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Pyramid Volume 3 In These Issues (A compilation of 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 This is the first issue of the newly revamped Pyramid. a magical world. "." Is for Full-Stop Drum is a plot-device But we discuss that elsewhere (turn the page!). Let's item suitable for epic GURPS campaigns; it's written by the instead talk a bit about what's in this magazine you now author of Alphabet Arcane, but it's designed to stand have. The Guildhall of the Hermetic Brotherhood alone… very alone. describes a mages' generic guild suitable for any large city, This month's Random Thought Table looks at how to be including four full-color maps of its building. Sean Punch's a mysterios mage. The Recommended Reading articles Necromantic Tools gives gruesome GURPS details on provide inspiration for those seeking to expand their undead arms, skull-tipped , and hordes—the libraries with items related to this issue's wizardly themes. perfect accessories for the necromancer with everything. The Humor page tries to live up to its title, while the Tooling with Curses examines three new curses suitable recurring Last Word feature asks a noted industry for most fantasy campaigns, complete with information individual about his thoughts; this month, we chat with about working these vexations into campaigns and Chad Underkoffler. adventures so they're more fun than oppressive. The The articles in this issue are modular and mostly Wizard's Letter provides an idea for an in-game prop. Out generic, with a heaping helping of GURPS because we of the Rough relates a variety of reasons for using gems in know our readers love that. Looks Like a Job for… Superheroes (Issue 2) 2008-12 Welcome to the second installment of the third volume format. Supporting Cast: The Player Kings gives GURPS of Pyramid. This issue is devoted to supers: those four- details for a team of evildoers whose theatrics have won color defenders of truth, justice, and apple pie. the hearts of many, 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-century means to be a reformed villain, and how you can play that Russia into a superhero campaign; it's almost entirely odd type of hero in a supers game. The Recommended generic, with some advice at the end for how to make Reading articles examine super-powered inspirations, with GURPS characters whose origins are tied to that history. and without capes. The Humor page is a constant thorn in Small-Time Conquerors gives insight into those who the side of serious-minded features everywhere, and this desire to subjugate but don't want the hassle of taking month's Last Word is provided by supers expert Steve over the world; it includes example characters that are all Long. high-level threats for GURPS Supers campaigns. Powers Whether you need villainous vexations, heroic as Metaphors is a generic article that provides new ways inspiration, or historical justification, we hope this issue of of looking at a team's abilities. The Superhero Newspaper Pyramid gives you cause to don your cape or other heroic is a handy in-game prop that takes advantage of the PDF garment! Venturing Into the Badlands: Post-Apocalypse (Issue 3) 2009-01 The end of the world may be soon, so we've packed this to Zippemart! Matt Riggsby is your guide to this issue of Pyramid with articles to help you survive the repurposed gas station. Visitors can trade skills, apocalypse. knowledge, or goods, provided they leave the attitude Peter Dell'Orto and Sean Punch explain how Deathball outside. Usable in most settings, with GURPS stats for the has become the new national sport. Watch teams use major players. GURPS Martial Arts to vie for precious fuel or other Signs of the Times presents newspaper clippings rewards! suitable for many ends of the world. For those who haven't In one of the Infinite Worlds, Paul Drye presents an decided on the nature of their apocalyptic campaigns, extra-tough challenge: people trying to survive the end Name That Apocalypse has plenty of good questions. times cut off from Earth, in Infinite Crossroads: Survivor's GMs who want to dive into a ready-made world can use Moon. The Day the World Broke with GURPS (but it's generic Need a place to refuel or repair your vehicle? Head over enough that conversion is easy). Magic on the Battlefield (Issue 4) 2009-02 In this month of romance, you'd think that Pyramid if you love GURPS, you'll love this issue, packed with four would focus on love's being a battlefield. Not so! However, GURPS articles, including three using GURPS Mass Combat. the GURPS would affect control of the Ultimate GURPS sage Sean Punch reveals the secrets of seas, with special attention given to GURPS Mass The Society of Siege Sorcerers, an ideal group for battle- Combat details. J. Edward Tremlett ponders the nature of ready mages in a war-torn setting; it includes information war, wizards, and world design in the generic Our Wyrds at for GURPS Mass Combat and GURPS Thaumatology: War, while Steven Marsh ponders what happens when you Magical Styles. Kelly Pedersen expands on the guidelines combine the realistic and the with war and magic found in GURPS Power-Ups 1: Imbuements and takes the in his Random Thought Table. Our highly trained ideas to armor; now you can have the Perfect Defense! specialists make suggestions for other inspiration in a pair When the battle is over, the GURPS-statted Vulture Squad of Recommended Reading articles. descends to uncover magical loot in the debris, as told by Once the peace treaties are signed, everyone can relax Brian Rogers. Our game aid this month takes some of the and chuckle with the Odds and Ends section. Finally, the rules from GURPS Mass Combat and puts them on ready- Last Word comes from Jeff Vogel, founder of Spiderweb to-print cards. Software and creator of the magical-battlefield-themed Demi Benson's Magic and Naval Warfare examines how Geneforge and Avernum shareware computer games. Horror & Spies (Issue 5) 2009-03 Men have spied on threats (and each other) since they progress of those who want to bring about the end times. first discovered shadows. But the shadows can hold Need something for the PCs to chase after? Whether secrets older than humanity. What happens when you they're part of the Chamber or they stumble onto the combine espionage with horror? Secrets battling secrets… secret by themselves, The Bricks of Marû-Dù (detailed by and the theme to this month's Pyramid. 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 what campaigns with The X-Terminators by Sean Punch, the horror and espionage bring to each other: why GURPS line editor and agent of [FNORD]. Building off are they such a good match? GURPS Action 1: Heroes, this article brings you three Code Words provides some props to lure investigators new templates designed to ramp up your monster-hunting into the horror. GMs can make their own secret messages, adventures. Use them in conjunction with the three types or use the ones provided for two articles in this issue. of loadouts in GURPS Loadouts: Monster 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. Two newest GURPS adventure, A Very Cold War, set at an icy columnists give their views of other interesting material for Swedish research station. It's written by James L. Cambias, horror, espionage, and conspiracy games with co-author of GURPS Space (among others). Recommended Reading. The issue closes with a Last Word from Eloy Lasanto, 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 J. Edward Tremlett). This super-secret organization tracks the Prevention, Inc. Find out what has to say about the intersection of horror and espionage. Space Colony Alpha (Issue 6) 2009-04 The future awaits! This issue of Pyramid provides the needs to survive in How to Build Tomorrow. essential information you need to found your own space Brian Rogers examines the similarities and differences colony… at least at the gaming table. Most of the articles between the supers and science-fiction genres in The are generic, but our biggest article is designed with Super Colony. This article offers suggestions on how the GURPS fans in mind: Kelly Pedersen's Surprises from two overlap, including a sample supers space colony to Mother Nature. These new critters are suitable for any use as a campaign setting or a location to visit. space world, but they're especially appropriate for groups When it comes to colonizing another world, getting of new space colonists trying to make sense of the local there is more than half the challenge. Chris Wong Sick ecosystem. Hong solves that problem by comparing the benefits and The journey to a new world can batter even the most drawbacks of various engine types in Reaching for the stalwart psyche, so J. Edward Tremlett explores what Stars. happens When the Dark Eats You—what could happen Once you decide on how to get there, let Steven Marsh, and how to prevent it. Pyramid editor, help you decide just how far apart worlds Your new colony will never get off the ground if it are in this month's Random Thought Table. doesn't have the right stuff. Thankfully, Christian This issue's bonus insert, Your Very Own Space Nienhaus gives you details on what a fledgling civilization Colony, provides GMs with an instant method of generating colony layouts and ready-to-use maps, making combine certain board games with roleplaying campaigns. it a tool especially helpful in world-hopping campaigns. This month's Last Word comes from Ken Burnside, the The two Recommended Reading articles make creative force behind Ad Astra Games. Find out from him suggestions for games useful for replicating the space- the final word on the final frontier. colonization experience, and they offer ideas on how to Urban Fantasy [I] (Issue 7) 2009-05 When most people think "fantasy", they think of Paul Stefko expands the Supporting Cast line-up with dungeons and wilderness. Yet the fusion of "fantasy" with four minor magical characters in Little Bits of Magic. Use an urban environment creates a different flavor of them when you want to add a touch of magic to an excitement, as this issue of Pyramid demonstrates. otherwise mundane GURPS campaign. Although primarily of a modern bent, most of these articles How magical is your urban fantasy campaign? Pyramid can be adjusted to fit in nearly any era. editor Steven Marsh helps you explore the issues in this What you know as true is little more than sand in a month's Random Thought Table. windstorm, in J. Edward Tremlett's The New Kingdom—a Streets With No Names offers several open-ended city- generic setting where the ancient Egyptian gods secretly style maps for sketching and creating your own towns. walk among humanity. Print out batches to use them plain, or render them with Of Sounds and Signs has Steven Marsh flexing the special hex grids to help with mapping or miniature use. versatility of the GURPS Fourth Edition with two new While exploring the breathtaking esoterica of your local variations of magic especially suited for urban game shops, consider these urban-magical-themed environments. suggestions from resident reviewers Andy Vetromile and Urban settings encourage assembly—especially gangs. Matthew Pook in this month's Recommended Reading. In Gangs and Magical Traditions, Filamena Young first Matt Riggsby—author of GURPS Hot Spots: examines the classification structure of these groups in the Renaissance Florence and GURPS Locations: The Tower real world and then applies the types to the urban-fantastic of Octavius—helps wrap up this issue with the Last Word tradition, conjuring four systemless gangs who use magic on urban fantasy. to help their members. Cliffhangers (Issue 8) 2009-06 It's time for a two-fisted tour into yesteryear with this In J. Edward Tremlett's adventure framework Into the issue of Pyramid. GMs who need help with their 1930s-era Temple of the Hungry Star!, the heroes will discover pulp campaigns will find two adventures—one for GURPS horrifying secrets about South American artifacts and try and one generic—while players get assistance applying to prevent the destruction of the world! the Action supplements to their pulp heroes! If the heroes are globe-trotting investigators, they'll love Sean Punch, GURPS line editor and GURPS Action this issue's handout: a huge list of countries and territories author, explains how to adapt modern-day Action of the world in the 1930s, including a map to plot and templates and rules to pulp-era adventurers in Pulp record their travels. It's great for GMs keeping track of Action! global information, too! Matt Riggsby—author of GURPS Locations: The Andy Vetromile and Matthew Pook explore games that Tower of Octavius—takes heroes to an island paradise on can be used, perused, or abused for pulp-era inspiration in this month's Recommended Reading! the eve of World War II in Air Devils of the South Seas. Finally, the Last Word comes to us from Leonard Who or what are the monsters raiding villages, and why Balsera, one of the voices behind the fan-favorite of are they doing it? It's got full stats for GURPS, but the the Century. What is the last word on cliffhangers, and core mystery works great in any game! does it end in an exclamation point?! Space Opera (Issue 9) 2009-07 Whether epic encounters between massive starships, or with four Doomsday Weapons. From the sinisterly simple memorable matches between psychically enhanced System Silencer to the horrifying Madness Bomb, potential warriors, space opera puts the fantasy in high-tech. This emperors should be able to find something suitable for issue offers readers a selection of exciting additions to their diabolical schemes. And they're all generic, so they fit space-opera campaigns. into most space-faring campaigns. Steven Marsh provides potential galaxy conquerors If you'd spent your points on precognitive abilities, you could've read Designer's Notes: GURPS Psionic Powers ecological and archeological finds. before Rev. Jason "P. K." Levine had even written it. For This issue's handout—the Space-Opera Scanner—can those who didn't spoil the fun preëemptively, this article is add verisimilitude to the gaming table. Players can a fascinating collection of discarded design options, peeks assemble their own bulky "high-tech" space-opera under the hood, and other insights. It also comes with a scanners and use them to analyze plants and rocks or keep psi-centric setting with cyborgs, degenerate humans, and track of select ship functions. psionic agents. Andy Vetromile and Matthew Pook make "as big as Kelly Pedersen shows players how to Fight the Future space" game suggestions with this issue's Recommended with five new GURPS martial-arts styles that rely heavily Reading. Odds and Ends offers some bonus space-opera on gear from GURPS Ultra-Tech. Soldiers, thieves, and tips, as well as presenting Murphy's Rules. star-roaming knights will all find something new to bring to The Last Word on space opera is our biggest word yet, the battlefield. and is almost certainly illegal (and impossible) in Scrabble. Because space operas need interesting destinations, Find out what Chris Birch, coauthor and line developer of GURPS author Stephen Dedman has obliged with some Cubicle 7's Starblazer Adventures: The Rock and Roll details on Tangaroa. This backwater planet is a favorite Space Opera , has to say about the pilgrimage site with potential for some interesting . Crime and Grime (Issue 10) 2009-08 This month's theme is "Crime and Grime", where we talk can be overlaid on many other worlds, and it contains an about fantasy/historical folks who live a life of crime and explanation of the legal system and the powers it bestows those who live to stop them. to catch lawbreakers. The agents of order no longer are abstract, impersonal No matter where you are, someone's going to do forces in GURPS Dungeon Fantasy! GURPS line editor something that catches the law's attention. Rather than and Dungeon Fantasy mastermind Sean Punch presents simply killing off PC criminals, GMs can turn the The Justiciar: a template for those who wish to enforce punishment into something Cruel and Unusual, a generic The Law. table of 18 sentences that all serve as the beginning of an For anyone looking for a career on the edge of the law, adventure, not the end. Matt Riggsby, author of GURPS Hot Spots: Renaissance In Random Thought Table, the editor offers a brief Florence, discusses the amici degli amici, or friends of examination of how magic might affect the dispensing of friends, who are On de Medici's Secret Service. To aid justice. these would-be agents in patrolling and investigating their When the PCs decide to improve their fortunes through domain, a full-color map of Florence, Italy, during the random pickpocketing or burglary, GMs can Deal the Loot Renaissance is included. with a set of generic cards that add randomness and Those who claim to support the ultimate law are complications to ill-gained wealth. sometimes guilty of the ultimate crimes. Learn more about a Odds and Ends offers some humor with Murphy's Rules, real-world type of crime and the near-extinct mindset that as well as lots of ideas on taboos, customs, magic, and permitted it to exist, in J. Edward Tremlett's Holy Dirty laws. Discover which games offer even more insights on Money. crime and mysteries in bygone ages with Recommended In Kyla Ward's Dominion, the land has been brought Reading from Matthew Pook and Andy Vetromile. together under the rule of a single king. In this strange new Finally, the Last Word is delivered by Simon era, the kingdom needs a few brave souls to act as agents Washbourne, author of the Medieval Mysteries RPG. of law—a kind of medieval "FBI". This systemless setting What is the last word on crime and grime, and why can it be expensive to annoy a medieval coroner? Cinematic Locations (Issue 11) 2009-09 When it comes to cinematic locations, this issue of Loren Wiseman (GURPS Traveller) takes the gaming Pyramid has enough ideas to pack a passport full of classic of the "adventurous tavern" and turns it on its ear: adventure! now it's the interesting place to visit! Based on a real- Matt Riggsby (author of GURPS Hot Spots: world recent-past locale, The Shady Rest Roadhouse is Renaissance Florence and GURPS Locations: The Tower sure to be a memorable night out. of Octavius offers two "locations"—complete with full- Since Egypt is always the source of great cinematic color maps—that can serve as their own focus or as a action, S. E. Mortimer takes you on location to The Temple means of getting to other adventures. By air or by sea, you of Sobek, the Crocodile . Whether you're tracking can't go wrong when you're Going Places! down ancient secrets or modern-day supplicants worshipping an ancient god, the Temple can serve as an in? Then try this issue's insert, The Office Building, which action-packed source of hieroglyphic pyrotechnics. offers maps that you can print out and use to quickly J. Edward Tremlett offers an "exotic but dangerous" create your very own modern multi-story structure. secret base in The Immensity. What will adventurers do in Pyramid editor Steven Marsh makes the case that exchange for the impossible power this place offers—and Locations Are People, Too, in this month's Random what shocking secrets does it conceal? Thought Table. Reviewer extraordinaire Matthew Pook Alternate Locations provides over a dozen easy ways suggests some ideal location-centered games in to transform a mundane location into a memorable one. Recommended Reading. And, of course, you can locate Pick an option or roll randomly! your monthly dose of humor with Murphy's Rules, plus Need a headquarters to call home, company officers to some "odds and ends" that round out the magazine. steal secrets from, or a building to set a hostage situation Tech and Toys [I] (Issue 12) 2009-10 With the big annual shopping period fast coming upon could possibly go wrong?… us, so arrives the time for browsing through pages of cool In many space campaigns, much of the time in which stuff. And, speaking of "pages of cool stuff", this issue of you're not roaming the universe is spent trying to get a Pyramid gives you dozens of interesting items and cool good night's sleep on a strange planet. For such "toys" for your adventurers. expeditions, you need the right equipment. Stephen First, we offer expanded choices and advances from Dedman (author of GURPS Dinosaurs) might just have some of the gear in GURPS Ultra-Tech in More Ultra! what you seek for these GURPS campaigns in More More Tech!. Selections range from survival gear to Survival and Camping Gear. weapons. This month's Random Thought Table looks at how to Extrapolating on modern scientific developments, Paper regulate getting rid of old gear. As a hint: for folks looking Cells looks at a new kind of power source that can coexist to trade stuff in, it's not a good picture… with or replace GURPS's traditional power cells. If you need a better way to keep track of the tech and Jason "P. K." Levine, author of GURPS Psionic Powers, toys you have, consider this issue's handout: Tracking explores how you can combine that volume with GURPS Cards. With this system, you can sort your goodies—or Power-Ups 1: Imbuements to create your very own your abilities—with relative ease. psionic super soldiers in Psi-Powered Imbuements. A couple of mini-articles and Murphy's Rules round out Plug yourself into the cosmic unconsciousness with the issue in Odds and Ends. Finally, the issue ends with an The Nectar Box. This generic article introduces what in-game option to preserve all these wonderful toys in sounds like a perfect solution to the galaxy's ills. What Reality Backup, Inc. Thaumatology [I] (Issue 13) 2009-11 Welcome to the Thaumatology issue of Pyramid, where If magicians wield terrifying powers, what power terrifies we look at a plethora of magical possibilities—especially if magicians? Find out in of Null—an artifact, a you play GURPS! cult, and a possible world-shattering threat, all in one. First, we have a meaty article presenting a new type of Everyone knows that absolute power corrupts Path/.Book magic for GURPS Thaumatology that infuses absolutely; some sorcerors simply start dabbling with your tales with the power of tales. Use it in traditional "absolute corruption" and hope it works out. For them, -style campaigns or more self-referential postmodern Red Diabolism presents another Path/Book magic for settings that tap the primal power of stories. Thaumatology that might just be what they seek. Fans of the GURPS Dungeon Fantasy line have a new All the articles in this issue tinker with the basic magic reason to don their dungeon-delving gear! Combine magic rules in some way. Pyramid editor Steven Marsh looks at and might with The Mystic Knight for GURPS Dungeon the motivations behind this desire in his Random Thought Fantasy campaigns. In addition to a character template, Table. this article offers new Imbuement skills and—for the first Fighting and flinging spells can be great fun, but not all time—Imbuement Perks. the time! Wizard's Squares provides a way for players to For those looking for a variation on healing magic in flex their mental muscles. their GURPS settings, consider the possibilities opened by Finally, Odds and Ends offers its usual assortment of Salving Magic. If the gods restrict access to the power to goodies, including Murphy's Rules, a new magic item, and heal, this variation can still keep the heroes in the thick of a new Imbuement for GURPS campaigns. the action—so long as they're careful. So grab your book of spells, dust off your foci, and wake up your apprentice. Even more so than normal, this issue is packed with magic! Martial Arts (Issue 14) 2009-12 The righteous battle never ends—certainly not with , in an epic tale that combines the this, the Martial Arts issue of Pyramid. With two new grandeur of exploring a strange land with the horror of a adventures, eight new styles for GURPS Martial Arts, and seemingly impossible dilemma. Arachnophobes should other dojo-powered delights, this issue is sure to have most definitely not read this generic adventure. something to add punch to your two-fisted campaigns. Sure, martial artists have the power to cripple, maim, and Heroes need to get Hardcore in a modern-day kill at their fingertips, but what challenge arises when a adventure centered on illegal (and immoral) underground campaign explores a nonviolent ethos? This question is fighting. Do the PCs have the guts and skill to break up answered—somewhat whimsically—by Pyramid editor this operation? Steven Marsh, in this month's Random Thought Table. What started as a school of martial arts run by three Have you ever needed to come up with the conditions brothers has splintered into three different schools—each of an interesting martial-arts event on the spot? Then just with its own focus. Sadly, although the schools teach draw a couple of cards from those presented in Instant effective skills, they do not teach particularly honorable Tournaments, and you've got yourself a ready-to-go ones… Learn the secrets of this family business, plus three conflict. GURPS Martial Arts styles, in The Three Brothers School Alternatively, you might consider looking at the fight of Martial Arts. complication presented in The Crumbling Ground, which Many martial-arts students have been criticized for helps codify a classic element of martial-arts movies and having their heads in the clouds, but Fight While in Flight . shows the other side of this admonition. These five As usual, Odds and Ends offers an assortment of GURPS Martial Arts styles are designed for fighters goodies, including Murphy's Rules, a few more nonlethal looking to make the best use of their ability to fly, jump, or challenges, and a campaign focus where you always know aerially maneuver. where your next challenge is—and he knows where you The Groom of the Spider Princess mixes with are, too. Rapid-fire entertainment awaits inside!