Traveling Wards
Rote · Mage
Normally, a ward protects the threshold of a passageway – a door, gate, window, tunnel, etc. A traveling ward, though, is something portable – a force-field generator or literal guard-dog, for example – that has a ward placed upon it. Rather than keeping opponents from crossing a border, though, a traveling ward deflects them from its surface. Where and how those ward-objectives get deflected is up to the Storyteller’s whim.
• Investing a temporary traveling ward into the Pattern of an object or entity requires Prime 2, plus the appropriate Spheres (see Locking the Ward, above), and one addi-tional point of Quintessence to seal the ward and keep it “fresh” as it moves around. A permanent traveling ward becomes a Wonder – a Talisman or Device whose creation demands Prime 4, not Prime 2.