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 #3/51: 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!

Pyramid #3/30: Spaceships

Pyramid #3/30: Spaceships (April 2011)

Your Ticket to the Stars!

Let's face it: If you had any plans for leaving our world, you'd need a spaceship. This month's missive is devoted to the craft, captains, and complications of interplanetary travel. This issue's itinerary includes "Practical Astromancy," a look at off-world exploits in GURPS Technomancer. Written by Kenneth Peters (author of Transhuman Space: Spacecraft of the Solar System), this guide includes details of that setting's solar system – including the moon's Kennedy Base – plus descriptions of how its magic-fueled spaceships work. It provides full GURPS Spaceships stats for the Trailblazer-class survey ship and the Yetzirah-class space station.

See the sample!

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.

See the sample!

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!

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!

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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!