#3/56 Pyramid: Prehistory
“The Old Ways,” — a collection of 29 new spells (plus rules and insight)
that bring primitive magical flavor to the Ritual Path Magic system
found in GURPS Monster Hunters.
See here for Designer’s Notes.
#3/57 Pyramid: Gunplay
“Magic Bullets,” — showing you how to keep the darkness at bay when normal
shots aren’t the right “caliber.” Now it’s easier than ever to build
exotic ammo for your favorite GURPS weapon!
See here for Designer’s Notes.
#3/58 Pyramid: Urban Fantasy II
“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.
This was a Cover Issue for me.
See here for Designer’s Notes.
#3/60 Pyramid: Dungeon Fantasy III
“It’s a Trap!” — An extensive look at adding random traps to Dungeon Fantasy,
with over 20 tables to determine the type, quality, and effects. Now
the heroes will regret going down that corridor you warned them about.
See here for Designer’s Notes.
#3/63 Pyramid: Infinite Worlds II
“Lord of Your Own Domain,” — presenting a detailed GURPS system of traits and modifiers needed to manifest your own interdimensional pocket fiefdom, including a new GURPS Psionic Powers ability.
See here for Designer’s Notes.
#3/64 Pyramid: Pirates & Swashbucklers
“Sailing the Open Skies,” an expansion for GURPS Spaceships
that shows that, for a good captain, the sky’s the limit! Build your
air-sailing vessels using the provided options, or take one of the four
prebuilt versions to feel the wind in your face faster than ever.
See here for Designer’s Notes.
#3/65 Pyramid: Alternate GURPS III
“Team Up!”, new rules that will have your heroes working together and combining abilities like never before. Note: I had a co-author on this one, you can find his other work here.
See here for Designer’s Notes.
#3/66 Pyramid: The Laws of Magic
“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!
This was a Cover Issue for me.
See here for Designer’s Notes.
#3/67 Pyramid: Tools of the Trade – Villains
“How Very Tempting,” a GURPS guide to selling your soul for power and profit. Gain an understanding of what souls are worth, what you can get, and what happens when it’s time to collect.
See here for Designer’s Notes.
#3/69 Pyramid: Psionics II
“Mind and Body,” a collection of new GURPS Martial Arts styles, martial-minded abilities in the style of GURPS Psionic Powers, new perks, and more!
See here for Designer’s Notes.
#3/71 Pyramid: Spaceships II
“Vehicle Imbuements,” a system that expands the options of GURPS Power-Ups 1: Imbuements to the realm of transportation. Let your vessels dodge, speed, ram, or self-repair like never before!
See here for Designer’s Notes.
#3/72 Pyramid: Alternate Dungeons
“Dungeon Fantasy Video Gaming,” a guide to bringing computer RPGs to the tabletop, with a versatile new GURPS template — the imitator — plus rules and guidelines for bringing the pixelated experience to the players.
See here for Designer’s Notes.
#3/73 Pyramid: Monster Hunters II
“The Department of Occult Defense,” a guide to a secret government organization that hides the horrific truth from the public while keeping it safe. Learn about the group’s history, competitors, and adventure ideas. You’ll also get a new perk, power, Ritual Path spells, and two new Enemies (with new GURPS stats).
See here for Designer’s Notes.
#3/74 Pyramid: The Wild West
“Outlaws and Arrows,” a guide to porting GURPS Action to the Wild West, including two new templates, new lenses, and a boomtown of adventuring tips.
See here for Designer’s Notes.
#3/75 Pyramid: Hero’s Jackpot
“A Familiar Path,” ideas for bringing preternatural companions to your side with GURPS Thaumatology: Ritual Path Magic. Frequent Pyramid contributor Christopher R. Rice shows how you can summon, create, and control your own bonded friend.
See here for Designer’s Notes.
#3/76 Pyramid: Dungeon Fantasy IV
“Hidden Knowledge,” Christopher R. Rice’s guide to tweaking and enhancing magic, enabling you to create secret spells, scribe glittering grimoires, concoct captivating spell names, and do other mystical activities.
#3/77 Pyramid: Combat
#3/78 Pyramid: Unleash Your Soul
#3/79 Pyramid: Space Atlas
#3/80 Pyramid: Fantasy Threats
See here for Designer’s Notes.
#3/82 Pyramid: Magical Creations
#3/83 Pyramid: Alternate GURPS IV
This was a Cover Issue for me.
See here for Designer’s Notes.
#3/84 Pyramid: Perspectives
#3/85 Pyramid: Cutting Edge
“The Perky L33t,” an Appendix Z from frequent Pyramid contributor Christopher R. Rice that adds new perks to cyberpunk netrunners.
#3/86 Pyramid: Organizations
See here for Designer’s Notes.
#3/87 Pyramid: Low-Tech III
#3/89 Pyramid: Alternate Dungeons II
#3/90 Pyramid: After the End
#3/91 Pyramid: Thaumatology IV
#3/93 Pyramid: Cops and Lawyers
See here for Designer’s Notes.
#3/95 Pyramid: Overland Adventures
See here for Designer’s Notes.
#3/97 Pyramid: Strange Powers
Extraordinary abilities may belong to those you least expect . . . including yourself. Unchain the impossible in this month’s issue of Pyramid, the PDF magazine for roleplayers. “High Psi” by Kelly Pedersen amps up psionic powers, making them more powerful than ever. This month’s column from David L. Pulver adds anime-flavored anthropomorphized high-tech weapons. Whether you skulk among the shadows or soar above the skies, this issue makes the impossible look easy!
But maybe people can’t help disbelieving in strange, psychic powers. What if the universe itself were conspiring to keep them unknown, hiding them behind a Mask of Humanity? Christopher R. Rice explains how the Façade obfuscates the unnatural, from reality-altering wizards to dark monsters who evoke our worst fears. This campaign switch allows you to run supernatural games in the real world without having to explain why everything hasn’t changed . . . it’s because the world doesn’t want to.
See here for Designer’s Notes.
#3/98 Pyramid: Welcome to Dungeon Fantasy
The most difficult part of the heroic journey is often the beginning. We make embarking easier than ever for GURPS Dungeon Fantasy adventurers in this month’s issue of Pyramid, the PDF magazine for roleplayers. With “You All Meet at an Inn,” expectations flip when the heroes find themselves desperately defending a tavern. In this issue’s included bestiary, over a dozen new monsters threaten would-be treasure-hunters. Designed for the core GURPS Dungeon Fantasy supplements, most of this issue can be used with the forthcoming Dungeon Fantasy Roleplaying Game as soon as the boxed set is cracked open. Welcome to the dungeon-fantasy experience; heroes wanted!
There’s an art to crafting opposition. The GM needs to mix classic fantasy foes with new, unexpected monsters to keep the delvers on their toes. And Christopher R. Rice offers plenty of both in The Monstrous Monstorum. Enjoy iconic beasts such as the grü, mimic, and mummy; surprises like the excremental, hellwasp, and stone shark; three new diseases (tied to specific monsters, but also usable standalone); and rules for allowing bouda (hyena-folk with a powerful bite) as PCs.
See here for Designer’s Notes.
#3/99 Pyramid: Death and Beyond
For some worlds, death isn’t the end; it’s the beginning of new and exciting possibilities. We spring beyond this mortal coil with this month’s issue of Pyramid, the PDF magazine for roleplayers. “Necro-Psi” by Christopher R. Rice unleashes necromantic abilities through a lens of psionic might. This month’s column from David L. Pulver lets players become personifications of death. Whether unchaining death’s potential in dungeons, harnessing strange negative energies, or donning the robes of the Grim Reaper, this issue will add new life to your campaign!
This was a Cover Issue for me.
See here for Designer’s Notes
#3/100 Pyramid: Pyramid Secrets
For years, Pyramid – the PDF magazine for roleplayers – has delivered monthly delights to your gaming table. In this, our 100th issue, we bring you material that spans the possibilities of GURPS in all its amazement. “Infinite Weapons” arms you with new GURPS High-Tech firearms you might find across the GURPS Infinite Worlds setting. This month’s column from David L. Pulver reveals new organizations and possibilities conjured from the pages of GURPS Ultra-Tech. Secrets and surprises are waiting for you in this anniversary issue!
This was a Cover Issue for me.
See here for Designer’s Notes.