Pyramid: Back Issues

The latest volume of Pyramid alternates its monthly issues between three broad themes: Fantasy/Historical, Modern, and SF/Futuristic. Each individual issue is 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 #3/95: Overland Adventures

Pyramid #3/95: Overland Adventures (September 2016)

Not all paths are paved. Or safe.

In a low-tech world, travel can be dangerous. Explore the perils of getting from here to there in this monthÕs issue of Pyramid, the PDF magazine for roleplayers. In "The Emerald Hell," you'll discover the adventure potential of jungles, with ideas for travel, survival, combat, dangers, and even campaigns. This month in David L. Pulver's column, encounter a caravan of monsters with their ill-gotten loot. Whether you're looking for realism or cinematic excitement, this issue is worth the journey for all overland adventurers!

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Pyramid #3/94: Spaceships III

Pyramid #3/94: Spaceships III (August 2016)

Space is a pretty big place.

Learn your way around it well enough to create five-star campaigns in this month's issue of Pyramid. In "So You Want To Build a Spaceship" by Roger Burton West and Timothy Ponce, you'll find out how to build spaceships to fit the feel of your campaign – whether you're story is one of slick intergalactic exploration or working stiffs getting by, in space. This month in David L. Pulver's column, get ideas for introducing contraband, smuggling, and grey market goods into your space game. And there's plenty more interstellar content where that came from!

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Pyramid #3/93: Cops and Lawyers

Pyramid #3/93: Cops and Lawyers (July 2016)

When Law and Order Hang in the Balance

The peal of a squad-car siren. The banging of a judge's gavel. These sounds can spell sweet relief . . . or stomach-dropping doom. This month's Pyramid brings the forces of the police and the legal systems to your gaming table. This issue includes "Mass Combat in the City," a bullet riddled guide to police vs. large criminal groups from GURPS Mass Combat author David Pulver!

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Pyramid #3/92: Zombies

Pyramid #3/92: Zombies (June 2016)

The Dead Strike Back!

You thought it was safe to walk past a graveyard? The dead have other ideas! This installment of Pyramid is dedicated to exploring a single versatile threat: zombies. This issue's pulse-pounding pages contain "Unlife Support," a discussion of various GURPS options for including playable free-willed zombies in a campaign, from GURPS Zombies author Sean Punch. Let the heroes use Partial Resurrection, a "restart" serum, or other options. The PCs may die, but the fun lives on!

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Pyramid #3/91: Thaumatology IV

Pyramid #3/91: Thaumatology IV (May 2016)

Magic Like Lightning, So Shocking and Dangerous

Where wizards duel and a dark tome hides, where metal spells and foul brews reside, where spirits lurk in machines to awake, let this Pyramid help your magic to make! This latest installment is another assortment of arcane-expanding miscellany, perfect to add all manner of new excitement to your GURPS game. Within the uncanny pages of Pyramid #3/91: Thaumatology IV, you shall discover "Technomysticism," a new magical field that might be found in the world of GURPS Monster Hunters. This feature showcases a new champion – the technomystic – plus details on technologically oriented abilities (including Machine Whisperer, Repairing Touch, Machine-Jinx), GURPS stats on several tech spirits, and more. It also includes information on how to work with the netrunning abilities from Pyramid #3/21: Cyberpunk.

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Pyramid #3/90: After the End

Pyramid #3/90: After the End (April 2016)

Yesterday's Gone; Tomorrow Begins Now!

The world may have ended, but the fun is just beginning! The latest installment of Pyramid unleashes the potential of GURPS After the End, with loads of new material to enhance your post-apocalyptic possibilities. This issue's radioactively radiant features include "Are We Not Men?," an expanded look at mutant powers by the architect of After the End, Jason "PK" Levine. Picking up where GURPS After the End 1: Wastelanders left off, this article adds over two dozen new mutations, letting you roll randomly or pick from the list of choices. Push the limits of humanity with catlike grace, winged arms, X-ray vision, and much more.

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Pyramid #3/89: Alternate Dungeons II

Pyramid #3/89: Alternate Dungeons II (March 2016)

New Domains of Adventure!

Pick up your sword and get ready for adventure as we take GURPS Dungeon Fantasy into totally different realms! This issue of Pyramid offers up meaty new options for your Dungeon Fantasy (or just plain GURPS fantasy) games. Its supplement-length features include "Havens and Hells," a full campaign setting from Dungeon Fantasy architect Sean Punch. Imagine a world where dying in battle is only a setback, where gold isn't the root of all adventure, and where the Gods themselves have a secret that could disrupt the very foundation of reality. Explore the depths of Hell as you bring back supplies and gear for the idyllic Havens that dot the world. This feature offers details on GURPS traits that are most useful, advice on which magic is likely or impossible (regardless of which GURPS magic system you use), and more!

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Pyramid #3/88: The End Is Nigh

Pyramid #3/88: The End Is Nigh (February 2016)

Get Ready for the End Times!

All it'll take is a computer glitch in a lead-lined silo, and the apocalypse could be upon us! This month's Pyramid looks at what comes next, with post-apocalyptic goodies that will be invaluable to gamers using GURPS Action, GURPS Zombies, or the forthcoming GURPS After the End. The end times begin in style with "The Redeemers," a powerful gang that can be friend or foe, from Assistant GURPS Line Editor Jason "PK" Levine. Discover their code of conduct and tenets, along with GURPS stats for various members. This feature also provides maps from Matt Riggsby, scribe and cartographer for GURPS Locations: Hellsgate, plus a player's handout to set the mood.

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Pyramid #3/87: Low-Tech III

Pyramid #3/87: Low-Tech III (January 2016)

The Past Is Back, Better Than Ever!

Olden times come to life with new gaming goodness! This month's Pyramid once again revisits the past, with fresh opportunities to discover intriguing treasures to enliven your pre-modern gaming. This month's timeless tome contains "The Broken Blade," an optional look at weapon quality in GURPS. Douglas H. Cole – author of GURPS Martial Arts: Technical Grappling – shows you how to ramp up the table's tension with the threat of a shattered sword . . . and the possibility of repairing it.

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Pyramid #3/86: Organizations

Pyramid #3/86: Organizations (December 2015)

Get Organized!

It's never been easier to spotlight organizations in your GURPS game, thanks to GURPS Boardroom and Curia and GURPS Dungeon Fantasy 17: Guilds. We're amping up our organizational efforts with this month's Pyramid as we look at all things group-related. This issue features "What's in a Lair?," a guide to making headquarters for your favorite GURPS organizations. It includes a sample base – the Lofty Heights – suitable for inspiration or moving into!

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Sample Articles

What kind of articles does Pyramid carry?

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