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.
High Concept: Feats appropriate for familiars, animal companions, trained animal pets, and the occasional wily fox.
The eight feats included are:
- Bloodhound: You can key in on the smell of blood, and know it indicates weakness in a prey.
- Empathic Beast: Your trainer’s spiritual code has rubbed off on you.
- Great White: You are an unusually powerful creature of your kind.
- Homing Sense: You always find your way home.
- Mighty Beast: Your appearance makes your rider or trainer look more impressive.
- Sly: You are more cunning than most animals.
- Soothing Companion: You always seem to know just what your master needs.
- Timmy Is Down A Well: You are more expressive than most creatures of your type.