Tele Frag: Difference between revisions

merged "board games" into "tabletop games", markup, copyedits
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(merged "board games" into "tabletop games", markup, copyedits)
 
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* ''[[A Certain Scientific Railgun]]'': Kuroko explicitly states her teleporting one object into another displaces the material occupying the old space, regardless of what either object was. At one point, she tears down ''a building'' by teleporting sheets of glass into its support pillars. She also threatens to teleport her needles into people. She only tries this once, however, and it misses.
* ''[[A Certain Magical Index]]'': Awaki is a Level 4 Teleporter like Kuroko, and was on her way to becoming Level 5, but she had an incident where she miscalculated her teleportation and ended up getting her leg telefragged into a wall and had her skin and muscles ripped off on removal because, unlike Kuroko, her power does not displace materials. The trauma was so terrible that she is paranoid about teleporting herself and takes an extra 3 seconds to recalculate, and anything that reminds her of the incident terrifies her. The stress when she actually does manage to teleport makes her unable to do it consecutively more than 3 or 4 times and makes her vomit.
 
== Board Games ==
* In the ''Starfire'' series, ships travelling via wormhole reappear in a random position. Normally a fleet will pass through one by one to avoid accidents, but if the race involved doesn't care about losses the ships can pass through simultaneously. They risk reappearing in the same space and blowing up.
** The novelizations also use this one, especially [[The Shiva Option]].
 
 
== Comic Books ==
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* In [[Alan Moore]]'s seminal ''[[Miracleman]]'', one of the first moves in the climactic fight against Kid Miracleman is to teleport him into a wall. It doesn't work at all; he breaks out instantly. {{spoiler|It does, however, work when the Warpsmith tries it the other way around -- teleporting a chunk of asphalt and rebar into Kid Miracleman's head, and an I-beam through his chest. Even this isn't immediately fatal.}}
* [[Don Rosa]] points out that it can also happen with [http://disneycomics.free.fr/Ducks/Rosa/show.php?num=3&loc=D950792 time travel]{{Dead link}}: what if, in the age you're travelling to, there's a tree right where you stand? It's what sets in motion the plot of ''The Once and Future Duck''.
 
 
== Film ==
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* The ''[[Wild Cards]]'' villain The Astronomer was killed this way, but with intangibility instead of teleportation. He had a buttload of powers, but with the limitation that he could only use one power at a time. He tried to throw up a mental shield while phasing through a wall. Splat.
* In one of the earlier ''[[Dragonriders of Pern]]'' books, a party exploring some of the abandoned corridors of Benden Weyr came across a Weyrling pair (a young dragon and his equally young rider) encased in rock after a bad jump ''between''. They had no idea who they were or how long they'd been there. (We do find out who it is in ''Dragon's Blood''). A more frequent danger for the Dragonriders is simply not coming out the other side of a jump. Obviously, bodies are unlikely to be found unless encased ''halfway'', and such cases are rare, if particularly infamous.
* In the ''[[Harry Potter]]'' universe, the Floo Network (basically magical teleport conduits) and use of Portkeys (charmed objects designed to transport the user to a designated spot) are monitored and regulated to avoid such collisions. Apparating is also restricted to adult wizards and witches for this reason, as there's a good chance that parts of the wizard or witch could fail to appear in the right places (a phenomenon known as "splinching"). This happens to Ron in ''Deathly Hallows'', and it's not pretty.
** Fortunately, wizarding medical science can treat pretty much everything other than death, curse injuries and (for some reason) eye maladies, so while messy, injuries resulting from failed apparition can generally be rectified with a minimum of fuss.
* Relg the Ulgo from David Eddings' ''[[Belgariad]]'' series once used his power of phasing through rock to kill an attacker by phasing both of them into a boulder, then phasing just himself back out, leaving two hands gruesomely protruding from the boulder. He also used a more conventional telefrag to create handholds in a rock wall, allowing the rest of the party to easily scale it, by phasing his hand in and out, instantly powdering the rock in fist-shaped holes.
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* In [[Fredric Brown]]'s What Mad Universe, it is stated that a starship's teleporting drive should only be used to travel into outer space. If you try to emerge in a place which already contains air, it's not pretty.
 
== Live -Action TV ==
 
== Live Action TV ==
* In ''[[Stargate SG-1]]'', Stargate Command's gate has a reinforced steel shield designed to do just this in case of pesky invaders.
** Also, when the gate "opens", a spray of energy gushes out, disintegrating anything it encompasses. Except the iris, which is said to be positioned so close to the gate's surface that it prevents the vortex from forming in the first place.
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* An episode of ''[[Earth: Final Conflict]]'' has a man build a teleportation device, which he uses to teleport bombs directly to the target to perform assassinations. When his hideout is discovered, he promptly teleports himself to a warehouse he owns, only to be half-embedded in some shelves, which have been moved when the feds raided the place earlier. Realizing he is pretty much dead, he chooses to destroy his creation to prevent it from falling into the Taelon hands. He does this by teleporting to the same exact location. According to Augur, this will create an anti-matter explosion.
** Another example in the final season, when an [[Our Vampires Are Different|Atavus]] female uses a modified ID portal to go back to the distant past, when the Atavus ruled the Earth, and humans were still cavemen. Renee goes after her and then jumps back. The Atavus female enters the portal, but Renee has already turned it to face a wall. The Atavus ends up embedded in it.
 
 
== New Media ==
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== Newspaper Comics ==
* In [http://dilbert.com/strips/comic/2006-05-07/ this Sunday strip] of ''[[Dilbert]]'', a future version of Wally, conducting some highly unethical time travel, accidentally telefrags a past co-worker when attempting to get a fresh cup of coffee from the past.
 
== Tabletop Games ==
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** Also, daemon summoning usually results in the major daemon appearing "in" the caster or sacrificial victim.
* ''[[Dungeons & Dragons]]''
** In the early editions there was no failsafe: if you teleported into a solid object, you died. From AD&D 2 on, there's also ''Teleport Without Error'' variant with a safeguard, but 2 levels higher, that simply fails instead of delivery off target (safe or not). Some other translocation spells and effects in case of failure would "shunt" travellerthe traveler to the nearest suitable space, but this inflicts damage.
** In the newer games teleportation spells tend to feature a failsafe that, in the event of a spellcaster accidentally attempting to teleport himself into a wall or some other invalid location, will shunt the spellcaster to the nearest valid (read: empty) square. However, if said square is too far away from the initial target location, the spellcaster starts taking damage with every square he is shunted through.
** Some of the more safe variants shunts you into the Astral Plane if you can't be shunted to a nearby square. That may or may not be a bad thing, depending.
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** The Blood Magus prestige class in 3rd edition ''[[Dungeons & Dragons]]'' has this as an ability. You can teleport by simply entering one living being, and coming out of another one you know, wherever they are. It's normally harmless for everybody involved, but if you wish, you can make what the game charmingly calls a "catastrophic exit," literally exploding your way out of the destination point.
* ''[[Paranoia]]'', on the other hand, does ''not'' have this kind of pleasant upgrade to the Teleportation power. One bad roll and you can wind up as mincemeat.
* In ''[[GURPS]]'' you simply can't teleport in this way. Even a [[Critical Failure]] lands you in an open location.
* In both ''[[Hero System]] 5th'' and ''6th'' editions, you can't teleport into something solid. A teleporter's "natural safety system" will automatically shift him to the nearest clear area big enough for him. However, this is a severe shock to that teleporter's system, and you don't get any defenses against that damage, so better hope the GM rolls low.
* In ''[[BattleTech]]'', the odds of telefragging when a Jump Ship jumps are astronomically slim due to the vastness of space. However, the annihilation of whatever interplanetary medium matter was in the destination point when a ship jumps in-system emits an electromagnetic pulse which is easily detectable.
* In the ''Starfire'' series, ships travelling via wormhole reappear in a random position. Normally a fleet will pass through one by one to avoid accidents, but if the race involved doesn't care about losses the ships can pass through simultaneously. They risk reappearing in the same space and blowing up.
 
** The novelizations also use this one, especially ''[[The Shiva Option]]''.
 
== Video Games ==
 
* Subverted in ''[[Marathon Trilogy|Marathon]]'', if one stands on a teleporter exit point when another goes through the teleporter, the player on the exit point will be launched at high speeds in a random direction. If the teleporter is in a narrow hallway and it sends the launched player into the wall next to the exit point, expect [[Ludicrous Gibs]], because they'll probably both have rocket launchers out.
* In the [[X (video game)|X-Universe]] series of games, ships travel between different sectors of space through jumpgates. Jumpgates are two way, meaning that ships both enter and leave sectors from them. Meaning, you can use your jumpdrive to jump to a distant sector for a mission... right as a 5 kilometer long vessel is entering the jumpgate's event horizon (where ''you'' are). The Terran sectors in ''X3: Terran Conflict'' were notorious for this, as they have very active military patrols which fly between the smaller Terran gates very often.
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* The Malor spell in ''[[Wizardry]]'' involved teleportation via punching in the proper code for the desired area. The catch? Punch it in wrong and you appear inside a rock or some other undesirable place, killing the entire party.
* In ''[http://www.roblox.com Roblox]'', the CFrame system actively tries to keep players (and other objects) from sticking into each other, even if they have disabled collision. (Sidestepped by scripting and simultaniously anchoring the bricks, preventing flying stuff from going everywhere. For non-CanCollideable objects, the physics object "BodyPosition" also works.) Sometimes it also leads to players stacked up on a SpawnLocation. Telefragging must be deliberately scripted into a place (and even then it's hard.) The trope is also played straight with Regeneration Buttons: If a player stand where an object is created when the button is pushed, they are trapped inside until either they reset themselves (many in-game items have been created to do this in the most humorous way possible) or a benevolent player triggers the regen again, which normally has a delay timer. Sometimes, a place creator may actually put the regen button right below where the seat of a vehicle appears, causing the player to instantly get control of the vehicle. Kid-friendly [[Ludicrous Gibs]] result if a player dies in any way (being a Lego-like game, they literally fall apart, no blood involved, though a player's head may roll away to who-knows-where, taking the camera with it since the camera only watches the head, not the player as a whole), and if they were the driver of a vehicle, it also falls apart.
* ''[[Achron]]'' is set to feature a time specific version of this called "chronofragging". When a unit travels through time, if the location at the arrival time is occupied, the unit will chronofrag whatever unit it runs into, dealing significant damage to both units. This can most easily happen if you set a unit near a chronoporter. If the unit is standing idly for a while and gets sent back in time, it will still be standing in that spot in the past (since it hasn't moved) and will frag itself. Traditional Telefragging, however, is averted. They just teleport slightly to the side.
* In ''[[Star Control]]'' and ''[[Star Control]] 2'', the special power of the [[Flying Saucer|Arilou spaceship]] is random teleport through the battlefield (a Colombus-effect bubble of space around planet). There is a small non-cumulative chance every time you teleport to end up inside the planet. This doesn't end well for you.
* In ''[[Mighty Flip Champs]]'', teleporting into a wall would kill you.
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*** RA 2 also features accidental teleportation: if you chronoshift units onto uneven ground, units that end up on higher elevation may end up inside the ground and explode.
** For a more interesting variant, you could also chronoshift enemy land units into water and watch them die. Sadly, the expansion made this less useful, as more amphibious units got introduced in Red Alert 3. Fortunately, this tactic also works with impassable pieces of terrain, so even an amphibious unit can be telefraged if you have cliff or even a building handy.
* In ''[[City of Heroes]]'', you can only teleport (or teleport other people) to places you can see, but this is mainly due to game mechanincsmechanics.
** Additionally, the game mechanics actively prevent this from happening; if someone is standing at another character's teleport destination, one of the two characters will be pushed aside.
* Mentioned in ''[[BioShock (series)|BioShock]]'' in some [[Mooks]]' random dialogue when examining a corpse, "The subject... appears to have been ripped apart from the inside... probably a failed teleport.[https://web.archive.org/web/20180112062649/http://bioshock.wikia.com/wiki/Dr._Grossman]"
* The crux of interstellar travel in the ''X'' universe is the Gate network - a sprawling system of kilometer-wide portals built by long-gone Precursors that ships fly through to move from sector to sector. This is all well and good until you realize that (A) portals are two-way with stuff continually going in and out and that (B) ships leaving a gate appear smack dab at the center, usually with engines all but completely nil. When piloting particularly large ships, it's not at all uncommon for a player just entering or exiting a gate to be hit by other ships popping through the gate at the same time.
** It's common enough that the play style of Dead is Dead usually has a rule that dying this way does not count. Particularly early in the game when flying small ships that can't survive such collisions. Most players let the auto-pilot fly them through gates though, since it waits for a free space in the traffic pattern. Usually.
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* In ''[[Eternal Darkness]]''' Trapper Dimension, the player character uses teleporters to move throughout the area. If a [[Mook]] happens to be standing where the exit is, they'll be reduced to little chunks. There's usually a [[Giant Mook|Horror]] standing on at least one of the exits.
* The old game ''[[Gauntlet (1985 video game)]]'' had teleport squares; beaming in from (not on) one of these could Tele Frag just about anything. Even Death.
 
 
== Web Comics ==
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* Deconstructed thoroughly in ''[[Fine Structure]]'', when [http://qntm.org/taphophobia Anne Poole disappears during a teleporter experiment]. They find her [http://qntm.org/ashmore inside a mountain]. {{spoiler|Alive. And functionally invulnerable. [[Buried Alive|After being encased in a coal seam for a year and a half]]. [[Go Mad From the Isolation|Alone]].}}
* Discussed in [http://www.youtube.com/watch?v=lzBjnIjAPEQ this] [[SMBC Theater]].
* [http://scp-wiki.wikidot.com/scp-084 SCP-84], an area who'swhose "center" is a radio tower, can cause objects to randomly "jump" it'stheir positions, causing "overlaps," which have been described as "markedly detrimental effect on living tissue."
 
 
== Western Animation ==
* ''[[SpongeBob SquarePants|SpongeBob]]'': SpongeBob visits Sandy and sees that she made a teleporter. Because he's getting late for work, he asks her to send him to the front of the Krusty Krab...just as Squidward was opening the door. They fuse together. Sandy tries hard to separate them but fails. Squidward has to perform, so he tries to hide the [[SpongeBob]] parts under a cape, but they are revealed. However, the audience seems to be impressed by this "freak" and they applaud. Sandy charges in with a "separator" she just invented, and not hearing Squidward's screams to leave them (he loves the applause), separates them. As most people get bored by the "normal" Squidward and [[SpongeBob]] and leave, Squidward freaks out and starts hitting random buttons on the separator to try to fuse back together. It explodes, making Squidward, [[SpongeBob]], Sandy, Mr. Krab and Mrs. Puff all fuse together into a [[Nightmare Fuel|disgusting blob]].
* In ''[[Young Justice (animation)|Young Justice]]'', Amazo can use powers [[Mega Manning|copied from superheroes]], but only one at a time. After it used Martian Manhunter's power to [[Intangible Man|phase through]] an attack, Superboy stuck his fist inside its head as it switched to Superman's power to counterattack. [[Your Head Asplode|It didn't end well for Amazo]].
* In ''[[My Little Pony: Friendship Is Magic|My Little Pony Friendship Is Magic]]'', Twilight Sparkle deliberately teleports into a beach ball, causing the ball to expand and pop (with seemingly no harm to herself.)