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Pyramid Volume 3 In These Issues (A compilation of tables of contents and In This Issue sections) Contents Name # Month Name # Month Tools of the Trade: Wizards 1 2008-11 Noir 42 2012-04 Looks Like a Job for… Superheroes 2 2008-12 Thaumatology III 43 2012-05 Venturing into the Badlands: Post- Alternate GURPS II 44 2012-06 3 2009-01 Apocalypse 45 2012-07 Magic on the Battlefield 4 2009-02 Weird Science 46 2012-08 Horror & Spies 5 2009-03 The Rogue's Life 47 2012-09 Space Colony Alpha 6 2009-04 Secret Magic 48 2012-10 Urban [I] 7 2009-05 World-Hopping 49 2012-11 Cliffhangers 8 2009-06 Dungeon Fantasy II 50 2012-12 9 2009-07 Tech and Toys III 51 2013-01 Crime and Grime 10 2009-08 Low-Tech II 52 2013-02 Cinematic Locations 11 2009-09 Action [I] 53 2013-03 Tech and Toys [I] 12 2009-10 Social Engineering 54 2013-04 Thaumatology [I] 13 2009-11 Military Sci-Fi 55 2013-05 Martial Arts 14 2009-12 Prehistory 56 2013-06 Transhuman Space [I] 15 2010-01 Gunplay 57 2013-07 Historical Exploration 16 2010-02 II 58 2013-08 Modern Exploration 17 2010-03 Conspiracies 59 2013-09 Space Exploration 18 2010-04 Dungeon Fantasy III 60 2013-10 Tools of the Trade: Clerics 19 2010-05 Way of the Warrior 61 2013-11 Infinite Worlds [I] 20 2010-06 Transhuman Space II 62 2013-12 21 2010-07 Infinite Worlds II 63 2014-01 Banestorm 22 2010-08 Pirates and Swashbucklers 64 2014-02 Action Adventures 23 2010-09 Alternate GURPS III 65 2014-03 Bio-Tech 24 2010-10 The Laws of Magic 66 2014-04 Epic Magic 25 2010-11 Tools of the Trade: Villains 67 2014-05 Underwater Adventures 26 2010-12 Natural Magic 68 2014-06 Monsters in Space 27 2011-01 Psionics II 69 2014-07 Thaumatology II 28 2011-02 Fourth Edition Festival 70 2014-08 Psionics [I] 29 2011-03 Spaceships II 71 2014-09 Spaceships [I] 30 2011-04 Alternate Dungeons [I] 72 2014-10 Hunters [I] 31 2011-05 Monster Hunters II 73 2014-11 Fears of Days Past 32 2011-06 Wild West 74 2014-12 Low-Tech [I] 33 2011-07 's Jackpot 75 2015-01 Alternate GURPS [I] 34 2011-08 Dungeon Fantasy IV 76 2015-02 Aliens 35 2011-09 Combat [I] 77 2015-03 Dungeon Fantasy [I] 36 2011-10 Unleash Your Soul 78 2015-04 Tech and Toys II 37 2011-11 Space Atlas 79 2015-05 The Power of 38 2011-12 Fantasy Threats 80 2015-06 39 2012-01 Horrific Creations 81 2015-07 Vehicles 40 2012-02 Magical Creations 82 2015-08 -Building 41 2012-03 Alternate GURPS IV 83 2015-09 Name # Month Perspectives 84 2015-10 Cutting Edge 85 2015-11 Organizations 86 2015-12 Low-Tech III 87 2016-01 The End Is Nigh 88 2016-02 Alternate Dungeons II 89 2016-03 After the End [I] 90 2016-04 Thaumatology IV 91 2016-05 92 2016-06 Cops and Lawyers 93 2016-07 Spaceships III 94 2016-08 Overland Adventures 95 2016-09 Tech and Toys IV 96 2016-10 Strange Powers 97 2016-11 Welcome to Dungeon Fantasy 98 2016-12 Death and Beyond 99 2017-01 Pyramid Secrets 100 2017-02 Humor 101 2017-03 Epic 102 2017-04 Setbacks 103 2017-05 Dungeon Fantasy Roleplaying Game [I] 104 2017-06 Cinematic Magic 105 2017-07 Dungeon Fantasy Roleplaying Game II 106 2017-08 Monster Hunters III 107 2017-09 Dungeon Fantasy Roleplaying Game III 108 2017-10 Thaumatology V 109 2017-11 Deep Space 110 2017-12 Combat II 111 2018-01 Action II 112 2018-02 Dungeon 113 2018-03 Mind Over Magic 114 2018-04 Technomancer 115 2018-05 Locations 116 2018-06 Hot Spots 117 2018-07 Dungeon Trips 118 2018-08 After the End II 119 2018-09 Alternate GURPS V 120 2018-10 Travels and Tribulations 121 2018-11 All Good Things 122 2018-12 Tools of the Trade: Wizards (Issue 1) 2008-11 In This Issue relates a variety of reasons for using gems in a magical This is the first issue of the newly revamped world. "." Is for Full-Stop Drum is a plot-device item Pyramid. But we discuss that elsewhere (turn the suitable for epic GURPS campaigns; it's written by the page!). Let's instead talk a bit about what's in this author of Alphabet Arcane, but it's designed to stand magazine you now have. The Guildhall of the Hermetic alone… very alone. Brotherhood describes a mages' generic guild suitable This month's Random Thought Table looks at how to for any large city, including four full-color maps of its be a mysterious mage. The Recommended Reading building. Sean Punch's Necromantic Tools gives articles provide inspiration for those seeking to expand gruesome GURPS details on undead arms, skull-tipped their libraries with items related to this issue's wizardly , and hordes—the perfect accessories for themes. The Humor page tries to live up to its title, while the necromancer with everything. Tooling with Curses the recurring Last Word feature asks a noted industry examines three new curses suitable for most fantasy individual about his thoughts; this month, we chat with campaigns, complete with information about working Chad Underkoffler. these vexations into campaigns and adventures so The articles in this issue are modular and mostly they're more fun than oppressive. The Wizard's Letter generic, with a heaping helping of GURPS because we provides an idea for an in-game prop. Out of the Rough know our readers love that. Looks Like a Job for… Superheroes (Issue 2) 2008-12 In This Issue The Superhero Newspaper is a handy in-game prop that Welcome to the second installment of the third takes advantage of the PDF format. Supporting Cast: volume of Pyramid. This issue is devoted to supers: The Player Kings gives GURPS details for a team of those four-color defenders of truth, justice, and apple evildoers whose theatrics have won the hearts of many, pie. despite their nasty streak. White Nights and Red describes an alternate This month's Random Thought Table looks at what it history for incorporating the rich backdrop of 20th- means to be a reformed villain, and how you can play century Russia into a superhero campaign; it's almost that odd type of hero in a supers game. The entirely generic, with some advice at the end for how to Recommended Reading articles examine super-powered make GURPS characters whose origins are tied to that inspirations, with and without capes. The Humor page history. Small-Time Conquerors gives insight into those is a constant thorn in the side of serious-minded who desire to subjugate but don't want the hassle of features everywhere, and this month's Last Word is taking over the world; it includes example characters provided by supers expert Steve Long. that are all high-level threats for GURPS Supers Whether you need villainous vexations, heroic campaigns. Powers as Metaphors is a generic article inspiration, or historical justification, we hope this issue that provides new ways of looking at a team's abilities. of Pyramid gives you cause to don your cape or other heroic garment! Venturing Into the Badlands: Post-Apocalypse (Issue 3) 2009-01 In This Issue over to Zippemart! Matt Riggsby is your guide to this The end of the world may be soon, so we've packed repurposed gas station. Visitors can trade skills, this issue of Pyramid with articles to help you survive knowledge, or goods, provided they leave the attitude the apocalypse. outside. Usable in most settings, with GURPS stats for Peter Dell'Orto and Sean Punch explain how the major players. Deathball has become the new national sport. Watch Signs of the Times presents newspaper clippings teams use GURPS Martial Arts to vie for precious fuel suitable for many ends of the world. For those who or other rewards! haven't decided on the nature of their apocalyptic In one of the Infinite Worlds, Paul Drye presents an campaigns, Name That Apocalypse has plenty of good extra-tough challenge: people trying to survive the end questions. GMs who want to dive into a ready-made times cut off from , in Infinite Crossroads: world can use The Day the World Broke with GURPS Survivor's . (but it's generic enough that conversion is easy). Need a place to refuel or repair your vehicle? Head Magic on the Battlefield (Issue 4) 2009-02 In This Issue cards. In this month of romance, you'd think that Pyramid Demi Benson's Magic and Naval Warfare examines would focus on love's being a battlefield. Not so! how the GURPS would affect control of However, if you love GURPS, you'll love this issue, the seas, with special attention given to GURPS Mass packed with four GURPS articles, including three using Combat details. J. Edward Tremlett ponders the nature GURPS Mass Combat. of war, wizards, and world design in the generic Our Ultimate GURPS sage Sean Punch reveals the secrets Wyrds at War, while Steven Marsh ponders what of The Society of Siege Sorcerers, an ideal group for happens when you combine the realistic and the battle-ready mages in a war-torn setting; it includes with war and magic in his Random Thought information for GURPS Mass Combat and GURPS Table. Our highly trained specialists make suggestions Thaumatology: Magical Styles. Kelly Pedersen for other inspiration in a pair of Recommended Reading expands on the guidelines found in GURPS Power-Ups articles. 1: Imbuements and takes the ideas to armor; now you Once the peace treaties are signed, everyone can relax can have the Perfect Defense! When the battle is over, and chuckle with the Odds and Ends section. Finally, the GURPS-statted Vulture Squad descends to uncover the Last Word comes from Jeff Vogel, founder of Spiderweb Software and creator of the magical- magical loot in the debris, as told by Brian Rogers. Our battlefield-themed Geneforge and Avernum shareware game aid this month takes some of the rules from GURPS Mass Combat and puts them on ready-to-print computer games. Horror & Spies (Issue 5) 2009-03 In This Issue tracks the progress of those who want to bring about Men have spied on threats (and each other) since the end times. they first discovered shadows. But the shadows can Need something for the PCs to chase after? Whether hold secrets older than humanity. What happens when they're part of the Chamber or they stumble onto you combine espionage with horror? Secrets battling the secret by themselves, The Bricks of Marû-Dù secrets… and the theme to this month's Pyramid. (detailed by Steven Marsh) is just the thing to seek. Pyramid brings you more support for your GURPS In this month's Random Thought Table, we look at campaigns with The X-Terminators by Sean Punch, what the horror and espionage bring to each GURPS line editor and agent of [FNORD]. Building off other: why are they such a good match? GURPS Action 1: Heroes, this article brings you three Code Words provides some props to lure new templates designed to ramp up your monster- investigators into the horror. GMs can make their own hunting adventures. Use them in conjunction with the secret messages, or use the ones provided for two three types of loadouts in GURPS Loadouts: Monster articles in this issue. Hunters. Odds and Ends offers more useful bits, including a Once you've got your characters, drop them into the laugh amid the growing horror with Murphy's Rules. newest GURPS adventure, A Very Cold War, set at an Two columnists give their views of other interesting material for horror, espionage, and conspiracy games icy Swedish research station. It's written by James L. with Recommended Reading. Cambias, co-author of GURPS Space (among others). The issue closes with a Last Word from Eloy Lasanta, For those who prefer espionage to monster hunting, CEO of Third Eye Games and creator of Apocalypse introduce the group to The Black Chamber (revealed by Prevention, Inc. Find out what has to say about the J. Edward Tremlett). This super-secret organization intersection of horror and espionage. Space Colony Alpha (Issue 6) 2009-04 In This Issue colony to use as a campaign setting or a location to The future awaits! This issue of Pyramid provides visit. the essential information you need to found your own When it comes to colonizing another world, getting space colony… at least at the gaming table. Most of the there is more than half the challenge. Chris Wong Sick articles are generic, but our biggest article is designed Hong solves that problem by comparing the benefits with GURPS fans in mind: Kelly Pedersen's Surprises and drawbacks of various engine types in Reaching for from Mother Nature. These new critters are suitable for the Stars. any space world, but they're especially appropriate for Once you decide on how to get there, let Steven groups of new space colonists trying to make sense of Marsh, Pyramid editor, help you decide just how far the local . apart worlds are in this month's Random Thought Table. The journey to a new world can batter even the most This issue's bonus insert, Your Very Own Space stalwart psyche, so J. Edward Tremlett explores what Colony, provides GMs with an instant method of happens When the Dark Eats You—what could happen generating colony layouts and ready-to-use maps, and how to prevent it. making it a tool especially helpful in world-hopping Your new colony will never get off the ground if it campaigns. doesn't have the right stuff. Thankfully, Christian The two Recommended Reading articles make Nienhaus gives you details on what a fledgling suggestions for games useful for replicating the space- civilization needs to survive in How to Build Tomorrow. colonization experience, and they offer ideas on how to Brian Rogers examines the similarities and differences combine certain board games with roleplaying between the supers and science-fiction genres in The campaigns. Super Colony. This article offers suggestions on how This month's Last Word comes from Ken Burnside, the two overlap, including a sample supers space the creative force behind Ad Astra Games. Find out from him the final word on the final frontier. Urban Fantasy [I] (Issue 7) 2009-05 In This Issue Paul Stefko expands the Supporting Cast line-up with When most people think "fantasy", they think of four minor magical characters in Little Bits of Magic. dungeons and wilderness. Yet the fusion of "fantasy" Use them when you want to add a touch of magic to an with an urban environment creates a different flavor of otherwise mundane GURPS campaign. excitement, as this issue of Pyramid demonstrates. How magical is your urban fantasy campaign? Although primarily of a modern bent, most of these Pyramid editor Steven Marsh helps you explore the articles can be adjusted to fit in nearly any era. issues in this month's Random Thought Table. What you know as true is little more than sand in a Streets With No Names offers several open-ended windstorm, in J. Edward Tremlett's The New Kingdom— city-style maps for sketching and creating your own a generic setting where the ancient Egyptian gods towns. Print out batches to use them plain, or render secretly walk among humanity. them with special hex grids to help with mapping or Of Sounds and Signs has Steven Marsh flexing the miniature use. versatility of the GURPS Fourth Edition with two new While exploring the breathtaking esoterica of your variations of magic especially suited for urban local game shops, consider these urban-magical-themed environments. suggestions from resident reviewers Andy Vetromile Urban settings encourage assembly—especially and Matthew Pook in this month's Recommended gangs. In Gangs and Magical Traditions, Filamena Reading. Young first examines the classification structure of these Matt Riggsby—author of GURPS Hot Spots: groups in the real world and then applies the types to Renaissance Florence and GURPS Locations: The the urban-fantastic tradition, conjuring four systemless Tower of Octavius—helps wrap up this issue with the gangs who use magic to help their members. Last Word on urban fantasy. Cliffhangers (Issue 8) 2009-06 In This Issue In J. Edward Tremlett's adventure framework Into the It's time for a two-fisted tour into yesteryear with this Temple of the Hungry Star!, the heroes will discover issue of Pyramid. GMs who need help with their 1930s- horrifying secrets about South American artifacts and era pulp campaigns will find two adventures—one for try to prevent the destruction of the world! GURPS and one generic—while players get assistance If the heroes are globe-trotting investigators, they'll applying the Action supplements to their pulp heroes! love this issue's handout: a huge list of countries and Sean Punch, GURPS line editor and GURPS Action territories of the world in the 1930s, including a map to author, explains how to adapt modern-day Action plot and record their travels. It's great for GMs keeping templates and rules to pulp-era adventurers in Pulp track of global information, too! Action! Andy Vetromile and Matthew Pook explore games Matt Riggsby—author of GURPS Locations: The that can be used, perused, or abused for pulp-era Tower of Octavius—takes heroes to an island paradise inspiration in this month's Recommended Reading! Finally, the Last Word comes to us from Leonard on the eve of World War II in Air Devils of the South Balsera, one of the voices behind the fan-favorite Seas. Who or what are the monsters raiding villages, and why are they doing it? It's got full stats for GURPS, of the Century. What is the last word on cliffhangers, but the core mystery works great in any game! and does it end in an exclamation point?! Space Opera (Issue 9) 2009-07 In This Issue thieves, and star-roaming knights will all find something Whether epic encounters between massive starships, new to bring to the battlefield. or memorable matches between psychically enhanced Because space operas need interesting destinations, warriors, space opera puts the fantasy in high-tech. This GURPS author Stephen Dedman has obliged with some issue offers readers a selection of exciting additions to details on Tangaroa. This backwater planet is a favorite space-opera campaigns. pilgrimage site with potential for some interesting Steven Marsh provides potential galaxy conquerors ecological and archeological finds. with four Doomsday Weapons. From the sinisterly This issue's handout—the Space-Opera Scanner— simple System Silencer to the horrifying Madness can add verisimilitude to the gaming table. Players can Bomb, potential emperors should be able to find assemble their own bulky "high-tech" space-opera something suitable for their diabolical schemes. And scanners and use them to analyze plants and rocks or they're all generic, so they fit into most space-faring keep track of select ship functions. campaigns. Andy Vetromile and Matthew Pook make "as big as If you'd spent your points on precognitive abilities, space" game suggestions with this issue's you could've read Designer's Notes: GURPS Psionic Recommended Reading. Odds and Ends offers some Powers before Rev. Jason "P. K." Levine had even bonus space-opera tips, as well as presenting Murphy's written it. For those who didn't spoil the fun Rules. preëemptively, this article is a fascinating collection of The Last Word on space opera is our biggest word discarded design options, peeks under the hood, and yet, and is almost certainly illegal (and impossible) in other insights. It also comes with a psi-centric setting Scrabble. Find out what Chris Birch, coauthor and line with , degenerate humans, and psionic agents. developer of Cubicle 7's Starblazer Adventures: The Kelly Pedersen shows players how to Fight the Rock and Roll Space Opera , has to Future with five new GURPS martial-arts styles that rely say about the . heavily on gear from GURPS Ultra-Tech. Soldiers, Crime and Grime (Issue 10) 2009-08 In This Issue systemless setting can be overlaid on many other This month's theme is "Crime and Grime", where we worlds, and it contains an explanation of the legal talk about fantasy/historical folks who live a life of crime system and the powers it bestows to catch lawbreakers. and those who live to stop them. No matter where you are, someone's going to do The agents of order no longer are abstract, something that catches the law's attention. Rather than impersonal forces in GURPS Dungeon Fantasy! simply killing off PC criminals, GMs can turn the GURPS line editor and Dungeon Fantasy mastermind punishment into something Cruel and Unusual, a Sean Punch presents The Justiciar: a template for those generic table of 18 sentences that all serve as the who wish to enforce The Law. beginning of an adventure, not the end. For anyone looking for a career on the edge of the In Random Thought Table, the editor offers a brief law, Matt Riggsby, author of GURPS Hot Spots: examination of how magic might affect the dispensing of Renaissance Florence, discusses the amici degli justice. amici, or friends of friends, who are On de Medici's When the PCs decide to improve their fortunes Secret Service. To aid these would-be agents in through random pickpocketing or burglary, GMs can patrolling and investigating their domain, a full-color Deal the Loot with a set of generic cards that add map of Florence, Italy, during the Renaissance is randomness and complications to ill-gained wealth. included. Odds and Ends offers some humor with Murphy's Those who claim to support the ultimate law are Rules, as well as lots of ideas on taboos, customs, sometimes guilty of the ultimate crimes. Learn more magic, and laws. Discover which games offer even more about a real-world type of crime and the near-extinct insights on crime and mysteries in bygone ages with mindset that permitted it to exist, in J. Edward Tremlett's Recommended Reading from Matthew Pook and Andy Holy Dirty Money. Vetromile. In Kyla Ward's Dominion, the land has been brought Finally, the Last Word is delivered by Simon together under the rule of a single king. In this strange Washbourne, author of the Medieval Mysteries RPG. new era, the kingdom needs a few brave souls to act as What is the last word on crime and grime, and why can agents of law—a kind of medieval "FBI". This it be expensive to annoy a medieval coroner? Cinematic Locations (Issue 11) 2009-09 In This Issue pyrotechnics. When it comes to cinematic locations, this issue of J. Edward Tremlett offers an "exotic but dangerous" Pyramid has enough ideas to pack a passport full of secret base in The Immensity. What will adventurers do adventure! in exchange for the impossible power this place offers— Matt Riggsby (author of GURPS Hot Spots: and what shocking secrets does it conceal? Renaissance Florence and GURPS Locations: The Alternate Locations provides over a dozen easy Tower of Octavius offers two "locations"—complete ways to transform a mundane location into a memorable with full-color maps—that can serve as their own focus one. Pick an option or roll randomly! or as a means of getting to other adventures. By air or Need a headquarters to call home, company officers by sea, you can't go wrong when you're Going Places! to steal secrets from, or a building to set a hostage Loren Wiseman (GURPS Traveller) takes the gaming situation in? Then try this issue's insert, The Office classic of the "adventurous tavern" and turns it on its Building, which offers maps that you can print out and ear: now it's the interesting place to visit! Based on a use to quickly create your very own modern multi-story real-world recent-past locale, The Shady Rest structure. Roadhouse is sure to be a memorable night out. Pyramid editor Steven Marsh makes the case that Since Egypt is always the source of great cinematic Locations Are People, Too, in this month's Random action, S. E. Mortimer takes you on location to The Thought Table. Reviewer extraordinaire Matthew Pook Temple of Sobek, the Crocodile . Whether you're suggests some ideal location-centered games in tracking down ancient secrets or modern-day Recommended Reading. And, of course, you can locate supplicants worshipping an ancient god, the Temple can your monthly dose of humor with Murphy's Rules, plus serve as an action-packed source of hieroglyphic some "odds and ends" that round out the magazine. Tech and Toys [I] (Issue 12) 2009-10 In This Issue The Nectar Box. This generic article introduces what With the big annual shopping period fast coming sounds like a perfect solution to the galaxy's ills. What upon us, so arrives the time for browsing through pages could possibly go wrong?… of cool stuff. And, speaking of "pages of cool stuff", In many space campaigns, much of the time in which this issue of Pyramid gives you dozens of interesting you're not roaming the universe is spent trying to get a items and cool "toys" for your adventurers. good night's sleep on a strange planet. For such First, we offer expanded choices and advances from expeditions, you need the right equipment. Stephen some of the gear in GURPS Ultra-Tech in More Ultra! Dedman (author of GURPS Dinosaurs) might just have More Tech!. Selections range from survival gear to what you seek for these GURPS campaigns in More weapons. Survival and Camping Gear. Extrapolating on modern scientific developments, This month's Random Thought Table looks at how to Paper Cells looks at a new kind of power source that regulate getting rid of old gear. As a hint: for folks can coexist with or replace GURPS's traditional power looking to trade stuff in, it's not a good picture… cells. If you need a better way to keep track of the tech and Jason "P. K." Levine, author of GURPS Psionic toys you have, consider this issue's handout: Tracking Powers, explores how you can combine that volume Cards. With this system, you can sort your goodies—or with GURPS Power-Ups 1: Imbuements to create your your abilities—with relative ease. very own psionic super soldiers in Psi-Powered A couple of mini-articles and Murphy's Rules round Imbuements. out the issue in Odds and Ends. Finally, the issue ends Plug yourself into the cosmic unconsciousness with with an in-game option to preserve all these wonderful toys in Reality Backup, Inc. Thaumatology [I] (Issue 13) 2009-11 In This Issue If magicians wield terrifying powers, what power Welcome to the Thaumatology issue of Pyramid, terrifies magicians? Find out in of Null—an where we look at a plethora of magical possibilities— artifact, a cult, and a possible world-shattering threat, all especially if you play GURPS! in one. First, we have a meaty article presenting a new type Everyone knows that absolute power corrupts of Path/Book magic for GURPS Thaumatology that absolutely; some sorcerors simply start dabbling with infuses your tales with the power of tales. Use it in "absolute corruption" and hope it works out. For them, traditional -style campaigns or more self-referential Red Diabolism presents another Path/Book magic for postmodern settings that tap the primal power of Thaumatology that might just be what they seek. stories. All the articles in this issue tinker with the basic Fans of the GURPS Dungeon Fantasy line have a magic rules in some way. Pyramid editor Steven Marsh new reason to don their dungeon-delving gear! looks at the motivations behind this desire in his Combine magic and might with The Mystic Knight for Random Thought Table. GURPS Dungeon Fantasy campaigns. In addition to a Fighting and flinging spells can be great fun, but not character template, this article offers new Imbuement all the time! Wizard's Squares provides a way for players skills and—for the first time—Imbuement Perks. to flex their mental muscles. For those looking for a variation on healing magic in Finally, Odds and Ends offers its usual assortment of their GURPS settings, consider the possibilities opened goodies, including Murphy's Rules, a new magic item, by Salving Magic. If the gods restrict access to the and a new Imbuement for GURPS campaigns. power to heal, this variation can still keep the heroes in So grab your book of spells, dust off your the thick of the action—so long as they're careful. foci, and wake up your apprentice. Even more so than normal, this issue is packed with magic! Martial Arts (Issue 14) 2009-12 In This Issue , in an epic tale that combines the The righteous battle never ends—certainly not with grandeur of exploring a strange land with the horror of a this, the Martial Arts issue of Pyramid. With two new seemingly impossible dilemma. Arachnophobes should adventures, eight new styles for GURPS Martial Arts, most definitely not read this generic adventure. and other dojo-powered delights, this issue is sure to Sure, martial artists have the power to cripple, maim, have something to add punch to your two-fisted and kill at their fingertips, but what challenge arises campaigns. when a campaign explores a nonviolent ethos? This Heroes need to get Hardcore in a modern-day question is answered—somewhat whimsically—by adventure centered on illegal (and immoral) Pyramid editor Steven Marsh, in this month's Random underground fighting. Do the PCs have the guts and Thought Table. skill to break up this operation? Have you ever needed to come up with the What started as a school of martial arts run by three conditions of an interesting martial-arts event on the brothers has splintered into three different schools— spot? Then just draw a couple of cards from those each with its own focus. Sadly, although the schools presented in Instant Tournaments, and you've got teach effective skills, they do not teach particularly yourself a ready-to-go conflict. honorable ones… Learn the secrets of this family Alternatively, you might consider looking at the fight business, plus three GURPS Martial Arts styles, in The complication presented in The Crumbling Ground, Three Brothers School of Martial Arts. which helps codify a classic element of martial-arts Many martial-arts students have been criticized for movies and . having their heads in the clouds, but Fight While in As usual, Odds and Ends offers an assortment of Flight shows the other side of this admonition. These goodies, including Murphy's Rules, a few more five GURPS Martial Arts styles are designed for nonlethal challenges, and a campaign focus where you fighters looking to make the best use of their ability to always know where your next challenge is—and he fly, jump, or aerially maneuver. knows where you are, too. The Groom of the Spider Princess mixes with Rapid-fire entertainment awaits inside! Transhuman Space [I] (Issue 15) 2010-01 In This Issue found Transhuman Action rules to use! What better way to start the dawn of a new year than Within the pages of Inhuman Space, GURPS author the dawn of a new era? Strap on your spacesuits—or William Stoddard explores the horrific implications of the simply upload yourself across the to a Transhuman Space setting further. Never before have receiving station—and get ready to take a tourist stop ancient ideas of cosmic horror felt so new. in Transhuman Space. New ideas come in new ways, with Big Media Our first unbelievable futuristic fusion comes Memetics. These optional rules give more possibilities courtesy of Phil Masters, Transhuman Space line and control for those exploring tomorrow's most subtle editor. He's figured out how to add GURPS Action DNA science. Drink Big Media Memetics Cola! It's new! to the year 2100 experience in Transhuman Action! For campaigns featuring extensive interactions These new lenses, rules, and tips for adding cinematic between the red and blue planets, the Earth-Mars fun to the near-tomorrow setting may be just what you Calendar may be just the thing you need to keep track need! of time between these neighbors. Good through January Once you're done adding exclamation points to your 2102! slinks, Transhuman Space architect David Pulver offers Steven Marsh, Pyramid editor, explores a new way of a glimpse at how a group of "normal" Fifth Wave looking at the Transhuman Space setting in his citizens live their lives, particularly at 42 Fedorov Road. Random Thought Table. What do you get for the This apartment building (complete with maps) even has setting that has everything? two vacant rooms just waiting for tired adventurers to Finally, Odds and Ends includes a couple of make themselves at home! adventure ideas we miniaturized to cram in here, and— Long-time Pyramid contributor J. Edward Tremlett of course—the ever-popular Murphy's Rules, featuring welcomes nervous tourists to visit the latest advances the art of Greg Hyland. in human depravity, with five sinister locations in The Your passport to the future isn't nanoscrawled on a Dark Places of the Earth. It's time to put those new- scroll of DNA or laser-carved on an ; it's right in front of you, waiting to be read. Welcome to 2100! Historical Exploration (Issue 16) 2010-02 In This Issue new optional GURPS rules for languages and cultural Gather the crew and scrape the barnacles off the hull; familiarity. this issue of Pyramid is ready to set course for the open When exploring, being first often matters most—and seas! it's possible the Vikings were the first Europeans to Our first destination is to Pele-1, an alternate timeline cross the second-largest ocean. Graeme Davis, author of for the GURPS Infinite Worlds setting, in An Age of GURPS Vikings and GURPS Middle Ages 1, provides Sails. Discover a world in which Asia made contact with an overview of some of the lands these hearty travelers the New World before Europe—and learn about a explored in The Vikings in the Atlantic. It includes mystery that spans four worlds. numerous adventure seeds suitable for those with and Discover the rumors surrounding the land of without Viking blood. Patagonia and its fabulous of the Caesars. Perhaps the most famous locale explorers might seek Learn the background on the city's "creation" and the in the New World, The Fountain of Youth describes the various (unsuccessful) attempts to find it. This generic rewards and pitfalls of putting one or more magical article contains a treasure trove of ideas on what the water sources in a historical campaign. City could be, possible tie-ins to other odd phenomena This issue's Random Thought Table discusses the in the area, and ideas for contemporary campaigns. distinctive and exciting features of exploration Each contact with a new civilization means a new campaigns. What will you do today? culture. Minding Your Manners offers insight into the Your explorers already have character sheets, but perils of personal interactions, plus numerous what about the campaign? Keep track of your journeys suggestions on how to represent the alienness of exotic with the Expedition Log: blank forms waiting for you to locations. put quill to ink. With new civilizations often come new foreign As always, Odds and Ends offers a few bits we can't phrases to frustrate frontier fortune-hunters. cram into the cabin, including some laughs with Languages, Culture, and the Common Tongue presents Murphy's Rules. Modern Exploration (Issue 17) 2010-03 In This Issue after them? Graeme Davis, author of GURPS Vikings Do you think there's nothing new under the sun? and GURPS Middle Ages 1, helps with that problem: Then you haven't made a breahtaking discovery while simply give Mummy Amulets to some select adventurers slogging through the sand, sloshing in snow, or and watch the heroes regain their respect for the sneaking beneath city streets—but, after this issue of afterlife. Pyramid, you may. On the more realistic side, Shovel Bums looks at the Using steam-powered technology over a century dirty world of real modern-day adventurers. Learn of the early to fuel their exploratory urges, the people of Pele-2 talents and techniques of these field archeologists, use begin to fill in The Map's Dark Spaces. This alternate the GURPS templates and lenses to make your own Earth and its enigmatic alien artifacts present both professional wanderers, and then drop them into the opportunity and danger to the Infinity Patrol. included framework that makes best use of these Incorporate this timeline into part of a larger GURPS unlikely heroes. Infinite Worlds campaign, or use it as a standalone How can a GM add exploration to a modern setting for modern exploration adventures. campaign? Steven Marsh, Pyramid editor, offers one The Black Box reveals perhaps the greatest possibility in this month's Random Thought Table. conspiracy in modern exploration—a secret that also Of course, every exploration adventure worth its keeps secrets. Some discoveries are best kept hidden, weight in gold has "one true" item needed to get past and these are the people to do it. Those who assist the some insurmountable obstacle. Curious Coins provides Black Box have adventures they would never forget—if one true artifact—and lots of red herrings—to help the only they could remember. GM add some mystery to the search. Are GURPS explorers traipsing around Egyptian Finally, once you've made it back to civilization, head ruins becoming blasé about hordes of corpses coming over to Odds and Ends for morsel-sized mini-articles and a bit of humor from Murphy's Rules. Space Exploration (Issue 18) 2010-04 In This Issue kinds of realistic sci-fi campaigns are possible? Plus, to This month's Pyramid turns an eye toward the final get you started, it includes a deep-space station frontier, with the topic of Space Exploration. presented in GURPS Spaceships stats! Our first destination is an where The exploration of space doesn't mean just astronauts Earth has begun to colonize the Moon, Mars, and Venus and away teams; sometimes the best tool for the job is a in Shores Beyond the Night. Explorers race to discover probe. Discover a thorough examination of the the exciting possibilities the solar system offers— possibilities and pitfalls of indirect celestial searches in including offworld alien artifacts that can take Secondhand Space Exploration, which includes much humanity's tech to the next level! This setting can be food for thought and a handful of adventure ideas. incorporated into the larger GURPS Infinite Worlds Remember: You can't spell "problem" without a framework or used on its own for space-probing "probe"… suspense. When things go wrong, you want to know that you Not all discoveries are pleasant, as Close Encounters can count on your life pod to support you until help of the Unwanted Kind will reveal. These five mysterious arrives. Looting Your Life Pod's Locker itemizes exactly and dangerous encounters—suitable for any space- what's included in five different models of life pods, faring system—can form the basis for an exciting presented in GURPS Ultra-Tech terms. adventure or an altered campaign. Rounding out the issue, Ruins and More offers an When you're done colonizing the main and easy-to-use way to abstract xenoarcheological efforts, planets of the Solar System, set your sights on the Random Thought Table looks at how the mundane can Kuiper Belt and beyond in Cold Horizon. Carve out a be magical in space, and Murphy's Rules provides its comet and call it home! When you can live on a comet, usual popular parachute of nitpicking pratfalls… "a snowball's chance in hell" suddenly gets a lot more literally, this month! likely. What problems and opportunities await? What Tools of the Trade: Clerics (Issue 19) 2010-05 In This Issue Although suitable for any system, this article by Graeme This month's issue is devoted to tools and tricks a Davis (author of GURPS Middle Ages 1) is especially cleric needs to make it in this sinful world. Here at useful to GURPS players. Pyramid, we definitely believe in higher powers: you— While many clerics truly have gifts from the gods, the magazine-buying public! So, what do we have to some folks resort to more earthly methods. The Tricks of placate our PDF-purchasing pantheon this time? the Shaman reveals the basics of how to convince There's something about some clerics… it's like they others you can channel spirits, useful for faking it or radiate divine energy. Perhaps it's one of the Auras of making sure customers get their money's worth when Power, a new form of clerical aid that can buff up allies you're dealing with invisible forces. or smite foes. You'll get complete GURPS stats for There are often perks to being (or pretending to be!) divine abilities—especially suitable for Dungeon part of the clergy, including a more lenient judicial Fantasy!—that gods can give to their most devoted system. Sanctuary and Right of Clergy offers an followers, plus a mighty new "meta-enhancement" that overview of the rise and fall, uses and abuses of such makes these auras possible. worldly benefits, providing systemless inspiration for Sometimes mortal souls pass to the great beyond with adding such laws to your own fantasy campaign. unresolved matters still staining their souls; rather than We explore the depths of Warehouse XXIII (as it allowing them to rise to their reward, this weight drags might have been known in times of old) to reveal Three them back to our realm, as members of the undead. The Holy Artifacts. Discover the ways that these seemingly Sin Eaters do their part to help because their hidden mundane items can unleash some of the most amazing history compels them. In this systemless article, learn effects that faith can power. the secrets of one of the more unsavory and unpopular As ordained by prophecy, this issue is rounded out types of clerics, and why they are so important. with a system to track holy events and obligations Using a real-world holy martial organization as a (Miraculous Events!), Odds and Ends, Random template, Templars offers insight into how to add a Thought Table, and Murphy's Rules. May the forces of company of fighting priests to a fantasy setting. good gaming be with you. Infinite Worlds [I] (Issue 20) 2010-06 In This Issue has it all. If you want to try filling up a campaign with a name One small step for… the proletariat! If the Soviets like Infinite Worlds, you're going to need a lot of could have worked together, they might have beaten the alternate to do the job. Fortunately, this issue has Americans in the race to the Moon—and there are a bunch of new timelines that can expand that setting or worlds in an infinite cosmos there they did. The Cold serve as excellent adventuring possibilities on their War meets the chill of space in The Red Rockets' Glare. own. Choose which of these worlds you incorporate When high-action anime and cyberpunk collide, the into your own campaign and how you do it: the results are enough to send citizens fleeing to their possibilities are infinite! climate-controlled homes. Learn more about how to Of course, you have to know how to get there first. survive in this world—as well as GURPS templates for Forget technology and start using your head! Jason and cat people—in Cyberme. "PK" Levine, author of GURPS Psionic Powers, For some folks, Mondays are hell—and so are expands one of the most popular forms of psi in Infinite Tuesdays, Wednesdays, Thursdays… Learn about Teleportation. New Teleportation abilities, perks, and some of the least hospitable spots in the cosmos in psi techniques cover everything from world-hopping to More Hell Parallels, including GURPS information for bullet-dodging. an alternate Leonardo da Vinci's more impressive gear. What happens when you mix 1940s Our fun-hopping feats continue with Odds and Ends with ancient Rome? Legionnaires in space! Sapient (including Murphy's Rules) and the editor's Random lizards from Venus, multi-limbed Martian masterminds, Thought Table. With this issue of Pyramid, there's a moondragons, and flying galleys—Roma Universalis world of possibilities—and another—and another… Cyberpunk (Issue 21) 2010-07 In This Issue them out of their cushy cities into the wasteland to find The future marches ever closer. This cyberpunk- The Treasure of Joni Monorail. This nontraditional themed issue of Pyramid—devoted as it is to cyberpunk adventure outline starts with a mystery; how omnipresent computing and soul-crushing it ends up is up to the heroes. megacorporations—looks at a tomorrow that's sooner Who couldn't use someone in his head to help than ever! manage his life or give him a pep talk? The Voices in My The chromed dark future demands action—so why let Head offers three new GURPS Ultra-Tech plug-ins for the guys with guns and big muscles get all the fun? the discriminating dystopian customer's chip slot. Console Cowboys and Kung Fu provides Cyberpunk often strikes an uneasy balance between fast-paced rules for hackers and netrunners. Using the radical and the realistic. Keeping It Real looks at GURPS Action as its core inspiration, this system many cinematic advantages and disadvantages in allows for cinematic computer action that offers many GURPS, and offers insight, options, and variants for options without slowing down the game. Fight the incorporating them into realistic campaigns. This is a future—quickly! must-read article for realistic GMs even if they don't Cyberpunk wants you to consume almost as much as play cyberpunk! it wants to consume you. Down in the Mall, by Matt For the first time, our prop insert provides direct Riggsby, proves that tomorrow's centers of shopping support of an article from the same issue: Build your are ideal for adventurers, whether forming the basis for a own simulated hi-tech gear with the Action Cyberdeck. quiet shopping trip or a loud firefight. Much like Matt's Finally, this issue offers the usual bits that are no GURPS Dungeon Fantasy 8: Treasure Tables, this doubt crafted by sophisticated AIs: the iridescent generic article uses random tables to allow for the fast insight of Random Thought Table, the revolutionary creation of bazaar points of interest. randomness of Odds and Ends, and the metallic mirth of Are the cyberjockies getting too comfortable? Take Murphy's Rules. Banestorm (Issue 22) 2010-08 In This Issue fate for several of the more famous ones in Whatever The world of Yrth is a rich and varied place, with Happened to…?. (Hint: They ended up on Yrth.) The many locations explored by its inhabitants but not so article also offers some ideas on how to add noteworthy much by outsiders. This issue of Pyramid offers names to the Banestorm setting at the right time. possible histories of lesser-known spots—including Near the Bronze Mountains lies Arvey: The City of two cities using the GURPS City Stats format—plus Silver Hills. Though sometimes a place bitterly fought plenty of other Banestorm goodness. over, this metropolis has still managed to shine. More Matt Riggsby (author of GURPS Fantasy-Tech 1: importantly, the location of the city makes it a perfect The Edge of Reality, GURPS Hot Spots: Renaissance starting point for GURPS Dungeon Fantasy-style Florence, and many more) reveals the secrets of a adventures. It also includes full GURPS character stats splendid island city in Ansonne: The Black Heart of for three of the city's noteworthy names. Araterre, about which one observer has said: "The The dwarves have a secret place of great beauty and scent of the city's spices cannot keep pace with the unusual flora and fauna. Explore The Crystal Wilds (on stench of its rot." It includes a full-page map depicting Yrth or under the volcano of your choice), and discover the city and its environs. what delights it has for the eye and palate. Is it realistic Phil Masters (co-author of GURPS Banestorm) or fantastic? Yes! suggests how to create unusual character histories in In addition to its usual frivolity, Odds and Ends Places to Come From: Heroic Origins on Yrth. features a special bonus this issue: an unlabeled version Additionally, he presents brief descriptions of two of the city map from GURPS Banestorm: Abydos. Give unusual locations that provide ideal heroic a copy of this map to players and tempt their heroes into backgrounds. seeking out this strange city. There have been thousands of unsolved This issue also has its usual touch of humor with disappearances over the centuries. Find out a possible Murphy's Rules and a thought-provoking Random Thought Table. Action Adventures (Issue 23) 2010-09 In This Issue Is there anything more action-packed than a car When you think action, you think GURPS! This chase? What about a car chase with three - installment is so jam-packed with action adventures, controlled vehicles, huge cash prizes, and byzantine you might think we're violating some kind of high- plots? The adventure outline Calamity Road—suitable octane ordinance! for any system—gives the GM the movers, motivations, It starts with a light-fingered maid. It ends with and mishaps that can befall this unusual contest. heavy-duty explosives. In between are bluffs, toughs, GURPS Action 2: Exploits gave GMs the tools they and fisticuffs. Can the heroes accomplish their mission, need to adjudicate exciting chase sequences. This or do Blowups Happen? This adventure—written by issue's Chase Cards support that supplement by GURPS Martial Arts Adventures co-author Stephen providing essential information about range and Dedman—comes with full GURPS stats for all the maneuvers, giving a visual aid to players and GM alike. parties involved. The gaming group can use the cards to speed up It's not a late-night made-for-cable movie—this is decisions, keep track of progress, and introduce plot real! something's fishy in a small town in Indiana, but twists. no one wants to believe it—especially not when a major Many GMs don't want to kill off the heroes. However, storm is rolling in. Horror, action, and nature's fury they still want the players to sweat when death could combine for Night of the Megacarp—including GURPS wield its scythe. Pyramid editor Steven Marsh examines info for the titular threat. this very problem in this month's Random Thought Pack your cold-weather gear, soldiers: You're going to Table, complete with GURPS notes. Antarctica as part of Operation Sun Dog! Your mission Of course, an issue wouldn't be complete without a is to stop the Fourth Reich before it takes over the world few serious and not-so-serious Odds and Ends, —or inadvertently destroys it. Don't forget your including Murphy's Rules. explosives! This adventure blueprint includes GURPS This month's Pyramid is the anticipatory silence Action guidelines. before the explosion. It's up to you to wear your sunglasses and walk toward the camera looking cool! Bio-Tech (Issue 24) 2010-10 In This Issue Better Living Through Pharmaceuticals offers 10 new What could be more perfect than tailor-made body bio-tech chemicals that can change your life— parts? The Bio-Tech issue of Pyramid, of course! sometimes in unexpected ways! David Pulver, co-author of GURPS Bio-Tech, When bioengineering gets out of control, it can explores Biomecha—the ultimate in organic weaponry. populate a universe with all kinds of strange creatures These impossible constructs can be part of a setting or that no one would ever realize were once human. The the focal point of a universe. With new templates, Children of Inzanami are varied and scattered among abilities, and campaign seeds, you'll be eager to get your the stars. This campaign background offers an excellent very own biomech. way to explain the existence of seemingly nonhuman Some homes and equipment take a while to grow up races in a futuristic setting. you—sometimes literally! Such is the case with Martian For a means of keeping track of bodily modifications Tech, the in-demand gear from the next world over. It's (as well as cybernetics, fantasy accessories, and more), designed for the Roma Universalis alternate Earth (first print out the Biomod Location Sheet. This sheet seen in Pyramid volume 3 issue 20: Infinite Worlds [I]), includes your choice of three different images on the but it's useful for anyone needing exotic animate tech. front and easy-to-access canonical GURPS information What happens when the villain's lair is the villain? about hit locations on the back. Will the living, breathing building that is Terra Get some tips for getting rid of organic tech in Odds Incognita: Adleman Bank be able to recover from his and Ends, celebrate life with the whimsy of Murphy's psychosis before he really hurts someone? Rules, and ponder the ickiness of bio-technology with Since humanity first chewed on bark to feel better, Pyramid editor Steven Marsh in Random Thought drugs have helped humanity easily overcome many Table. disadvantages. But, as everyone knows, even the best Most organic entities are more than the sum of their drugs can sometimes present their own challenges. parts—and the same goes for Pyramid. Celebrate life! Epic Magic (Issue 25) 2010-11 In This Issue Abyad's Astrolabe. Change night to day, move the stars, Beyond the usual, beyond the ordinary… it's epic! or alter someone's life! Although tied to the world of This issue packs in an assortment of methods to make GURPS Banestorm, this impossible artifact could be your magic bigger and bolder—in ways you may not found in just about any world where there's a sky. This have considered! feature also comes with cards to help celestial All the Epic Ways examines various tacks for creating calibrators keep track of the horoscopes they create. an epic magic system for your campaign. As a bonus, it If tampering with time and destiny over a localized provides outlines for four example systems, drawing region isn't enough for you, then consider trying to find inspiration from GURPS Thaumatology: Magical The World Maker. Highly sought after (for obvious Styles and the core Thaumatology supplement. reasons), this instrument of creation does exactly what David L. Pulver, co-author of GURPS Fourth Edition its name implies. Regardless of your game system or and author of the GURPS Spaceships series, uses the setting, the world could be yours! latter system to detail game stats for The Skystone He might seem mundane compared to grander magics, Castle and Other Wonders. This trio of enormous but, with the right commander, the Quartermaster Mage devices pushes the definition of "spacecraft" and can turn a battle from ordinary to epic. This GURPS pushes the limits of imagination! article features the effects of popular spells on the Essential Magic shows what happens when you battlefield, a ready-to-use template, and a sample build off the foundation of the Essential character. forces from GURPS Magic to unknown avenues of the Consider just what constitutes "epic magic" with arcane. With 25 spells and tips for creating even more, Steven Marsh, editor of Pyramid, in his Random elemental mages who want more from their magic should Thought Table. Then head over to Odds and Ends for consider this article to be essential. some bonus ideas and a laugh with Murphy's Rules. The custodians of the curious invite us to take a look This issue cranks arcane awesomeness to the next at another bizarre creation, in Warehouse XXIII: Al- level. You'll never look at the impossible the same way again! Underwater Adventures (Issue 26) 2010-12 In This Issue dwellers who have harmed their habitat. The GURPS For all of us, water is in our blood—literally. The sea ghastlies presented in The Ocean's Lords may be can be the birth of new adventures, or death in a blue- reasoned with in time—but they're definitely not green grave. armless. In the same way that water is the foundation of all life, With all these unreal threats presented so far in this so too do aquatic adventures need to be built on firm issue, there's one modern-day realm that's perhaps even ground. To that end, GURPS Fathom Five collects, less realistic: reality television. In The Future of the U- updates, and expands on the rules needed to explore— 42, a routine security mission leads to the unraveling of and fight!—beneath the waves. Grab your scuba gear, a six-decade mystery—and the fate of New York may and dive right in. hang in the balance. No doubt many a sleepless night has been devoted to After all this excitement, what could be more relaxing which is scarier—ghosts or sharks? Both sides of the than a stay in a luxury hotel? Well, perhaps anything, if debate get new evidence in The Wreck of the Savoy, an it's The Hotel Nethuns. This near-future wonder is a adventure with GURPS stats and enough danger and hotbed of diplomacy and intrigue. The billions of mystery to rattle Davy Jones's Locker. gallons of water behind the walls of this deep-sea Too spooky for you? Then come back to the real destination may be its least dangerous feature… world—The Yonaguni Monument, to be exact. This Finally, we wring out the towel with a few more drops actual enigma may be natural, human-made, or of fun that wash up on every issue, including a watery constructed by other forces. Regardless, this generic Random Thought Table, a swimmingly fun Murphy's article provides a great springboard suitable for any Rules, and other odds and ends. undersea-exploring adventurers. This issue's thrills aren't out of your league, so water While beneath the waves, beware the eight-limbed you waiting for? entities who seek to exact revenge on the surface- Monsters in Space (Issue 27) 2011-01 In This Issue for A Well-Armed Populace. This article examines the Objectively looking at the laws of physics, space is secrets, lies, and truths (including GURPS stats) for a scary. But, once humanity makes its way to the stars, we new alien race. may be surprised to discover we're not the only alien The biggest scares can come in the smallest creatures exploring the void. Who will survive the packages. Learn what's so awful about a snake, a virus, horrors' attacks, and who will become some cruel and a bug (each presented with adventure books and creature's snacks? GURPS stats)—because, In Space, No One Hears Them Straight from the deserts of Mars, the swamps of Crawl. Venus, and other extraterrestrial points come The night extends to infinity, as shown by Creatures Moondragons and Stranger Things. With of the Void. GURPS Assistant Line Editor Jason "PK" moondragons, Martian throat-stabbers, and more, this Levine revisits the first two GURPS Fourth Edition: bestiary (designed for the Roma Universalis timeline Creatures of the Night volumes, which he co-authored. from Pyramid volume 3 issue 20: Infinite Worlds [I] but He provides insight into how the Earth-bound entities suitable for many settings) offers some of the more contained therein might be transformed for feared creatures of that solar system, complete with extraterrestrial horror. GURPS stats for a dozen different denizens. For the GM who needs to deal with creating a quick The Angriest Invasion of Earth begins in the monster for a sudden layover on a new planet, or for a shadows and ends with explosions—and all the hero looking for a deal on a new kind of guard dog, this emotions in between pave the way to feed the invaders. issue's bonus lets groups deal out random creatures This generic campaign gives the groundwork for the with Aliens on Hand. GM to destroy the world. Can the heroes uncover the Steven Marsh, Pyramid editor, looks at how to decide conspiracy and save the world from itself? just what makes monsters in space dangerous in his As humanity explores the stars, there will be many Random Thought Table. When you need a break from agendas, some of which conflict. When greed wings out the creepy-crawlies in the rest of this issue, head over to in a first contact, the results can be devastating, even Odds and Ends for Murphy's Rules and other fun stuff. Thaumatology II (Issue 28) 2011-02 In This Issue Some people think that everything should be freely Everyone can use more magic. With this available to everyone. A shadowy subset of that high- thaumatology-themed issue, you'll spice up your minded group has the power to make this happen. Learn ceremonies, enlighten your labs, and maybe destroy the how The Promethians are working to make magic world once or twice. accessible to everyone—whether the world wants it or Alchemists are constantly looking for new ways to not. This article includes light game info for introducing improve existing potions or create entirely new ones. It's these potential friends or foes into a GURPS campaign, Pure Chemistry! provides expanded guidelines for but the ideas can be ported to any paranormal period. GURPS Magic alchemy, including 10 new elixirs, three Not all magic is beneficial. Ten Ways to Destroy the new techniques, and a new spell of interest to potion- World With Magic explores various ways in which pushers. GURPS Dungeon Fantasy delvers may find tampering with forces can result in doom the options for expanding elixir effects to be particularly for everyone. Each of the 10 systemless doomsdays helpful. contains ideas for the before, during, and aftermath of are well-known on GURPS Banestorm's Yrth these arcane armageddons. for their fascination with magic. Although most are This month's Random Thought Table explores some simple hedge mages, a few enterprising enchanters have ways to develop the educational story arc of an arcane designed their own bag of tricks. Created with the rules academic. Learn how to overcome delusions or from GURPS Thaumatology: Magical Styles, Yellow dependency on external tools, and find out the pros and Magic presents its titular style and its nine cons of on-the-job training. secret spells—including the awesomely powerful Do you know how hard it is to find a good moon Sunburst! when you need one? Discover this little-known "fact" Do you want to cast ritual magic, but don't have the wih Murphy's Rules, then uncover a few other magical patience or pals to make it happen? Ceremonial Magic tidbits in Odds and Ends. Made Easy develops a method for enabling the average With magic, you never know what you'll witness next. —and sometimes solitary—GURPS spellcaster to tap With this thaumatology-themed issue, believing is into this power. seeing! Psionics [I] (Issue 29) 2011-03 In This Issue Forget 1984's notion of "thoughtcrimes" when your Here at Pyramid, we think anything is possible if you powers of thought truly make you dangerous. put your mind to it! What better way to prove it than Thoughtjustice examines various possibilities for with an issue devoted to mental mastery—psionics? enforcing laws when dealing with cranial criminals— For those harnessing the awesome might of GURPS suitable for any system with psis. Psionic Powers, Expanded Psychokinesis provides new Jason "PK" Levine—GURPS Assistant Line Editor, things to think about. Get six brand-new abilities: author of GURPS Psionic Powers, and our resident Manipulate sound! Survive impossible falls! Each ability expert when it comes to blasting each other with mental has techniques, and the article is rounded out with new energy—offers his thoughts on Averting Psychic perks and psionic-power advantages. Disasters! Now, you can keep your critical failures at Want to create a new mentalist or determine the bay while tapping the power of psi. effects of that odd brew your hero just quaffed? When first contact with aliens doesn't quite go as Random Psionic Tables lets you roll on lists featuring planned, Earth has to establish all kinds of new policies, all 108 packages from GURPS Psis, plus five new ones. especially in light of psionic . Who better to deal Get mental with a handful of dice! with these new problems in the galactic spaceport of This month marks the dynamic debut of David L. Cosmo-Tokyo than the Tokyo Psience Police? This Pulver's column, Eidetic . In this installment, generic campaign framework is David L. Pulver's second David considers what would happen if you used the mind-blowing contribution to this issue! GURPS Magic system to represent psionic abilities. Steven Marsh, Pyramid Editor, uses this month's This variant is especially useful for fantasy campaigns! Randon Thought Table to think about how our minds Get to The Edge of Psience, and find some new work… and builds on that to add paranormal powers in GURPS tools for your psychic superstar. Do you envy a campaign. wizards and their ? No more! This article We predict you'll get a chuckle out of this issue's describes "familiars" for psis, including a few examples. Murphy's Rules, and maybe something more to think This article also includes four psionic artifacts that about with the rest of Odds and Ends. This issue has might come in handy—or spell your doom. more brain-busting benefits than you can bend a spoon at! Spaceships [I] (Issue 30) 2011-04 In This Issue you can re-create epic space battles at the gaming table! Hoping to survive in space? Don't hold your breath… Sky Galleys are an essential component in Rome's get a spaceship, instead! This issue's theme is ability to keep its empire together in the Roma interstellar transport, high-tech captains, and things that Universalis setting (the first reports of which came to go bump against the hull. our universe from Pyramid volume 3 issue 20: Infinite Our interstellar journey starts close to home as we Worlds [I]). Their vessels are constructed using the explore the Solar System—with magic! Practical provided new optional GURPS Spaceships Astromancy looks at the high-tech, off-world edge of components. The empire would welcome your the GURPS Technomancer setting. You can pop over to appreciation of the stats for two of its proud vessels, Kennedy Base on the Moon, check out the Solar plus GURPS templates for sky crews and additional System in a survey ship, or participate in a research and information about this Infinite Worlds timeline. development project on a space station. Kenneth Peters, What will brave explorers find on the Hunter- co-author of GURPS Ultra-Tech and author of Gatherer? From cutting-edge 1950s to far-future Transhuman Space: Spacecraft of the Solar System, exploratory campaigns, this adventure is suitable for provides ship stats and game mechanics for schlepping any setting in which the heroes can get into and survive people and cargo. Any sufficiently advanced magic is in space. GURPS Spaceships stats are provided for the indistinguishable from everyday tech! "asteroid, plus game information for the nine different Some vessels are so complicated that the only way to living threats the explorers might face. Will the explorers operate them is by becoming One with the Ship. This become heroes—or memories?" meaty GURPS article gives a new 150-point template— What do comic-book heroes and sci-fi adventurers the interface pilot—plus customization options, new have in common? This month's theme of "spaceships" advantages, cybernetic implants, and interface may give you a clue… Steven Marsh, Pyramid Editor, technologies. It also includes a sample pilot suitable for reveals the connection in this month's Random Thought any cinematic TL10 campaign. Plug in and zoom out! Table. We welcome the return from deep space of David L. Finally, you'll race to catch this month's Murphy's Pulver, co-author of the GURPS Fourth Edition Basic Rules, then encounter a few ways to make your ship Set and mastermind behind GURPS Spaceships (among "interesting" in this month's Odds and Ends. The void many others). In this month's Eidetic Memory, David of space beckons; strap into your favorite FTL flyer and provides an optional system for how to combine answer the call! GURPS Mass Combat and GURPS Spaceships. Now Monster Hunters [I] (Issue 31) 2011-05 In This Issue day GURPS heroes. When you stare at the horror, the horror stares at Some are born into greatness, and others are called— you… and that's a great time to shoot it in the face. This sometimes literally! The Network presents a generic month's Pyramid is for those who fight against modern-set organization with deep pockets, a tight fearsome foes—especially the high-powered heroes of leash, and powerful allies. It begins with a mysterious the GURPS Monster Hunters series! package, and ends with… well, that's open for debate. The line between good guys and bad guys is blurred Do the heroes heed the call? (Do they have a choice?) at the Last Stand on Mason Drive. This adventure for Before the monster hunters of today could take up GURPS Monster Hunters—by Matt Riggsby, author of arms, the champions of the past needed to pave the GURPS Locations: The Tower of Octavius and others way. Learn how to tweak the templates from GURPS —includes stunning maps of the target warehouse and Monster Hunters to tackle the turmoil of yesteryear with the underground lair it hides. Pulp Hunters! Why would a monster hunter grab a bucket of If you wanted to drink deeply from the creature-killing popcorn and load up the DVD player? Research! cauldron from which modern monster-hunting mayhem Monster Hunter Firepower at the Movies looks at the emerged, check out Inspirational Fiction, written by firearms and weapons utilized by the heroes of 10 Jason "PK" Levine—author of the GURPS Monster monster-hunter films. Written by Hans-Christian Hunters series! Vortisch, co-author of GURPS High-Tech and GURPS This issue also includes a bit of magical mirth from Loadouts: Monster Hunters, this article also includes Murphy's Rules, plus a look at The Optimism of a GURPS stats on more than 20 new weapons! Darker, Deadlier World in this month's Random The worst nightmares find themselves reborn time Thought Table. and again—especially if they involve a phantom van. In If you're a , , or other scourge that this month's Eidetic Memory, GURPS Fourth Edition would make a snack of society, please leave the secrets co-author David Pulver introduces you to The Horror herein unlearned. For the rest of you, this jam-packed Out of Dreams, a supernatural adventure for modern- issue of Pyramid is a welcome addition to your arsenal! Fears of Days Past (Issue 32) 2011-06 In This Issue Penanggalan. We can't let bygones be bygones—especially when What's more perilous than a unique tome of terror? so many bygone eras offer so much frightening fun! Multiple copies. Pyramid Editor Stephen Marsh With this month's theme of Fears of Days Past, we go presents an adventure framework suitable for any era from the dawn of the atomic era all the way back to the where QWERTY conquers all, in The Typewriters of first found fungus. Terror. Our first stop back in time is the 1950s, when Adventurers need not fear only otherworldly threats. communism was almost eclipsed by another invisible GURPS WWII: Grim Legions author Michele Armellini menace: radiation. Can you help contain the Creatures reminds us that Nature herself delights in Driving Us from the Pit before they take over the world? Written by Mad. Discover one such danger (including GURPS GURPS Martial Arts Adventures co-author Stephen effects) that heroes could encounter during their nature Dedman, this article provides GURPS stats for the key walks—or villains could serve in their stew! participants—including the titular terrors! During the Age of Reason, not everyone was in his Before the Cold War came the Great War. Unknown to right mind. Today we blame mental illness, but it's most, this tragedy opened the way for the denizens of remotely feasible that sinister agents were using The Air Hell to more freely walk the earth. The era that followed Loom on their victims. GURPS Vikings author Graeme hides the preparations for the secret war between Davis delivers the details on this device, including and . There's nothing quiet about the adventure ideas and suggestions for using it in GURPS. Roaring Twenties in this systemless campaign What is The Appeal of the Past? Steven Marsh offers framework; will you help or hinder the coming of the reasons why he prefers "period pieces" over modern Dominion Day? stories in this month's Random Thought Table. In his latest Eidetic Memory, GURPS Fourth Edition Once you're wound up with fear, catch your wind with co-author David Pulver presents a testy terror from the usual humor and itty-bitty ideas of Odds and Ends. Southeast Asia and Oceania. Amid a backdrop of The Pyramid plague is fueled and ready for its Fright Victorian colonialism, learn more about the dreadful Check! secrets (and dangerous GURPS stats) of the Low-Tech [I] (Issue 33) 2011-07 In This Issue latest Eidetic Memory by GURPS Basic Set co-author In bygone eras, innovators worked tirelessly to David L. Pulver. improve, invent, and innovate. We're bringing this It's one of the most basic ranged weapons, and it can entrepreneurial spirit to Pyramid with an entire issue be among the deadliest in the right hands—or mouth. devoted to Low-Tech! Discover how a blowgun can turn a puff of air into A The bow was the firepower of its era. Thanks to The Killing Breath, including GURPS stats for six blowgun Deadly Spring, you can have the same level of intricacy sizes (plus nine types of ammo), an assortment of and nuance with bows that gun enthusiasts already modifications, three new perks, and three new GURPS enjoy in GURPS. Whether you like your bows cinematic Martial Arts styles. or realistic, this detailed optional system lets you design When in Rome… you really want to feel like you're in amazing weapons to your exact specifications. For those Rome. Kenneth Peters (co-author of GURPS Ultra- who don't want to mess around with math, it also Tech) can help. A perfect companion to GURPS features 13 ready-to-use bows, from ancient to modern Imperial Rome and GURPS Martial Arts: Gladiators, and everything in between. Fire away! Roman Technology uses Low-Tech and its companions Find yourself At Play in the Fields with GURPS Low- to detail the era's delights. It also includese GURPS Tech co-author Matt Riggsby as he reveals some stats for nine "new" vehicles. Beware of debunked optional agricultural rules that build off the foundation ! laid in GURPS Low-Tech Companion 3: Daily Life and Even with all this innovation, we appreciate the Economics. Learn how to make money, improve classics—as you'll see with this issue's installments of farmland, and determine the ideal combination of crops Random Thought Table, Murphy's Rules, and other and farmers to support the local and his on- interesting Odds and Ends. staff band of adventurers. Whether you're keeping the fields fallow or the feudal If you need a place to stay for a while, simply tell the lords free, this issue has insight and information you local sheriff what you really think of him. You might get can use. Create yesterday like there's no tomorrow! to "enjoy" the hospitality of Medieval Prisons, in the Alternate GURPS [I] (Issue 34) 2011-08 In This Issue Extreme Damage, an examination of the higher end of Watch out: The cutting edge of GURPS is sharp! the scale. If you wanted to see how one of the principal This month is dedicated to novel notions and major architects of GURPS Fourth Edition can shake up manipulations for the greatest generic universal fundamental assumptions of size, HP, explosions, and roleplaying system of all time! more, look no further! Docking first is Alternate Spaceships, a look at Longtime GURPS tinkerer T Bone offers Ten Tweaks significant modifications to the GURPS Spaceships to Customize Combat, a bunch of bite-sized mods that system—written by that series' mastermind, David L. can bring a new spark to combat. Pulver. Harness the power of core tweaks, new systems, Who needs six-siders? A Deck of Dice offers a radical variant design features, and more. revision of a beloved basic concept—and what A New Take on Grappling offers a radical revision possibilities it opens. Deal with it! that seeks to unify and expand the grappling system For those who are looking for more variability and from the Basic Set and GURPS Martial Arts. For those options on the defensive side, Armor Revisited times when only hands-on heroics will suffice, give describes a number of new possibilities. Stay safe! these rules a try! Pyramid editor Steven Marsh uses this month's Watch your step! When We Were Very Small provides Random Thought Table to suggest methods for a little tweak to the core rules that permits better introducing new rules and tweaks without wrecking the gradation and variation on the smaller side of the world, while Odds and Ends features the usual goods GURPS scale. It includes advice for playing animals and we couldn't fit elsewhere—including a groovy GURPS others of undersized stature, plus size and strength installment of Murphy's Rules. guidelines for over 100 tiny troublemakers. Don't settle for great. With this month's GURPS, Who can forget David Pulver's monthly Eidetic you'll unleash new ideas and possibilities to take your Memory offering? Not us! This month he looks at game further! Aliens (Issue 35) 2011-09 In This Issue (deceased) aliens? Your next stop: Wargrave Station. Whether lurking in the dunes near a desert crash or This installment of David L. Pulver's Eidetic Memory lying in wait beyond the stars, aliens have hidden in the includes GURPS Spaceships stats for one of the derelict periphery of public imagination for generations. With vessels. this month's Pyramid, it is time to put them in the Go Well Past Alien with six new extraterrestrial spotlight. species, suitable for any spacefaring setting. Each one GURPS provides a solid framework to build the alien is at least one aspect short of being able to easily of your dreams, but sometimes you can use help getting interact with baseline humans, and each is more those dreams started. Alien Disadvantages offers new dangerous than the last. ways to look at existing traits, with tips and tricks on Everyone comes from somewhere, and Alien Starting how to take the seemingly stock tools of the Conditions presents a quick-and-easy method for GURPS Basic Set and make them feel out of this world. coming up with a homeworld… and how those roots can Everyone who's suffered through a biology class affect a species' outlook. learns to fear parasites… and those who've suffered Once you have aliens, you need to make First through parasites themselves have even greater fears. Contact. This short-and-sweet collection of adventure However, Michele Armellini, author of several GURPS seeds offers six ways to encounter them, plus a half- supplements, knows there is something potentially even dozen ways for them to encounter us. scarier than being possessed by parasites. Learn the Steven Marsh has problems with aliens in his shocking truth—including a threatening race with Random Thought Table, and the issue is rounded out GURPS stats—in The Trojan Gambit. by the usual fun stuff in Odds and Ends, featuring Are you looking to make an extraterrestrial's Murphy's Rules. thoughts, motives, and appearance truly different? Then Whether you're facing first contact or are the last you need insight into Making Something Alien. human standing, we have something to augment the Do you need something to bring together a lot of alien experience. Humanity is known for its creativity— alien artifacts—plus a few heretofore-unknown and this issue proves it!