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From publisher blurb:

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 -- the PDF magazine for roleplayers -- 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!
  • "Takedown Sequences," a look at series of offensive moves using the GURPS Martial Arts: Technical Grappling system, written by that supplement's author, Douglas H. Cole!
  • "The Devil's Fist," this month's installment of David L. Pulver's Eidetic Memory. This fictional GURPS martial style is described from its 16th-century origins through today, making it perfect to surprise do-gooders of any era.
  • "Fusion Styles of Ytarria," David Thomas Moore's expansion for GURPS Martial Arts: Yrth Fighting Styles that didn't quite make it into that sourcebook. Learn the wonders of fusion styles, where martial arts develop from the unique melding of cultures made possible by the Banestorm.
  • "Coming to Grips with Realism," a peek behind the curtain at the development of Technical Grappling by Douglas H. Cole. Discover why some design choices were made, and revel in some bits that were cut from that supplement, including info on horizontal creatures, more harsh-realism options, tables for critical hits and misses, and more.

The issue's bout ends with a Random Thought Table that ties together baseball and gaming, plus an Odds and Ends that spotlights David Thomas Moore's campaign seeds to make best use of Yrth Fighting Styles. Whether you're interested in "might makes right" or just fighting the good fight, this month's Pyramid will show your warriors the way!

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Pg. 3
From the Editor

On my shelf, I have some well-loved RPGs with pencil marks that contain rules tweaks or clarifications, in all

Pg. 4
More Power to Dungeon Warriors!

GURPS Dungeon Fantasy 11: Power-Ups describes many tricks for delvers who prefer swords to sorcery. Such power-ups

Pg. 15
Takedown Sequences

Sure, grappling is bone-crushing throws, vicious locks, and air-denying chokes. The ground game and the stand-up

Pg. 22
Eidetic Memory: The Devil's Fist

Most martial arts have heroic traditions, but sometimes you need a version for the bad guys! The Devil’s

Pg. 25
Fusion Styles of Ytarria

Banestorm was the second GURPS world I ever played in (the first was GURPS International Super Teams, since you

Pg. 30
Coming to Grips With Realism

Whether violence is the right answer to any given question, it can certainly wind up being a final one. Thus, many

Pg. 36
Random Thought Table: Close Your Eyes and Think About Baseball

For decades, millions of baseball fans would experience beloved games that had more in common with Hamlet than

Pg. 38
Odds and Ends

Any of the fighting arts can inspire an adventure or campaign (see Yrth Fighting Styles for several

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Issue: Pyramid (Volume 3, Issue 61 - Nov 2013)
PDF version
Year: 2013
Electronic (PDF, DOC, eBook, HTML, etc.)
Product Code: SJG37-2661
39 pages
Size: Letter
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RPG: GURPS (4th Edition)
Rank 101
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