Pyramid: Back Issues

The latest volume of Pyramid alternated its monthly issues between three broad themes: Fantasy/Historical, Modern, and SF/Futuristic. Each individual issue was also dedicated to a specific topic, ranging from established GURPS settings (such as Infinite Worlds and Transhuman Space) to specific genres (including cliffhangers and martial arts) to special-interest topics (such as space colonies or tools for wizards).

Pyramid #3/23: Action Adventures

Pyramid #3/23: Action Adventures (September 2010)

Full throttle – and beyond! This shot of Pyramid injects adrenaline into your veins with "Action Adventures." Our most adventure-filled issue ever gives four scenarios, providing fast-paced frantic fuel perfect for your favorite action-tied RPG system – especially GURPS Action! This issue includes "Blowups Happen," an adventure that begins with a light-fingered maid and ends with heavy-duty explosives. Written by Stephen Dedman – co-author of GURPS Martial Arts Adventures – this scenario includes full stats for GURPS and is perfect for GURPS Action. Get your "bang" skills ready!

See the sample!


Pyramid #3/22: Banestorm

Pyramid #3/22: Banestorm (August 2010)

If you're looking for a quaint little fantasy getaway, why not consider a trip to Yrth? Be warned; you may find it hard to go home again . . .

This month's excursion is devoted to GURPS Banestorm, the premier GURPS Fantasy campaign setting. Most of its articles can also be adapted to other fantasy settings or games with little difficulty – including GURPS Dungeon Fantasy. This issue includes "Ansonne: The Black Heart of Araterre," detailing the setting's swashbuckling cesspool of sin. Written by Matt Riggsby (GURPS Hot Spots: Renaissance Florence, GURPS Locations: The Tower of Octavius, and more), this complete guide to the city – including a full-page map – provides everything you need to make Ansonne the source for an exciting adventure or the focus of an extended campaign.

See the sample!


Pyramid #3/21: Cyberpunk

Pyramid #3/21: Cyberpunk (July 2010)

Where the glow of neon and chrome meet the cacophony of corporate corruption, a near-future of adventure awaits. This month, we sent our information insurgents to scope out cyberpunk. This issue includes "Console Cowboys and Cyberspace Kung Fu," new rules for cinematic hacking that build on the foundation of GURPS Action to deliver high-octane electronic exploits. The article includes pre-built cyberdecks (with rules to design your own), a dozen programs to assist netrunners, and a full system to tie them all together. Although designed with cyberpunk in mind, these rules are also excellent to represent modern-day cinematic hacking.

See the sample!


Pyramid #3/20: Infinite Worlds

Pyramid #3/20: Infinite Worlds (June 2010)

In an infinite universe, the possibilities are endless – and when we're talking about the GURPS Infinite Worlds setting, that goes double! This month's issue explores the unending possibilities, including "Infinite Teleportation," a slew of new abilities presented by Jason "PK" Levine for mental masters using the GURPS Psionic Powers system. Although there are a few tricks specific to the Infinite Worlds, many of these abilities are useful anywhere – including the power to leave a teleport "tunnel" behind you, move preternaturally out of the way of projectiles, or translocate equipment into your hand from any distance!

See the sample!


Pyramid #3/19: Tools of the Trade – Clerics

Pyramid #3/19: Tools of the Trade – Clerics (May 2010)

As long as there have been dark forces that prey on good souls, there have been those willing to pray for them. This month's installment presents new tools and tricks for use by clerics. This issue includes "Auras of Power," mighty mystical means of empowering friends and restricting foes. These 17 ready-to-use GURPS abilities are great for any moderate- to high-powered gaming, and especially well-suited for Dungeon Fantasy campaigns!

See the sample!


Pyramid #3/18: Space Exploration

Pyramid #3/18: Space Exploration (April 2010)

The heavens await! This month's installment brings new ideas to the void by examining "Space Exploration." This issue includes "Shores Beyond the Night," an alternate Earth where competing nations explore the solar system for fame and fortune. Cross-time crusaders from the GURPS Infinite Worlds setting can investigate this timeline through out-of-this-world adventures, or homegrown heroes can seek to solve its mysteries by themselves.

See the sample!


Pyramid #3/17: Modern Exploration

Pyramid #3/17: Modern Exploration (March 2010)

It's time to draw a dotted red line to adventure! This issue sets its sights on "Modern Exploration." This globetrotting guide includes "The Map's Dark Spaces," an unusual world where the Age of Exploration occurred almost a century early! Cross-time travelers from the GURPS Infinite Worlds setting can explore the enigmas of this unusual alternate timeline, or this world can serve as a stand-alone campaign where international explorers use steam-powered contraptions to track down mysterious artifacts.

See the sample!


Pyramid #3/16: Historical Exploration

Pyramid #3/16: Historical Exploration (February 2010)

For this month's issue, we hoist the sails of adventure and assemble a crew ready for "Historical Exploration." This seafaring installment includes "An Age of Sails," a world where the siren's call of the ocean sets the stage for amazing discoveries. This detailed alternate timeline can be used by cross-time explorers in the GURPS Infinite Worlds setting or as a stand-alone campaign in a world of intrigue, mysteries, and secrets.

See the sample!


Pyramid #3/15: Transhuman Space

Pyramid #3/15: Transhuman Space (January 2010)

This month's issue is devoted to Transhuman Space, the science-fiction setting that's getting closer every day. This month's first futuristic feature is "Transhuman Action," a full set of guidelines for combining the fast-paced GURPS Action rules with Transhuman Space. Written by Transhuman Space Line Editor Phil Masters, this meaty article includes information on converting existing GURPS Action templates and material, five new lenses, and information on how to convert the heroes from Transhuman Space: Personnel Files 4 – Martingale Security into a full "Transhuman Action" campaign!

See the sample!


Pyramid #3/14: Martial Arts

Pyramid #3/14: Martial Arts (December 2009)

With this month's issue, we leap into action with the theme of "Martial Arts." This action-packed installment includes "Hardcore," a modern-day GURPS Martial Arts adventure designed for a group of high-octane investigators looking to break up an illegal underground fighting club run by a two-fisted Femme Fatale. Do they infiltrate as one of the fighters, con their way in as part of the audience, or chart another course?

See the sample!

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Sample Articles

What kind of articles did the third volume of Pyramid carry?

You can also check out the introduction, table of contents, and sample pages for any issue of Pyramid, available via Warehouse 23!