Sometimes rules supplements read like the world-setting bible of frustrated novelists. While solid world-building is a useful skill, you don’t always need four paragraphs of flavor text to tell you swords are cool, magic is power, shadows are scary, and orcs are savage. Sometimes a GM doesn’t have time to slog through a page of history for every magic weapon. Sometimes all that’s needed are a few cool ideas, with just enough information to use them in a game. Sometimes, all you need are bullet points.
- 1 With A Bullet Point is a line of very short, cheap PDFs each of which gives the bare bones of a set of related options. It may be five spells, six feats, eight magic weapon special abilities, or any other short set of related rules we can cram into about a page. Short and simple, these PDFs are for GMs and players who know how to integrate new ideas into their campaigns without any hand-holding, and just need fresh ideas and the rules to support them. No in-character fiction setting the game world. No charts and tables. No sidebars of explanations and optional rules. Just one sentence of explanation for the High Concept of the PDF, then bullet points.
The High Concept: Seven feats for use with the shadow assassins class (from The Genius Guide to the Shadow Assassin) or any other shadow-themed character (such as shadow dancers, ninjas with the shadow clone or shadow split talents, or even sorcerers of the shadow bloodline).
The feats included are:
- Black Balm: You can wrap your wounds in cool, healing shadows.
- Into the Darkness: When you hide in shadows, you are nearly invisible.
- Shadow Sense: You can feel the darkness around you.
- Shadow Stalker: You are most at home in the dark places.
- Through the Cracks: You can slip into anyplace a shadow lies.
- Umbral Venom: You can imbue poisons with the power of shadow.
- Unseen Terror: You know how to make your attacks from concealment unnerving.