Pyramid Volume 3 in These Issues (A Compilation of in This Issue Sections) Contents Name # Month Tools of the Trade: Wizards
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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 Monsters 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 Fantasy [I] 7 2009-05 World-Hopping 49 2012-11 Cliffhangers 8 2009-06 Dungeon Fantasy II 50 2012-12 Space Opera 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 Urban Fantasy 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 Cyberpunk 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 Monster 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 Hero'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 Myth 38 2011-12 Fantasy Threats 80 2015-06 Steampunk 39 2012-01 Horrific Creations 81 2015-07 Vehicles 40 2012-02 Magical Creations 82 2015-08 Fantasy World-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 Zombies 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 Fantasies 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 wands, and zombie 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 Gods 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 Magic system 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 fantastic with war and magic found in GURPS Power-Ups 1: Imbuements and takes the in his Random Thought Table.