Pyramid: Previous 'Present' Issues

About every third month, Pyramid focuses on a theme that is roughly "modern" – 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 #3/59: Conspiracies

Pyramid #3/59: Conspiracies (September 2013)

Uncover the Truth . . . or Work to Conceal It!

The shadows are known for their secrets. Will the heroes shed their light on the darkness, or be swallowed by the gloom? This month's magazine looks at conspiracies big and small. This issue we offer a doozy of a dossier, starting with "Conspiracy in Action!" – Sean Punch's look at how to add conspiracies to GURPS Action . . . regardless of which side you work for! It includes rules for adjusting Action to cloak-and-dagger worlds, and provides two action-flavored conspiratorial lenses to add to Action templates.

See the sample!


Pyramid #3/58: Urban Fantasy II

Pyramid #3/58: Urban Fantasy II (August 2013)

The City: More Magical Than Ever!

Forget the city guidebooks; consult the spell books! This month's issue takes another look at tying fantastic gaming to urban environments . . . of the past or present! This issue's contents include "Safe as Houses," a GURPS guide on how to defend structures from paranormal threats. Keep the baddies from violating your domain, or learn how something can become a Bad Place as described in GURPS Horror.

See the sample!


Pyramid #3/57: Gunplay

Pyramid #3/57: Gunplay (July 2013)

Ready, Game, Fire!

Lock and load, fearless readers! This month's loaded magazine looks at an arsenal of articles related to guns. We present a fully loaded six-shooter of features, with "Modern Warfighter: Gear," an assortment of new, modern-day equipment that builds on the GURPS High-Tech tradition, with new weapon accessories, survival gear, options, and more. Written by GURPS Ultra-Tech co-author Kenneth Peters, it includes dozens of new items that any gunslinger will find invaluable.

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.

See the sample!


Pyramid #3/53: Action

Pyramid #3/53: Action (March 2013)

Lights, Camera, Action!

Push the speedometer needle to the right with this issue. It's action-packed – in more ways than one! This month's impossible heist includes "Buddies and Loners," a look at how to emulate those small-group action-movie antics. Written by GURPS Action architect Sean Punch, this feature includes GURPS lenses for that series, plus assumptions, adventure tips, and even a couple of new advantages.

See the sample!


Pyramid #3/48: Secret Magic

Pyramid #3/48: Secret Magic (October 2012)

Good Magicians Never Reveal the Secret

Magic lurks in shadows, and many who practice the impossible do so discreetly. This month's issue is devoted to secret magic and those who maintain the supernatural subterfuge. Our ghostly grimoire includes "Magical Tradecraft," an expansion of the Ritual Path magic system found in GURPS Monster Hunters 1: Champions. Use these new rituals and elixirs to aid sneaky snoops and obscured assassins.

See the sample!


Pyramid #3/47: The Rogue's Life

Pyramid #3/47: The Rogue's Life (September 2012)

"Steal" Outwits "Steel"!

We're practicing our thievery skills by taking this . . . subject seriously! This month's issue is devoted to rogues, crooks, and those who hope to stop them. Our kleptomaniacal compendium includes "May the Shadows Guide You," which adds to the possibilities presented in GURPS Powers: Divine Favor. Discover a god who grants miracles to rogues and those who promote liberty in all its forms.

See the sample!


Pyramid #3/45: Monsters

Pyramid #3/45: Monsters (July 2012)

Unnatural Selections

Fight or flight: the choice is yours! This month's issue is devoted to monsters . . . as well as those who fight them. Our creature features include "Inhuman Options," an expansion for GURPS Monster Hunters that adds templates and possibilities for inhuman heroes. Written by that series' architect, Jason "PK" Levine, these four templates are well-suited for any campaign that would welcome PC ghosts, changelings, and more.

See the sample!


Pyramid #3/44: Alternate GURPS II

Pyramid #3/44: Alternate GURPS II (June 2012)

Rules Made To Be Broken!

GURPS is designed to be the game system you want it to be, with a plethora of possibilities and options of all types. But sometimes, you want to push the system to strange new places. Sometimes you want to be radical or experimental. This issue is for you. This month's theme is Alternate GURPS II – a sequel to the wildly popular earlier installment. This month's highly optional boundary-breaking brilliance includes "The Last Gasp," an extensive overhaul of the core Fatigue Point system. Hit your wall more gracefully with systems for long-term fatigue . . . and use the new Action Point system to influence your moment-to-moment actions!

See the sample!


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!

See the sample!

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Sample Articles

What kind of articles are in issues of Pyramid with modern-era themes? 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!