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Pendaric
Now I tend to play a SR3 with ideas stolen from SR4.

I have an idea for some ward types with sr4 system in mind and I don't think they have been proposed before. Look them over please and tweek them or let me know if am repeating.

Two new ward types,
A locked ward
Can not be be bypassed by usual means. The ward must be defeated in astral combat or the physical component destroyed to can entry. Access while letting the ward owner/s knowing in the usual manner of SR4 is impossible. However sync you aura with the ward to spoof your way in is still possible.

Locked wards take twice as long to make and last half the normal time.
Haven ward [/b]
Prerequisite meta magic Invoking

With in the the confines for the warded area spirits can not be summoned, including bound spirits. Free spirits cannot enter or use a meta planar shortcut to do so. Sprits external to the ward and seek to over come it in astral combat to enter.


[b]Ward key

A specialised fetish that can grant access to a ward/permanent to a none attuned wizzer. Created by the ward owner/s to allow attunement to their ward on an astral projecting, dual natured or in the case of a haven ward a conjurer can summon spirits from the meat.
Pendaric
Any input? Am I repeating things?
tisoz
QUOTE (Pendaric @ Oct 19 2015, 05:58 PM) *
A locked ward
Can not be be bypassed by usual means. The ward must be defeated in astral combat or the physical component destroyed to can entry. Access while letting the ward owner/s knowing in the usual manner of SR4 is impossible. However sync you aura with the ward to spoof your way in is still possible.

Locked wards take twice as long to make and last half the normal time.

It looks like the difference you are going for is the physical component must also be destroyed, but I believe doing so would destroy the ward, making defeating it in astral combat moot or ineffective if done first.

That leaves a locked ward requires the physical component to be destroyed or broken. The added difficulty and shorter duration seems to balance the added benefit. Plus taking a loss on what it is anchored to.

QUOTE (Pendaric @ Oct 19 2015, 05:58 PM) *
Haven ward
Prerequisite meta magic Invoking

With in the the confines of the warded area spirits can not be summoned, including bound spirits. Free spirits cannot enter or use a meta planar shortcut to do so. Spirits external to the ward and seek to over come it in astral combat to enter.

Sounds like a reasonable benefit for invoking.

QUOTE (Pendaric @ Oct 19 2015, 05:58 PM) *
Ward key
A specialized fetish that can grant access to a ward/permanent to a none attuned wizzer. Created by the ward owner/s to allow attunement to their ward on an astral projecting, dual natured or in the case of a haven ward a conjurer can summon spirits from the meat.

Since the creator of a ward can allow other astral beings to pass through the ward, designating the bearer of Ward Key access seems like a way to implement the rule.
Pendaric
Thanks for the feedback. The aim of the ward key is to free the bearer from wards and their effects without the owner being present.

I have always played it the owner had to be insitu to let people in. ?

Using this as colour in my next game so knowing it's not too thin as material is damn useful.

My dyslexia is definitely showing in my first post, sorry. To clarify I believe sr4 allows access through a ward but the owner knows it has been bypassed with out needing to fight the ward. Locked wards was a means to bring back sr3 type wards as a option.
So you have to beat the ward in astral combat per crossing while projecting/dual natured OR take it out in the meat.

Hope that clarifies my ramblings and thanks for the Response.
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