Many issues of Pyramid were devoted to a theme that tied in, roughly, to "times of yore." (In GURPS terms, this is anything from TL0 to TL4 – from the dawn of time through 1700 or so.) Since fantasy gaming is so popular, most of these issues also contain magical or fantasy-related ideas. Topics include historical exploration, magic on the battlefield, and tools for clerics.
Pyramid #3/69: Psionics II (July 2014)
Over-Mind Matter!
You can move mountains if you put your mind to it . . . sometimes literally! This month's issue looks at the power of the mind. This consciousness-expanding installment includes "A Little Bit Psychic," a meaty mini-supplement from GURPS mastermind Sean Punch. Add dozens of new perks and minor abilities to campaigns where psionics are not the focus, but would still be fun as a little spice.
See the sample!
Pyramid #3/68: Natural Magic (June 2014)
Nature Is Magic!
Arcane forces can be pretty wild . . . and the wilderness can be pretty arcane! This month's manuscript looks at how the natural and supernatural collide . . . for good and ill. This preternatural publication presents "The Magic Desert," a sandy site to explore (or escape). Written by GURPS Fantasy-Tech 1: The Edge of Reality author Matt Riggsby, it includes detailed information on this location's landscape, flora, and fauna – including GURPS stats for a half-dozen threats for fantasy heroes to encounter.
See the sample!
Pyramid #3/67: Tools of the Trade – Villains (May 2014)
Bad Guys Need Great Goodies
A grim determination to make the world a more subjugated place isn't always enough. Whether you're a fantasy monarch, a superspy mastermind, or a Nazi officer, sometimes you need an extra edge . . . something those foolish heroes will never be able to overcome. This month's Pyramid looks at resources that villains can use to bring their goals to fruition. This sinister installment includes "You and What Army?," a collection of tactical fantasy forces for GURPS Mass Combat, written by GURPS Locations: St. George's Cathedral author Michele Armellini. Learn each of these five groups' tactics, their leaders' motivations, and their Mass Combat stats.
See the sample!
Pyramid #3/66: The Laws of Magic (April 2014)
The Laws of the Universe Are Magical!
Mystic circles, arcane pacts, and fundamental forces you don't want to defy – such are oft the ways of magic. This month's Pyramid presents a look at magic where doing the impossible means following the rules . . . and sometimes bending them, if you can get away with it. This spellbinding issue includes "Alternative Ritual Path Magic," an incredibly meaty supplement of optional possibilities for GURPS Thaumatology: Ritual Path Magic. Learn how to combine Ritual Path magic with other GURPS systems, including Book magic, Divine Favor, effect shaping, realms, symbols, and much more. This supplement-sized feature is sure to offer untold opportunities for practitioners of Ritual Path Magic!
See the sample!
Pyramid #3/65: Alternate GURPS III (March 2014)
New Tools for Tinkerers
You can do anything with GURPS . . . but sometimes, you want to push the envelope even more. This month's Pyramid offers new GURPS character-creation options, rules you can use, and ways to work together like never before. This game-tweaking issue includes "Bucket of Points," GURPS Line Editor Sean Punch's innovative new way to look at character creation that lets the GM have balance and versatility.
See the sample!
Pyramid #3/64: Pirates and Swashbucklers (February 2014)
All That's Missing Is a Parrot!
Set sail for adventure upon the seven seas . . . or above the spectacular skies, or among sword-and-sorcery associates! This month's Pyramid hoists the Jolly Roger and swings from a chandelier to find maritime muses in unlikely ports. This issue's buried treasure includes "Swords Against Evil," Sean Punch's expansion of swashbuckling selections for GURPS Dungeon Fantasy. Get four new template options, over a dozen weapons that'll give them an "edge," and insight into power-up possibilities.
See the sample!
Pyramid #3/63: Infinite Worlds II (January 2014)
Why Settle for the Whole World?
Don't settle for being stuck in the same old universe when there are infinite worlds to explore! This month's Pyramid reports on what's new in realms beyond, with features that are sure to interest GURPS Infinite Worlds fans or others looking to broaden their horizons with new rules and possibilities. This senses-shattering issue includes "The Power of Sorcery," which describes a new, advantage-based method of GURPS spellcasting from the grimoire of GURPS Thaumatology: Ritual Path Magic author Jason "PK" Levine. Get started with a sampling of 20 "spells" plus guidelines for making more.
See the sample!
Pyramid #3/61: Way of the Warrior (November 2013)
Secrets of Sword and Fist, Revealed!
With the glint of a sword, a handful of chalk, and salt tossed into the ring, those who fight are now prepared for battle. This month's issue of Pyramid looks at the way of the warrior! This compendium for combatants includes "More Power to Dungeon Warriors!" – an expansion for GURPS Dungeon Fantasy that adds additional martial-minded power-ups to those who fight for a living. This feature is written by Peter V. Dell'Orto and Sean Punch – authors of GURPS Martial Arts – so the bards can confirm it's been forged by masters!
See the sample!
Pyramid #3/60: Dungeon Fantasy III (October 2013)
The Cutting Edge of Dungeon Delving!
The omens of a hundred generations have been revealed. Evils lost to the ages shall soon swarm over the land. And – yes – there will be treasure involved. This month's Pyramid returns to the realm of catacomb crawling, with an emphasis on support for GURPS Dungeon Fantasy. This issue's trove includes "Wizardry Refined" – Sean Punch's meaty discussion about what Dungeon Fantasy wizards and bards can and can't do, including a comprehensive spell grimoire complete with prerequisites.
See the sample!
Pyramid #3/58: Urban Fantasy II (August 2013)
The City: More Magical Than Ever!
Forget the city guidebooks; consult the spell books! This month's issue takes another look at tying fantastic gaming to urban environments . . . of the past or present! This issue's contents include "Safe as Houses," a GURPS guide on how to defend structures from paranormal threats. Keep the baddies from violating your domain, or learn how something can become a Bad Place as described in GURPS Horror.
See the sample!
What kind of articles were in historical/fantasy issues of Pyramid? Try these sample articles and see!
- "On de Medici's Secret Service" from Pyramid #3/10: Crime and Grime, written by the author of GURPS Hot Spots: Renaissance Florence, Matt Riggsby.
- "The Book of Null" from Pyramid #3/13: Thaumatology.
You can also check out the introduction, table of contents, and sample pages for any issue of Pyramid, available via Warehouse 23!