QUOTE (Tymeaus Jalynsfein @ Sep 20 2011, 01:01 AM)
You do know that the Accident Power works without the Spirit entering a Vehicle, Right? And the theoretical Ward inside does bupkiss. :P
Not according to Frank.
QUOTE (onlyghostdanceswhiledrunk @ Sep 20 2011, 05:02 AM)
thank you for the many opinions here; they are pretty much what we surmised in our debate. We both agree that the ward can be made in the vehicle but the key to our issue was the location of the warding (ie is it anchored inside the vehicle etc or would the spirit have to act through the ward if its a field around the vehicle). We decided the spirit could act without dealing with the ward because wards would want to be constructed the easiest way possible ie the interior of the vehicle is much less likely to change its shape/ disposition (think ramming or weapon damage) than the inside of the vehicle would (ala the placement off the widget etc).
Not according to Frank:
QUOTE (FrankTrollman @ Jun 7 2007, 08:43 AM)
Remember that Wards are like walls. More than that, they are like air tight walls that go all around something. That's fine for a computer server or something else that doesn't have to get moved, but you'd never put one around anything that something magical might have to go through legitimately.
So you're not usually going to see a ward around a citymaster, because sometimes Ares likes to send spirits in to provide Movement and Guard, and having some third party wage mage put up a ward would keep that spirit from using it.
QUOTE (Traul @ Sep 20 2011, 02:47 AM)
No it's not. What makes the ward sometimes move with its anchor, sometimes not?
Did you even read the thread I linked to which already dealt with this topic? Here are some choice extracts from it that should clear that up for you.
QUOTE (Synner @ Jun 6 2007, 08:33 AM)
There seems to be a misunderstanding here.
A ward's frame of reference is not the "largest physical object" that the ward can encompass, but rather its relation with its anchor when the ward is raised (note the anchor must be inside the ward).
A ward must maintain its relative frame of reference with regards to its anchor (though that anchor may move around as long as the ward retains its shape). For instance: I want to ward a room. I tell the gamemaster that I want the ward to conform to the walls of the room (although I could tell him I want the ward to conform to a 5m³ of empty air in the middle of the room). I use the aforementioned rock/a magic circle/a series of candles in the center of the ward as the anchor. Once the ward is created, that relative frame of reference (with regards to the anchor) cannot be changed without disrupting the ward. Hence if the rock/circle/candles are kicked away, the ward is disrupted because the walls remain where they were and the anchor moves.
Were the walls able to move and maintain the same frame of reference with the moving rock/circle/candle (such as in the case of a container) then the ward would not collapse (and yes, this works much the same when warding in the open air though there the ground poses a problem, the anchor must be a meter off the ground if you stick to the rules literally). Hence you can ward a container or a car as long as the anchor remains static with regards to the ward. If the anchor moves the limits of the ward must be able to move with it.
The thing to grasp is that a ward's frame of reference is internal. What matters is that it remains at the same relative distance it was originally raised at with regards to its physical anchor (which must be inside it - see your quote below).
QUOTE (Synner @ Jun 6 2007, 06:09 PM)
If the warded perimeter conforms to a physical reference (such as the walls of a building or the chassis of a van) and that physical reference is destroyed or seriously damaged then the ward collapses.
You might ask then why ever use a physical reference for the limits of a ward (ie. why not just ward a dome of "empty" space inside a room rather than its walls). Well, the best reason to do this is to hide it. If the ward conforms to the walls, the astral shadow of the physical wall hides the limits of the ward, this is convenient in a number of ways not least of which is to avoid people peeking in from "unwarded" corners of a room or vehicle.
During development we did discuss whether or not all wards should be limited to enclosed areas - but it was decided not to go with that option.
QUOTE (Synner @ Jun 6 2007, 11:12 PM)
QUOTE (Aaron @ Jun 6 2007, 09:53 PM)
QUOTE (Synner @ Jun 6 2007, 06:09 PM)
No. At most you could physically pick up and move the anchor. Since the anchor itself is a physical reference and not an astral one then the "wards are not portable astral constructs" remains true. There is no means of moving the ward on the astral.
If a car with an internal anchor duct-taped to the ceiling moves, and the ward moves with it, does the ward not move on the astral as well?
Yes, the ward has moved and it has moved on the astral, this does not contradict the fact that it is not astrally portable. I believe that what we have here is a simply a misunderstanding as to the meaning of the word "portable."
It's physical form is portable, its astral form is not. Portable means that something "can be carried, transported or conveyed; easily transported by hand." (Webster's).
Nothing that I've said contradicts the fact that wards
cannot be carried, transported or conveyed on the astral plane (hence "wards are not portable astral constructs" like say a focus. Wards
can move however - if their physical anchor and its frame of reference can be carried, transported or conveyed on the physical plane.
I'll reiterate again not being astrally portable does not mean a ward cannot be moved (as long as its the physical components doing the moving). In your example, the ward has moved and has encountered an astral/projecting presence - resolve as usual (pressing through barriers rules)
This "ruling" is in fact simply a clarification that reflects both the intention of the author and the developers. It is not contradicted in either of the books you quote to the best of my knowledge. Nowhere does it say that wards are static and immobile.
All the base book says is that "a ward cannot be moved from its physical
component to another location" it mentions nothing about what happens when the physical components (the physical anchor and the frame of reference) are themselves moved. What the FAQ clarifies is that as long as the relative relation of the physical elements of the ward are not disturbed while being physically moved then the ward itself will move.
Note that the wards require both a physical component for its anchor and for its limits.
QUOTE (Synner @ Jun 7 2007, 08:44 AM)
Note there is a difference between it being able to move and it being carried, transported, or moved. Had we said at any point that a ward's astral construct was immobile, static, or immovable, I'd concede your point. We did not. We said the astral construct of a ward is not portable.
I fail to see an inconsistency. Lack of clarity yes. Inconsistency no. The ward is erected with an anchor as its physical component — at the time it is raised an appropriate shape and size is defined which may or may not conform with physical elements present. As long as the internal relation between the ward and the anchor isn't changed the ward hasn't moved .
The core book (p.185) says as much, a ward cannot be moved from its physical component to another location. This means the two cannot be separated or distanced. It makes no reference as to what happens when the physical reference itself moves.
Because nobody actually thought of including it and because it went back and forth several times during development. Neither the authors nor the editors thought to include it. Note that the material you mention above is specifically about raising wards in the first place, nothing more, nothing less.
Again both Street Magic and the core book state that the ward cannot move in relation to the anchor. If the ward and anchor moves there has been no relative movement.
Because no one at the time thought it would be a huge issue since the rules astral constructs/entities/etc moving through one another had already been covered in the rule book.
The list in the relevant section of the rule book (p.185-186) covers all sorts of mana barriers including wards, mana barrier spells and magical lodges (p. 185 first paragraph). No where does it state that the aforementioned mana barriers have to be immobile. Please feel free to cite where the rules declare that wards are immobile astral constructs, or where the Passing through Barriers rules spell out what happens when an area astral barrier spell (which I assume you agree can be mobile and is a mana barrier), say cast by someone riding in a car, encounters a ward.
I reiterate, this is no new rule, it is a clarification on the interpretation of existing rules (especifically the basic rules on Wards in the BBB and in SM).