Pyramid Magazine Contributions (Issues #1 to #50)

I published 9 articles with four cover issues from November 2008 to December 2012. They were as follows:



#3/28 Pyramid: Thaumatology II

Pyramid #3/28: Thaumatology II“It’s Pure Chemistry!” — an expansion of the alchemy rules from GURPS Magic. This article includes 10 new elixirs, three new techniques, and a new spell for those who make magical mixtures. GURPS Dungeon Fantasy delvers will love the options for expanding elixir effects.

 

This was a Cover Issue for me and also my first ever publication with Pyramid magazine.
See here for Designer’s Notes.


#3/29 Pyramid: Psionics

“Expandehttp://e23.sjgames.com/item.html?id=SJG37-2629d Psychokinesis,” — a collection of six new abilities that expand on those in GURPS Psionic Powers. Manipulate sound, survive deadly falls, and more! This article also includes new techniques and perks as support.

 

This was a Cover Issue for me.
See here for Designer’s Notes.


#3/31 Pyramid: Monster Hunters

http://e23.sjgames.com/item.html?id=SJG37-2631“Pulp Hunters!,” — an extensive guide to translating the templates and tools from Monster Hunters to a bygone era of adventure. Who knew that hanging from a cliff would be the least dangerous part of the hero’s life?

 

See here for Designer’s Notes.


#3/43 Pyramid: Thaumatology III

“Bottled Magic,” — an expansion of the Ritual Path magic options from GURPS Monster Hunters. With rules for potions, salves, and more, you won’t think over these new options; you’ll drink over them!

 

See here for Designer’s Notes.

 

Note: This article eventually became the standard version of alchemy for GURPS Thaumatology: Ritual Path Magic.


#3/45 Pyramid: Monsters

“The Wild Hunt,” — a look at the forces of the dark fae. Especially suitable for a Monster Hunters campaign (and building on the foundation of this issue’s “Inhuman Options”), these timeless terrors are also suitable for any GURPS campaign where ogres, unseelie, and more can terrorize young and old alike.

 

See here for Designer’s Notes


#3/46 Pyramid: Weird Science

“Metatronic Generators” — A GURPS gear-creation system that will let you design all matter of oddness. It unleashes eight impossible items, including the mind-control staff and the ricocheting discus.

 

See here for Designer’s Notes.


#3/47 Pyramid: The Rogue’s Life

“May the Shadows Guide You” — Adds to the possibilities presented in GURPS Powers: Divine Favor. Discover a god who grants miracles to rogues and those who promote liberty in all its forms.

 

This was a Cover Issue for me.
See here for Designer’s Notes.


#3/48 Pyramid: Secret Magic

“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.

 

This was a Cover Issue for me.
See here for Designer’s Notes


#3/49 Pyramid: World-Hopping

“A Song of Many Worlds,” — an alien method of talking to planets that builds on the GURPS Psionic Powers framework to deliver new abilities, techniques, and a template.

 

See here for Designer’s Notes.