QUOTE (Daylen @ Apr 3 2010, 02:04 AM)

where does it say it can block an open space?
p174 sr3
"A ward must be placed on a non-living thing (walls, a vehicle, rocks and so on)."
That's the physical anchor.
The actual dimensions of the wards are not restricted to the anchor itself.
When you use a rock as an anchor, you have not just warded the rock.
The rock is just the point the ward is fixed to.
The ward itself is a cube/sphere/whatever stretching outward from this point.
Which means that it often encompasses open space as well.
QUOTE (p. 123 @ Street Magic)
All wards must be anchored to a physical, non-living object.
Only an object that casts a shadow onto the astral plane
can qualify; living objects with auras or astral forms cannot
be used as the anchor for a ward. Because the Earth has an
astral form, it cannot be used as an anchor for a ward, which
is why many magicians who secure outdoor sites use rock formations
or other markers. The created ward may share part of
its structure with the physical anchor (such as a ward placed
on a physical wall), but it does not have to. If the physical anchor
does not make up part of the ward’s structure, however,
it must at least be present inside the ward. A warded stone,
for instance, must sit within the warded area.
If you are referring to SR3 exclusively, i can add nothing to the discussion, and matters may very well be different.
But i was under the impression that this thread refers mostly to SR4.
QUOTE
After reading the whole thing on wards though even if it can cover an open space I see nowhere any mention of nastiness if a dual natured critter passes through one.
I do see some slight nastiness in astral barriers though. And I see that astral barriers can be on open spaces. I do not see how it is going to screw over a character having to do astral combat to get through or if forced through make a check to see if they take stun damage. Screwed to me means they get squashed dead with no chance of medical help saving them, not just taking some stun damage and alerting the creator of the barrier.
First of all, a ward constitutes an astral barrier.
That's what they are meant for.
Second, wards have a connection to their creator.
Every attempt to breach them, whether voluntary or involuntary (sitting in a vehicle that drives through a ward, for example) automatically allerts their creator.
For an upright dual-natured citizen with a legitimate SIN who really just accidentally stumbled through the ward, that's just an inconvenience.
For a shadowrunner, it's potentially fatal.
If runners encounter a ward and do not want to set off an alarm, they have basically two choices :
-turn off their astral presence while they pass through it (not an option if you're dual)
-learn the Masking metamagic, find the wards creator, copy his aura, cheat the ward
Really paranoid corporations could even rule out the latter option by letting the creator sit
inside the ward (or another ward).
Not an option for all security mages, but what if the ward was created by a spirit (as wards can be created by everything that's able to perceive astrally)?
The spirit could be bound and then ordered to sit inside it's ward.
Now your only option to pass through the ward unnoticed is to enter the warded area first.
Potentially problematic for a mage, impossible for a dual-natured being.
@ nezumi : SR4 addresses some of the changes you are suggesting.
Attributes are now the same for both forms.
Adept powers apply in both forms as well (which, strictly speaking, makes it debatable in how far spellcasting and summoning work in human form).
Cyberware, though, applies in animal form only (kinda the reverse situation of drakes, who can use ware in human form only).
Shifters also get natural weapons in animal form.
What i find odd about critters in general is that in spite of the fact that we have so many SURGE traits (like Balance Tail, Camo Fur, Paddle Tail etc.) that serve to mimic physical advantages of animals, no critter in the books receives mechanical benefits from such traits, even though it clearly possesses them naturally.
If i wanted to make a seal shifter (or just a mundane seal) who gains the advantages of having a layer of blubber and paddles that aid in swimming, i'd have to SURGE him first.
I would seriously recommend looking into SURGE if someone wants to play a shifter, and would be willing to allow that such traits are visible in animal form only, if the player chooses so (which would, of course, also mean that the benefits are restricted to that form).
I think that both the human and animal form should have specific advantages and disadvantages- a bear shifter would normally clearly choose the bear form to fight, but the human form to sneak around.
Seperate sets of attributes did something to mimic this if applied properly, but unfortunately also made it virtually impossible to generate a viable shifter under normal circumstances.