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.
Concept: Six feats to expand the ways
mythic characters can focus themselves with
feats, without just adding mythic versions of
Harder to Kill (Mythic): Your
mythic energy keeps you alive despite
extraordinary damage to your system.
Improved Mythic Surge (Mythic):
Your mythic power is better able to help you
Mythic Empowerment (Mythic): Your
mythic powers are strongly focused.
Mythic Focus (Mythic): You have
extra reserves of mythic power for one
specific sort of mythic ability.
Mythic Resistance (Mythic): Even
mythic attacks do not always affect you.
Mythic Restoration: You can use
mythic power to restore your nonmythic
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