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 #3/26: 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.

See the sample!


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!

See the sample!


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!


Pyramid #3/17: Modern Exploration

Pyramid #3/17: Modern Exploration (March 2010)

It's time to draw a dotted red line to adventure! This issue sets its sights on "Modern Exploration." This globetrotting guide includes "The Map's Dark Spaces," an unusual world where the Age of Exploration occurred almost a century early! Cross-time travelers from the GURPS Infinite Worlds setting can explore the enigmas of this unusual alternate timeline, or this world can serve as a stand-alone campaign where international explorers use steam-powered contraptions to track down mysterious artifacts.

See the sample!


Pyramid #3/14: Martial Arts

Pyramid #3/14: Martial Arts (December 2009)

With this month's issue, we leap into action with the theme of "Martial Arts." This action-packed installment includes "Hardcore," a modern-day GURPS Martial Arts adventure designed for a group of high-octane investigators looking to break up an illegal underground fighting club run by a two-fisted Femme Fatale. Do they infiltrate as one of the fighters, con their way in as part of the audience, or chart another course?

See the sample!


Pyramid #3/11: Cinematic Locations

Pyramid #3/11: Cinematic Locations (September 2009)

This issue covers "Cinematic Locations." If you're looking for interesting locales, you've come to the right spot! This issue features "Going Places!," a description of two vehicles that can serve as centerpieces for adventure or the means to get to other exciting scenes. Written by noted GURPS author Matt Riggsby, this article comes complete with full-color maps and GURPS stats of the vehicles in two different eras!

See the sample!


Pyramid #3/08: Cliffhangers

Pyramid #3/08: Cliffhangers (June 2009)

This issue's theme is "Cliffhangers!" Travel back in time to the 1930s with 45 action-packed pages of pulse-pounding gaming goodness! Dust off your dossier with help from chisel-chinned GURPS mastermind Sean Punch's "Pulp Action!" Use the rules of GURPS Action in a cliffhanger campaign with these new and modified templates, lenses, and rules. After all, what are the pulps without Action?

See the sample!


Pyramid #3/05: Horror & Spies

Pyramid #3/05: Horror & Spies (March 2009)

This month, we look at "Horror & Spies." Within the 40 pages uniting these two venerable genres, we look at GURPS Line Editor Sean Punch's "X-Terminators," new templates and lenses for GURPS Action that build on the roles found in GURPS Loadouts: Monster Hunters.

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Pyramid #3/02: Looks Like a Job for . . . Superheroes

Pyramid #3/02: Looks Like a Job for . . . Superheroes (December 2008)

This issue is called "Looks Like a Job for . . . Superheroes." Devoted to supers campaigns and four-color fun, it includes an extensive alternate history of the Russian supers program, from before the fall of the tsar to the death of Khrushchev. Learn why Soviet heroes are so secretive, so skittish, and sometimes seemingly insane!

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!