![Pyramid: Previous 'Present' Issues Pyramid: Previous 'Present' Issues](img/present.gif)
Many Pyramid issues focused on a roughly "modern" theme – which includes today, the not-too-distant future, and the not-yet-forgotten past. (In GURPS terms, this is anything from TL5 to early TL8.) This is where any modern or near-modern genre material would be set, including supers, cliffhangers, and horror-based espionage. It also covers topics suitable for many types of gaming – genres such as martial arts, resources like cinematic locations, and settings such as Infinite Worlds.
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.
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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.
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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!
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Pyramid #3/59: Conspiracies (September 2013)
Uncover the Truth . . . or Work to Conceal It!
The shadows are known for their secrets. Will the heroes shed their light on the darkness, or be swallowed by the gloom? This month's magazine looks at conspiracies big and small. This issue we offer a doozy of a dossier, starting with "Conspiracy in Action!" – Sean Punch's look at how to add conspiracies to GURPS Action . . . regardless of which side you work for! It includes rules for adjusting Action to cloak-and-dagger worlds, and provides two action-flavored conspiratorial lenses to add to Action templates.
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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.
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Pyramid #3/57: Gunplay (July 2013)
Ready, Game, Fire!
Lock and load, fearless readers! This month's loaded magazine looks at an arsenal of articles related to guns. We present a fully loaded six-shooter of features, with "Modern Warfighter: Gear," an assortment of new, modern-day equipment that builds on the GURPS High-Tech tradition, with new weapon accessories, survival gear, options, and more. Written by GURPS Ultra-Tech co-author Kenneth Peters, it includes dozens of new items that any gunslinger will find invaluable.
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Pyramid #3/54: Social Engineering (April 2013)
Master the Social Arts!
You don't need to be an expert extrovert to play one in your game! This month's issue is devoted to all aspects of interpersonal relations, especially as detailed in GURPS Social Engineering. This issue's "talking points" include "The Civil Arts in GURPS," an optional expansion for Social Engineering by that tome's author, William H. Stoddard. These techniques and styles could be just what your adventurer needs to improve his personal encounters.
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Pyramid #3/53: Action (March 2013)
Lights, Camera, Action!
Push the speedometer needle to the right with this issue. It's action-packed – in more ways than one! This month's impossible heist includes "Buddies and Loners," a look at how to emulate those small-group action-movie antics. Written by GURPS Action architect Sean Punch, this feature includes GURPS lenses for that series, plus assumptions, adventure tips, and even a couple of new advantages.
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Pyramid #3/48: Secret Magic (October 2012)
Good Magicians Never Reveal the Secret
Magic lurks in shadows, and many who practice the impossible do so discreetly. This month's issue is devoted to secret magic and those who maintain the supernatural subterfuge. Our ghostly grimoire includes "Magical Tradecraft," an expansion of the Ritual Path magic system found in GURPS Monster Hunters 1: Champions. Use these new rituals and elixirs to aid sneaky snoops and obscured assassins.
See the sample!
![Sample Articles](img/samples.gif)
What kind of articles were in issues of Pyramid with modern-era themes? Try these sample articles and see!
- "The Bricks of Marû Dù" from Pyramid #3/05: Horror & Spies.
- "The Temple of Sobek, the Crocodile God" from Pyramid #3/11: Cinematic Locations.
You can also check out the introduction, table of contents, and sample pages for any issue of Pyramid, available via Warehouse 23!