Pyramid 3/075: Heros Jackpot
Reward Yourself! Sure¸ you can say that being a hero means trying to do the right thing in bad situations. But the truth is¸ sometimes you're doing it for the loot. This month's Pyramid - the PDF magazine for roleplayers - looks at rewards¸ gifts¸ and stuff that heroes can use... whether they're in the past¸ present¸ or future! This vault of awesomeness includes: "Just Rewards¸" a mini-supplement that suggests new and different bonus abilities for GURPS Dungeon Fantasy adventurers¸ from that series' mastermind Sean Punch. Gain the power of mingled trollblood¸ become a saint of the city¸ or have a psychic awakening! "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. "Rewarding Colonial Omsford¸" this month's Eidetic Memory offering from > GURPS Ultra-Tech author David L. Pulver. Discover what sort of benefits David gave to one hero over the course of an epic space-opera campaign - plus get insight into what worked and what didn't. This feature includes a new GURPS Spaceships vessel¸ new weapons¸ and other awards waiting to appear in your world. "Stealing Magic¸" an assortment of systemless magical items suitable for any nimble-fingered hero. Find out what you can do with the Fluid of Free Passage¸ the Twin Potions of Returning¸ the Coward's Cloak¸ and more! "Drinkable¸ Wearable¸ Impossible Points¸" an exercise in how to translate GURPS Power-Ups 5: Impulse Buys into the realm of physical items. Do you dare to don a Star Tattoo you acquired from a dead body¸ or a Fortune Ring that pushes you toward Chaos?