Pyramid is the monthly GURPS supplement containing short articles with
a loose linking theme. This time it's about created, and creative,
creatures in a horror context.
Iraqi Irruptor Blues (Jason "PK" Levine) is an adventure for
The Madness Dossier:
a SANDMAN team has dropped out of contact while investigating a
reality temblor south of Baghdad. I also ran
a Madness Dossier adventure in Iraq,
and I find it very interesting how utterly different two approaches to
broadly the same setting can be: this one is less bound to the Iraqi
location than mine, but more detailed in terms of the specific
buildings and the things that can happen. (Also we had less flashy psi
and magic, playing it more like very high budget special operations
with lots of emphasis on maintaining cover.) High quality, low
applicability; it would be hard to make work well outside the Madness
Dossier setting.
Too Similar, Too Different (Michele Armellini) is a mini-supplement
for human/animal cross-breeds, considering magical and technological
sources of such creatures, appropriate advantages and disadvantages,
and some templates: The Predator in Disguise, The Genetic Danger, The
"Improved" Gorilla, and The Tragically Tainted; some of these may
remind the reader of specific books or films. High quality, medium
applicability.
Eidetic Memory: Hellblade (David L. Pulver) discusses the eponymous
magical sword which steals the souls of those it kills… and imprisons
them in a pocket dimension. It's a powerful weapon, but with very
substantial downsides; really, it ought to be the focus of a campaign,
or at least of a season within a campaign. High quality, low
applicability.
Anatomy of a Crossroads Bargain (Jon Black) is very light on
mechanics, discussing instead the history and game uses of this
particular sort of pact with the Devil (or other infernal powers).
This has been considered before in Pyramid, back in #3/67 "Tools of
the Trade - Villains", so this article can afford to be a bit more
specific. In particular, it looks at the disadvantages that accompany
such a bargain, whether a mundane coping mechanism like alcoholism,
gluttony or depression, a more supernatural taint, or specific
behaviours that someone hopes may avert the long-term consequences. I
rather like the analysis of various ways of getting out of the
bargain, and their respective point costs. Mind you, now I want to
play a character with Law (Esoteric Contract). High quality (Black is
a music historian, and the material on Robert Johnson is the best
short summary of the man's career that I've seen), low applicability.
Bell, Book, and Candle (J. Edward Tremlett) describes three
necromantic artefacts: the Corpse Caller bell, that raises its dead
victim as a zombie for a short time; the Livro Assombado, a book
which can contain and command the souls of the damned summoned up from
hell; and a candle-holder which can call up ghosts. All of these have
significant drawbacks, and there's even a box explaining why heroes
might end up having to use them anyway. High quality, high
applicability.
Altus Brat (Nathan Milner) is another artefact, a wafer of bread
that can restore the dead to life. Ish. To say more would be to spoil
the horrifying surprise; high quality, medium applicability.
Random Thought Table: The Good, the Bad, and the Scary (Steven
Marsh) looks at how to apply the cost of getting what (you think) you
want, in particular setting the balance between costs and benefits and
making both flavourful. High quality, high applicability.
There's nothing here that makes me want to run a game based on it
right now, and the theme is relatively weak, but this is still an
enjoyable issue. Pyramid 81 is available from
Warehouse 23.
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