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 #3/29: 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 #3/28: Thaumatology II

Pyramid #3/28: Thaumatology II (February 2011)

Mind Your Mana!

Can you ever have enough magic in your life? We say "No!" – and we mean it, as shown by this month's issue, entitled "Thaumatology II." Scrying this secret scroll reveals "Itís Pure Chemistry!" – an expansion of the alchemy rules from GURPS Magic. This article includes 10 new elixirs, three new techniques, and a new spell for those who make magical mixtures. GURPS Dungeon Fantasy delvers will love the options for expanding elixir effects.

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Pyramid #3/27: Monsters in Space

Pyramid #3/27: Monsters in Space (January 2011)

Danger! Danger! Avoid a Void!

From an astrophysical point of view, scientists know what composes 99% of the universe. But what darkness lurks in that remaining one percent? We fancifully propose some possibilities with this month's "Monsters in Space" issue. This chrome-curling codex contains "Moondragons and Stranger Things," a look at the dangerous denizens of the Roma Universalis solar system (first introduced in Pyramid #3/20: Infinite Worlds). These 12 creatures have full GURPS stats and are suitable for any setting where unwary heroes can get eaten by giant dragonflies or Martian throat-stabbers.

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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 #3/25: Epic Magic

Pyramid #3/25: Epic Magic (November 2010)

Are you looking to put the magic back in your game? Are you looking for something epic? Then this month's missive gives you both, with a theme of "Epic Magic." This over-the-top arcane issue includes "All the Epic Ways," a description of six different methods to work high-powered magical effects into a GURPS campaign. It includes an extended example that reveals different possibilities for the Seven Songs of Apollo!

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Pyramid #3/24: Bio-Tech

Pyramid #3/24: Bio-Tech (October 2010)

This month's Pyramid upgrade celebrates life . . . with bio-tech! This futuristic folio features "Biomecha," a guide to powerful, living, organic battlesuits. This article – written by GURPS Bio-Tech co-author and fan-favorite David Pulver – includes a full overview of this anime-style genre, campaign ideas, and sample GURPS templates and guidelines. These mighty morphing mortal mecha will really grow on you!

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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 #3/22: 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.

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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.

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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!

See the sample!

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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!