Pyramid: Previous 'Present' Issues

Many Pyramid issues focused on a roughly "modern" theme – which includes today, the not-too-distant future, and the not-yet-forgotten past. (In GURPS terms, this is anything from TL5 to early TL8.) This is where any modern or near-modern genre material would be set, including supers, cliffhangers, and horror-based espionage. It also covers topics suitable for many types of gaming – genres such as martial arts, resources like cinematic locations, and settings such as Infinite Worlds.

Pyramid #3/42: Noir

Pyramid #3/42: Noir (April 2012)

Make Your Way in a World of Gray

The shadows from the streaks of rain form lines like prison bars across the wall of your office. Who can you trust in this questionable world? Only yourself . . . and us, of course. This month we turn our black-and-white gaze on the world of noir with "The Zephyr Club," an adventurous locale for any mostly modern milieu. Written by Matt Riggsby (author of GURPS Locations: Tower of Octavius and others), this place includes magnificent maps plus key GURPS details for its staff. The Zephyr Club is a great place to begin a memorable adventure . . . or end it!

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Pyramid #3/40: Vehicles

Pyramid #3/40: Vehicles (February 2012)

Driven to Excellence!

Anchors aweigh away and full throttle! This month's volume takes a look at all things related to vehicles. The realistic and impossible from past, present, and future are pulling into your driveway now. This issue includes "Mecha Operations," which expands and tweaks the GURPS Spaceships rules to better facilitate robotic romps. Written by GURPS Ultra-Tech co-author Kenneth Peters, this article includes Spaceships stats for three brilliant bots.

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Pyramid #3/39: Steampunk

Pyramid #3/39: Steampunk (January 2012)

Get All Steamed Up!

It was a time when the genius of gears and the power of perseverance seemed enough to shape the world. This month's missive revisits this exciting era, bringing to life the power of "Steampunk." This impossibly imaginative issue includes "Order of Precedence," a look at social hierarchies and their implications in Victorian England. Written by GURPS Steampunk and GURPS Social Engineering author William H. Stoddard, this feature uses the guidelines of Social Engineering to bring interpersonal intrigue to your steampunk world.

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Pyramid #3/34: Alternate GURPS

Pyramid #3/34: Alternate GURPS (August 2011)

The Tweak-ist Link

When it comes to helping craft exactly the kind of game you want, GURPS has choices galore. This month's magazine is dedicated to optional tweaks and techniques that shake up the system, adding new possibilities or challenging the underlying assumptions of the game. This issue's molecular manipulations include "Alternate Spaceships," a look at modifications to the wildly popular GURPS Spaceships system. Written by that series' mastermind, David Pulver, this feature includes interesting tweaks, new systems, variant design features, and more.

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Pyramid #3/31: Monster Hunters

Pyramid #3/31: Monster Hunters (May 2011)

Monster Killers Versus Killer Monsters!

If you're all out of bubblegum, maybe it's time to kick some monster's aspirations. This month's issue is dedicated to the denizens of darkness and those who defeat them . . . especially the champions of GURPS Monster Hunters! This issue's creature features include "Last Stand on Mason Drive," an adventure for Monster Hunters that pits the heroes versus bad guys and good guys! Written by Matt Riggsby (author of GURPS Dungeon Fantasy 8: Treasure Tables and others), this tale includes stunning maps of the innocent-seeming site and the lair hidden underneath.

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Pyramid #3/29: Psionics

Pyramid #3/29: Psionics (March 2011)

Get Mental!

We've put on our thinking caps and mined our minds for this month's missive . . . and the results are crammed with cranial articles on "Psionics." This issue's great thoughts include "Expanded Psychokinesis," a collection of six new abilities that expand on those in GURPS Psionic Powers. Manipulate sound, survive deadly falls, and more! This article also includes new techniques and perks as support.

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Pyramid #3/26: Underwater Adventures

Pyramid #3/26: Underwater Adventures (December 2010)

The ocean is known for its countless riches, waiting to be discovered by adventurous souls. And the key that unlocks the sea's secrets is the "Underwater Adventures" issue. This salt-sprayed supplement contains "GURPS Fathom Five," a collection of new and updated rules for maneuvering and fighting underwater. How low can you dive? How far can you shoot? The answers are herein.

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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!

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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!

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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!

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Sample Articles

What kind of articles were in issues of Pyramid with modern-era themes? Try these sample articles and see!

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