Pyramid: Back Issues

The latest volume of Pyramid alternated its monthly issues between three broad themes: Fantasy/Historical, Modern, and SF/Futuristic. Each individual issue was also dedicated to a specific topic, ranging from established GURPS settings (such as Infinite Worlds and Transhuman Space) to specific genres (including cliffhangers and martial arts) to special-interest topics (such as space colonies or tools for wizards).

Pyramid #3/92: Zombies

Pyramid #3/92: Zombies (June 2016)

The Dead Strike Back!

You thought it was safe to walk past a graveyard? The dead have other ideas! This installment of Pyramid is dedicated to exploring a single versatile threat: zombies. This issue's pulse-pounding pages contain "Unlife Support," a discussion of various GURPS options for including playable free-willed zombies in a campaign, from GURPS Zombies author Sean Punch. Let the heroes use Partial Resurrection, a "restart" serum, or other options. The PCs may die, but the fun lives on!

See the sample!


Pyramid #3/91: Thaumatology IV

Pyramid #3/91: Thaumatology IV (May 2016)

Magic Like Lightning, So Shocking and Dangerous

Where wizards duel and a dark tome hides, where metal spells and foul brews reside, where spirits lurk in machines to awake, let this Pyramid help your magic to make! This latest installment is another assortment of arcane-expanding miscellany, perfect to add all manner of new excitement to your GURPS game. Within the uncanny pages of Pyramid #3/91: Thaumatology IV, you shall discover "Technomysticism," a new magical field that might be found in the world of GURPS Monster Hunters. This feature showcases a new champion – the technomystic – plus details on technologically oriented abilities (including Machine Whisperer, Repairing Touch, Machine-Jinx), GURPS stats on several tech spirits, and more. It also includes information on how to work with the netrunning abilities from Pyramid #3/21: Cyberpunk.

See the sample!


Pyramid #3/90: After the End

Pyramid #3/90: After the End (April 2016)

Yesterday's Gone; Tomorrow Begins Now!

The world may have ended, but the fun is just beginning! The latest installment of Pyramid unleashes the potential of GURPS After the End, with loads of new material to enhance your post-apocalyptic possibilities. This issue's radioactively radiant features include "Are We Not Men?," an expanded look at mutant powers by the architect of After the End, Jason "PK" Levine. Picking up where GURPS After the End 1: Wastelanders left off, this article adds over two dozen new mutations, letting you roll randomly or pick from the list of choices. Push the limits of humanity with catlike grace, winged arms, X-ray vision, and much more.

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Pyramid #3/89: Alternate Dungeons II

Pyramid #3/89: Alternate Dungeons II (March 2016)

New Domains of Adventure!

Pick up your sword and get ready for adventure as we take GURPS Dungeon Fantasy into totally different realms! This issue of Pyramid offers up meaty new options for your Dungeon Fantasy (or just plain GURPS fantasy) games. Its supplement-length features include "Havens and Hells," a full campaign setting from Dungeon Fantasy architect Sean Punch. Imagine a world where dying in battle is only a setback, where gold isn't the root of all adventure, and where the Gods themselves have a secret that could disrupt the very foundation of reality. Explore the depths of Hell as you bring back supplies and gear for the idyllic Havens that dot the world. This feature offers details on GURPS traits that are most useful, advice on which magic is likely or impossible (regardless of which GURPS magic system you use), and more!

See the sample!


Pyramid #3/88: The End Is Nigh

Pyramid #3/88: The End Is Nigh (February 2016)

Get Ready for the End Times!

All it'll take is a computer glitch in a lead-lined silo, and the apocalypse could be upon us! This month's Pyramid looks at what comes next, with post-apocalyptic goodies that will be invaluable to gamers using GURPS Action, GURPS Zombies, or the forthcoming GURPS After the End. The end times begin in style with "The Redeemers," a powerful gang that can be friend or foe, from Assistant GURPS Line Editor Jason "PK" Levine. Discover their code of conduct and tenets, along with GURPS stats for various members. This feature also provides maps from Matt Riggsby, scribe and cartographer for GURPS Locations: Hellsgate, plus a player's handout to set the mood.

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Pyramid #3/87: Low-Tech III

Pyramid #3/87: Low-Tech III (January 2016)

The Past Is Back, Better Than Ever!

Olden times come to life with new gaming goodness! This month's Pyramid once again revisits the past, with fresh opportunities to discover intriguing treasures to enliven your pre-modern gaming. This month's timeless tome contains "The Broken Blade," an optional look at weapon quality in GURPS. Douglas H. Cole – author of GURPS Martial Arts: Technical Grappling – shows you how to ramp up the table's tension with the threat of a shattered sword . . . and the possibility of repairing it.

See the sample!


Pyramid #3/86: Organizations

Pyramid #3/86: Organizations (December 2015)

Get Organized!

It's never been easier to spotlight organizations in your GURPS game, thanks to GURPS Boardroom and Curia and GURPS Dungeon Fantasy 17: Guilds. We're amping up our organizational efforts with this month's Pyramid as we look at all things group-related. This issue features "What's in a Lair?," a guide to making headquarters for your favorite GURPS organizations. It includes a sample base – the Lofty Heights – suitable for inspiration or moving into!

See the sample!


Pyramid #3/85: Cutting Edge

Pyramid #3/85: Cutting Edge (November 2015)

Bringing You Tomorrow . . . Today!

The future isn't some far-off wonderland; it encroaches on the present with every passing moment! This issue of Pyramid checks out skills, ideas, and tech from the not-too-distant future, whether it's a transhuman tomorrow, a cyberpunk society, or something even stranger. This issue features "Training for the Tech," a look at styles, skills, and developments for shootists in the near-future. Written by Transhuman Space line editor Phil Masters, this guide offers a plethora of new options for any TL9 campaign (including Transhuman Space).

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Pyramid #3/84: Perspectives

Pyramid #3/84: Perspectives (October 2015)

Bring a Whole New Perspective to Your GURPS Game!

Sometimes the most amazing thing you can do with your gaming is to look at things from a new angle, shake things up, and challenge your perspectives. This issue of Pyramid is devoted to looking at things from a different point of view. Its senses-stretching articles include "The Long and the Short of It," Sean Punch's supplement-length look at how extremes of time and space can call for special scrutiny in GURPS, in the same vein as the advice from How to Be a GURPS GM. Whether your campaigns are set in a tiny hamlet or the endless multiverse, or whether they're one-shots or span generations, you'll learn how to ensure your campaigns are balanced and fun!

See the sample!


Pyramid #3/83: Alternate GURPS IV

Pyramid #3/83: Alternate GURPS IV (September 2015)

Consider the Alternatives!

The possibilities are endless with GURPS, and in the latest Pyramid we push the limits of how much awesomeness mortal minds can comprehend! Innovative optional rules, fresh possibilities for making characters, and daring system tweaks can all be found within these pages. Its scintillating selections include "Pointless Monster Hunting," a meaty guide to making characters for GURPS Monster Hunters without character points! Frequent Pyramid contributor Christopher R. Rice shows you what you need to create your champions quickly and easily – plus some new options.

See the sample!

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Sample Articles

What kind of articles did the third volume of Pyramid carry?

You can also check out the introduction, table of contents, and sample pages for any issue of Pyramid, available via Warehouse 23!