Pyramid: Previous 'Future' Issues

About every third month, Pyramid thinks to the future – literally! – with an issue devoted to space or futuristic gaming. (In GURPS terms, this is anything from late TL8 and beyond.) This includes genres such as post-apocalypse or space opera, focussed topics like space colonies, and useful sci-fi gaming resources (who can't use more future technology?). This category is also where you'll find issues devoted to our futuristic settings, such as Transhuman Space.

Pyramid #3/65: Alternate GURPS III

Pyramid #3/65: Alternate GURPS III (March 2014)

New Tools for Tinkerers

You can do anything with GURPS . . . but sometimes, you want to push the envelope even more. This month's Pyramid offers new GURPS character-creation options, rules you can use, and ways to work together like never before. This game-tweaking issue includes "Bucket of Points," GURPS Line Editor Sean Punch's innovative new way to look at character creation that lets the GM have balance and versatility.

See the sample!


Pyramid #3/62: Transhuman Space II

Pyramid #3/62: Transhuman Space II (December 2013)

The Future Is Back!

The world of tomorrow comes into focus again, as countless near-future possibilities coalesce in front of your eyes. This month's issue of Pyramid takes a look at the Transhuman Space setting. The latest installment features "Three Offices, Port Lowell," which explores a handful of the factions active in a bustling Martian town. The Transhuman Space Line Editor, Phil Masters, gives details on a few of the key people (including GURPS stats) and places likely to make the lives of residents and visitors very interesting.

See the sample!


Pyramid #3/55: Military Sci-Fi

Pyramid #3/55: Military Sci-Fi (May 2013)

Get Ready Today for the Wars of Tomorrow

Alert the troops; we're exiting hyperspace! This month's issue looks at the future of face-to-face combat. This issue's intel includes "Tactical Shooting: Tomorrow," an optional extrapolation of GURPS Tactical Shooting by that volume's specialist, Hans-Christian Vortisch. Pulling in material from GURPS Ultra-Tech and GURPS High-Tech, this feature looks at all aspects of TL9 tactical combat, including stats for equipment, two new GURPS techniques, and two new gun-fighting styles.

See the sample!


Pyramid #3/54: Social Engineering

Pyramid #3/54: Social Engineering (April 2013)

Master the Social Arts!

You don't need to be an expert extrovert to play one in your game! This month's issue is devoted to all aspects of interpersonal relations, especially as detailed in GURPS Social Engineering. This issue's "talking points" include "The Civil Arts in GURPS," an optional expansion for Social Engineering by that tome's author, William H. Stoddard. These techniques and styles could be just what your adventurer needs to improve his personal encounters.

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Pyramid #3/51: Tech and Toys III

Pyramid #3/51: Tech and Toys III (January 2013)

It's the Tech of the Town!

There's one fact that science-fiction fans may have noticed: The future keeps getting more awesome! This month's issue is devoted to futuristic technology and gear. Our cutting-edge cache includes "Ultra-Tech Too," a collection of items from Kenneth Peters – the co-author of GURPS Ultra-Tech – that couldn't fit in that original volume. It includes new weapons, defenses, and other underlying tech you can add to a myriad of futuristic settings.

See the sample!


Pyramid #3/49: World-Hopping

Pyramid #3/49: World-Hopping (November 2012)

Pick a World, Any World . . .

Humanity has long looked up from Earth at the vastness of creation and exclaimed, "Get me off this mudball!" Pyramid is here to help, with an issue devoted to world-hopping: places to go, and how to get there. Your space-age strongbox includes "The Fast Reach," an oft-dangerous cluster of star systems that allows speedy travel between two distant regions, as detailed by Matt Riggsby (author of the otherworldly travelogue that is GURPS Locations: Hellsgate). It includes a system map and tips for how to incorporate it into many types of spacefaring settings.

See the sample!


Pyramid #3/46: Weird Science

Pyramid #3/46: Weird Science (August 2012)

Do the Impossible . . . Scientifically!

Fire up your Jacob's ladder, tune your theremin, and tell the world that it is they who are mad! This month's manuscript is devoted to weird science! Our senses-shattering symposium includes "The Power of Weird Science," which describes how GURPS Powers can form the basis for your weird gizmos. Written by GURPS Line Editor (and Powers co-author) Sean Punch!

See the sample!


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.

See the sample!


Pyramid #3/37: Tech and Toys II

Pyramid #3/37: Tech and Toys II (November 2011)

From Gear to Eternity!

Tomorrow is sooner than you think; it's time to augment your reality! This month's shipment turns its laser-like focus on futuristic technology and gear. The packing list for this issue includes "Starmaker, Starbreaker," a planet-molding marvel that's perfectly helpful and benign, with just a teensy chance that it might prove to be an uncontrollable, star-destroying super-weapon. This systemless article presents information on the device, its secrets, and place in the campaign.

See the sample!


Pyramid #3/35: Aliens

Pyramid #3/35: Aliens (September 2011)

The Stars Are Alive!

Sure, Mars says they need women, but what are they really up to? Or those upstarts from Delta Cephei? Or any of the billions of beings who likely inhabit the cosmos? This month's issue takes an in-depth look at aliens. A shadowy autopsy of its contents reveals "Alien Disadvantages," an exploration of dozens of the GURPS Basic Set disadvantages, with an eye for how to turn them into something new and unexpected. Learn when "Flashbacks" might not really be flashbacks, plus other possibilities.

See the sample!

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Sample Articles

What kind of articles are in sci-fi/futuristic issues of Pyramid? Try these sample articles and see!

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