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Information
Primary Name
Pyramid (Volume 3, Issue 46 - Aug 2012)
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Publication Date
2012-08-23
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346
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Do the Impossible . . . Scientifically!

Fire up your Jacob's ladder, tune your theremin, and tell the world that it is they who are mad! This month's issue of Pyramid -- the PDF magazine for roleplayers -- is devoted to weird science! Our senses-shattering symposium includes:

  • "The Power of Weird Science" -- Describes how GURPS Powers can form the basis for your weird gizmos. Written by GURPS Line Editor (and Powers co-author) Sean Punch!
  • "Dangerous Concoctions" -- A look at some truly "potent potables" from GURPS Assistant Line Editor Jason "PK" Levine.
  • "Red Science" -- This month's Eidetic Memory offering from GURPS Fourth Edition co-author David Pulver. This real-world-inspired Russian armory (complete with GURPS stats) builds off the unbelievable science of "red mercury."
  • "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.
  • "Fantasy-Tech 2000" -- A more-modern expansion of the oddball ideas from GURPS Fantasy-Tech 1: The Edge of Reality, written by that supplement's author, Matt Riggsby.
  • "The Daughter of Necessity" -- Another alternate-invention system that ramps up the power of the core GURPS character-creation options (with eight super-science samples), written by Reign of Steel: Will to Live author Roger Burton West.
  • "What Is Weird Science?" -- An examination of the foundations of this brand of innovation . . . including real-world ideas to get you pointed in a weird direction!
  • "Appendix Z: Super Costumes" -- An expansion of GURPS clothing options for those who dress to excess.

This issue also features some Odds and Ends that didn't make it out of the lab -- including a scary (or not) Murphy's Rules -- plus a Random Thought Table that looks at how to keep the weirdness under control. With this month's Pyramid, you'll put the "NO!" back in "innovate"!

Articles Relationship: Articles
Pg. 1
Pg. 3
From the Editor
Editorial

Like obscenity, weird science has a certain quality of “I know it when I see it.”

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Pg. 4
The Power of Weird Science
Article

Many people see weird science as being chiefly about creating remarkable artifacts.

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Pg. 7
Dangerous Concoctions
Article

Scientists, doctors, and their equivalents have always dreamed big. Surely there exists a drug that can make a man

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Pg. 10
Eidetic Memory: Red Science
Article

The Soviet Union and Russia Federation are known more for reliable mass-produced technology than weird

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Pg. 16
Metatronic Generators
Article

Superheroes, gadgeteers, evil geniuses bent on world domination, and scientific lab rats often have access to

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Pg. 24
Fantasy-Tech 2000
Article

GURPS Fantasy-Tech 1: The Edge of Reality dealt with a wide range of bad science and failed technology from the

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Pg. 29
The Daughter of Necessity
Article

This system is intended to work with the invention and gadgeteering rules to help players come up with stats for

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Pg. 33
What Is Weird Science?
Article

GURPS Fourth Edition defines Weird Science as a skill that enables the character to devise “crackpot

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Pg. 36
Random Thought Table: Out Standing in My Field, All Alone
Article

A hundred years ago, “I want to replace one of your heart valves with a pig’s” is a sentence

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Pg. 38
Odds and Ends
Article

Additional or optional material from previous articles.

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Pg. 38
Murphy's Rules
Comic

Comic entertainment.

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Pg. 39
Appendix Z: Super Costumes
Article

For players who want more detailed rules for costumes and supersuits than those found in GURPS Supers, the

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