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?
This issue also offers a Random Thought Table that takes its inimitable look at the whats and wherefores of heroic compensation. Whether you're a GM seeking fresh rewards, or player looking for what you didn't know you couldn't live without, this issue of Pyramid is a treasure trove of unseen amazement!