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Description Edit | History

"Steal" Outwits "Steel"!

We're practicing our thievery skills by taking this . . . subject seriously! This month's issue of Pyramid -- the PDF magazine for roleplayers -- is devoted to rogues, crooks, and those who hope to stop them. Our kleptomaniacal compendium includes:

  • "May the Shadows Guide You" -- Adds to the possibilities presented in GURPS Powers: Divine Favor. Discover a god who grants miracles to rogues and those who promote liberty in all its forms.
  • "Who's Gonna Buy This?" -- An overview of finding buyers for stolen goods, a GURPS template for a fence, and a sample character suitable for GURPS Banestorm or other fantasy settings.
  • "A Brief History of the Thieves' Guild" -- A look at how feasible the idea of a cohesive organization of rogues is. GURPS Hot Spots: Constantinople, 527-1204 A.D. author Matt Riggsby examines several real-world, pre-modern criminal groups in this rules-light feature.
  • "Monster Slavers" -- This issue's Eidetic Memory by GURPS Fourth Edition co-architect David L. Pulver. Step into the shadowy world of those who deal in humanoid laborers. It provides a list of useful gear and a template suitable for GURPS Dungeon Fantasy campaigns.
  • "The Emperor's Finest" -- A guide to the opposition for criminals in the Roman Empire in the mid-200s A.D. Now you can add more details about the Roman justice system to your campaign set in GURPS Fantasy's "Roma Arcana," GURPS Imperial Rome, or "Roma Universalis" (from Pyramid #3/20: Infinite Worlds). The article gives suggestions for suitable GURPS character traits, as well as three templates for Roman agents and rogues.
  • "Safes and How to Open Them" -- A brief history of safes and safe-breakers, plus GURPS guidelines and new gear for overcoming all manner of strongboxes.
  • "Dealing With Rogues" -- Methods for promoting party unity when someone in the group prefers to work outside the law, plus an assortment of professions for folks who want roguish abilities while still holding socially acceptable jobs.

This issue also includes a Random Thought Table that looks at how rogues can use recent GURPS releases, Odds and Ends with adventure ideas to put a spin on old thieving tropes, plus a Murphy's Rules whose humor could sneak up on you. With this month's Pyramid, you'll think you've heisted the motherlode of useful gaming info!

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

I remember a Green Lantern graphic novel written by Larry Niven (called \'\'Ganthet’s Tale\'\') that had a

Pg. 4
May the Shadows Guide You

Thieves, con men, and other “street operators” usually work on the fringes of the law, which means

Pg. 10
Who's Gonna Buy This?

When considering illegal activities, in both their actual nasty incarnations and their flashy fictional versions,

Pg. 15
A Brief History of the Thieves' Guild

One fixture of fantasy RPG settings is the thieves’ guild. Criminals belong to a formal, even officially

Pg. 20
Eidetic Memory: Monster Slavers

There are many types of loot that a roguish adventurer can carry out of a dungeon, but one of the more lucrative

Pg. 24
The Emperor's Finest

This article looks at the enforcers of Roman law and order in the tumultuous third century,

Pg. 32
Safes and How to Open Them

Strongboxes in various forms have existed for centuries, becoming increasingly important as the cash economy

Pg. 36
Dealing With Rogues

Rogues are necessary for a well-rounded party, but having a less-than-lawful character in a group of generally

Pg. 38
Random Thought Table: Look at What's Already in the Closet

Sometimes being a good rogue means not changing your tactics, but getting the most out of the resources you

Pg. 40
Odds and Ends

Additional or optional material from previous articles.

Pg. 40
Murphy's Rules

Comic entertainment.

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More Information Edit | History
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Year: 2012
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Product Code: 37-2647
41 pages
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