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Old 02-16-2017, 10:51 PM   #1
PK
 
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Join Date: Aug 2004
Location: Dobbstown Sane Asylum
Default Pyramid #3/100: Pyramid Secrets

Cents become dollars
Years grow into centuries
What have we become?
— The spirit of issue #3/100
If the past 99 months have taught us anything, it's that you folks have about as wide a range of tastes as any other group in the world. We've published articles about everything from traffic intersections to Victorian mannerisms, and we keep pushing our thematic limits. So for Pyramid #3/100: Pyramid Secrets, we decided to step back from theme and do a bit of celebrating . . . not just our centennial issue, but also our success using Amazon CreateSpace to bring GURPS books back into print and using Kickstarter to bring Dungeon Fantasy to the masses. Ready to party?
  • GURPS Power-Ups 5: Impulse Buys introduced new ways to put meta-game power into the players' hands, but there's always room for better Impulse Control. Christopher Rice spins those simple rules into a full system, in which the players and GM can bid points against each other while amassing more via careful roleplaying. It's easy to use, exciting, and even comes with new "impulse buys" to spend those points on.

  • GURPS High-Tech demonstrates the success of countless firearms throughout the years, but what about those which almost made it? In Infinite Weapons, Hans-Christian Vortisch rescues guns which might have become huge successes in another timeline, from repeating flintlocks to synthetic assassins' pistols. Use these to add color and flavor to your GURPS Infinite Worlds game -- or any other campaign!

  • GURPS Ultra-Tech's vignettes feature a unique group of TL12 secret agents: The Galactic Operations Directorate. And in this month's Eidetic Memory, David Pulver expands not only this exciting agency, but also their enemies, the Yezendi Antimatter Syndicate. And this isn't just fluff; enjoy full GURPS Boardroom and Curia stats for both groups, a new GURPS Spaceships craft, and a new racial template for the Yezendi.

  • GURPS Low-Tech and GURPS Ultra-Tech overlap in only a few ways, and the fact that clothing is one of them shows how humanity takes pains to be Fashion Forward. Matt Riggsby provides detailed weights and costs for a wide range of apparel, adds easy rules to emulate the fickle world of fashion, and then offers new sci-fi options like kinetic fabric, video cloth, and force suits.

  • GURPS Dungeon Fantasy 7: Clerics introduced variety to holy and unholy delvers, and GURPS Dungeon Fantasy 17: Guilds added a social side to the game. So it's only natural that some delvers would worship the forces of trade, wealth, and prosperity . . . that is, the Gods of Commerce. New author Christopher Conrad and I make it easy to build clerics and holy warriors who battle evil in the market square as well as in deep dungeons.

  • GURPS Martial Arts gave us new hit locations and options for realistic injury. But when that's not enough for your gritty, down-to-earth game, whip out Realistic Injury, Expanded. Peter Dell'Orto offers new options for everything from broken teeth to "cauliflower ear," with a sliding scale so you can decide whether every fight will end with lasting effects.

  • And it's no secret that this month's Random Thought Table takes a careful look at how long -- or short -- an adventure can be and still deserve the name.

Store Link: http://www.warehouse23.com/products/SJG37-2700
Preview PDF: http://www.warehouse23.com/media/SJG37-2700_preview.pdf
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