detective agency, and several of the story arcs have involved investigations that he has helped spearhead. However, the rogue has gotten tied up in a lot of plot events, even on downtime, and he has not been able to keep up with the business. I have looked at the Downtime rules in UC, and am definitely thinking of implementing them.

@Are: You're right that everyone reacts different in such a situation, and I'm not sure how my player might respond. He's made a couple off hand comments complaining about how ridiculous the ranger has gotten in terms of his combat abilities, which makes me think that he might enjoy gaining the new powers from a meta-game perspective. On the other hand, as I've been throwing out hints that his character has an important cosmic destiny, he has role-played his rogue as being quite reluctant to be involved in bigger things. The fluff of a mythic path being forced on a character may not end up sitting well with him.

@Mysterious Stranger: I can see those pitfalls in adding mythic powers to a single character, particular if the rogue were able to fix his income problems. I had not considered an item and/or artifact as a solution rather than something like a mythic path like I had originally thought. An the idea that the item could grow in power over time could definitely fit in with some of the plot events that will be happening. Thanks for the idea.


Have the rogue's detective agency turn up an artifact, if he somehow increases in power later it is easy enough to have its lawful ruler demand the items return. It can also provide plot hooks.

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