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Astral projecting travelers formed a new physical body (with silver cord attached) when they stepped through a color pool to their destination plane. A viewer could also move (with some limitations) the portal's viewpoint by concentration. Color pools could be used to view the destination plane before stepping through by mentally concentrating on the nearby pool until it became transparent. Each Outer plane had its own unique color, but the traveler's home portal was always a metallic silver, rippling like mercury in a pan. Pools of different colors were portals to the different Outer planes. Color pools appeared as two-dimensional circles about 10‒60 ft (3‒18 m) in diameter and only visible from one side unless they had some way to detect invisible objects. Astral projecting travelers saw their silver cord leading back to this pool. Upon entering the Astral plane, travelers saw a silvery color pool nearby-a portal to the location on the Prime Material plane from which they originated. Physically entering the Astral plane required a spell such as plane shift and brought travelers wholly into the Astral with no silver cord to anchor them to their plane of origin. If the astral self was slain, the traveler then returned to his or her physical body in a coma. If the traveler's physical body was slain, death followed the projection some minutes later. It could be moved and was vulnerable to damage and death.
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The physical body left behind appeared alive but did not require food, water, or air and did not age. Very few things could sever this silver cord: a powerful psychic wind, a githyanki silver sword, or the will of gods. While projecting, your astral self was connected to your physical body by a silver cord that stretched out behind you for about 10 feet (3 meters), or 1 foot (30 centimeters) depending on the version of the spell, and then became invisible and intangible. The astral body would be accompanied by the astral forms of any items and clothing that were magical or radiated a magic aura. Astral projection was the safest way to travel but still involved risk because you left your physical body behind on the traveler's plane of origin. Įntering the Astral plane could be accomplished in one of two ways: projecting your astral form into the plane via the astral projection spell, or by physically entering the plane. For that reason, its mortal inhabitants needed to return to the Material Plane in order to have children or to reach adulthood. Creatures did not go hungry or age while in the Astral plane. Time in the Astral flowed at the same rate on a Prime Material plane but the effects of time were slowed almost to a stop―a thousand years in the Astral plane felt like only a day to the traveler. The Astral had no gravity but objects did retain their mass so you could throw small items or push off from large objects to move in the weightless environment.
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What little solid substance that floated in the bright, gray void was typically chunks of matter broken off from their original plane. It was described as a barren place of other-dimensional nothingness extending in all directions. This means you have to use multiplication and division in order to achieve.The Astral could be reached from almost any point in a Prime Material plane or first layer of any Outer plane by spell, psionic ability, or device. what exactly? A greater sense of 'realism' at the cost of ease of use? This means you have to use multiplication and division in order to achieve. Roll damage individually (but the GM can save time by using one roll for several NPCs). For everything else caught in the blast, roll this damage but divide it by (3 x distance in yards from the center of the blast), rounding down. The listed damage only applies “as is” to the target struck. For instance, if an explosion does 6dx2 damage, everyone within 24 yards is vulnerable – although some might be lucky enough to take little or no damage.
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In addition to doing the listed damage to whoever was struck directly, an explosion inflicts “collateral damage” on everything within (2 x dice of damage) In GURPS 4th edition it says the following: The only mathmatical operations needed were addition and subtraction. The damage delivered decreased by one per hex of distance from the centre.
GURPS 3RD EDITION POWER POOL FULL
In GURPS 3rd edition an explosion did its full rated dice of damage in the hex at the centre of the explosion. I'll tell you the difference for me between a reasonable amount of crunch and too much.