Teleport Interdiction: Difference between revisions

update links
m (update links)
(update links)
 
(One intermediate revision by one other user not shown)
Line 26:
* [[Dragaera]] has sorcerous teleporation blocks, which can be configured to either only keep people from teleporting in, or to prevent teleportation both ways. The blocks are always placed over battlefields, to prevent teleportation from being used in war.
 
== [[Live Action Television]]: ==
* Since the transporters are such an integral part of the ''[[Star Trek]]'' franchise, it has a lot of this.
** In general, it's not possible to transport through a ship's deflector shields. Usually this is used as a way to add drama -- withdrama—with the ship having to drop its shields briefly in the middle of battle in order to beam back an away team -- butteam—but it also means transporter-enabled boarding parties aren't a major part of battle tactics.
** ''[[Star Trek: The Original Series]]'':
*** The Tantalus penal colony ("Dagger of the Mind") and the Elba II asylum ("Whom Gods Destroy") have security force fields which must be deactivated to allow beaming up or down.
Line 46:
== [[Tabletop Games]] ==
* Classic ''[[Traveller]]'' Adventure 7 ''Broadsword''. A unit of Zhodani Commandos tries to teleport aboard the title ship in order to capture it. The crew must prevent this by filling unoccupied parts of the ship with solid material so the Zhodani can't use them as a teleport location.
* Older editions of ''[[Dungeons and& Dragons]]'' had spells that prevented teleportation into an area, such as 'Forbiddance', 'Teleport Block' and 'Wall with No Doors'. 'Teleport Ward' (fiendish spell from ''[[Dragon (magazine)]]'') allowed to better block the intruders with high magic resistance. 'Translocation Shift' (''[[Dragon (magazine)]]'') redirected incoming teleporters to a different location. 'Dimensional Anchor' (PO ''Spells & Magic'') to block the effected being from being moved by any forms of teleporting and planeshifting. Anticipate Telportation (D&D 3.5 ''Complete Arcane'') while not blocking it, delayed teleporters' arrival to allow ambushing them.
** [[Forgotten Realms]] (AD&D 2 era) added 'Proof from Teleportation'
* ''[[Champions]]'' has a Advantage for Force Fields (Barriers in 6E) that allows them to block teleportation.
* ''[[Warhammer 40000|Warhammer 40,000]]'' has teleport jammers that can disrupt, stop or relocate things that are teleporting down into combat.
* ''[[Big Eyes, Small Mouth]]''. A force field could be designed to block teleportation through it by reducing its defensive strength by 15 points.
* ''Hot Chicks'' RPG. The Ward of Shielding spell prevents magical, psionic and technological teleportation from being used to travel into or out of the protected area.
Line 56:
* In the ''[[Portal (series)|Portal]]'' series, portals can only be created on certain types of surfaces (e.g. white tile, yes; bare metal, no). In the first game, navigating through areas with few or no portalable surfaces becomes an increasingly common puzzle element in the later stages. The second game introduces a gel that can be applied to surfaces to make them portalable.
** It also helps that said white gel (and it's implied the tiles too) are made from a substance not readily obtainable, which becomes a plot point later. {{spoiler|They're made from Moon dust!}}
* ''[[RunescapeRuneScape]]'' has all sorts of ways to block teleportation. The most obvious one is the "Teleblock" spell, which, when cast on another player, temporarily prevents them from teleporting. There's also some areas, notably the Wilderness, where teleportation is either limited or completely disabled.
* In ''[[The Elder Scrolls III: Morrowind]]'', the [[Big Bad]] uses teleport jamming to stop you from teleporting away from his hall.
* The [[Myst]] series plays with this heavily. Books are tools for teleporting - touching the linking panel in a linking book will transport you to the target world or "Age". Several of the games feature the landing points being contained in order to trap or quarantine new arrivals. Sometimes characters have been trapped by destroying all linking book leading out of an Age. In one extremely clever exploitation {{spoiler|an ancient master of the Art created an Age that a person would link to, then link out to a corridor, and link back in to find that each trip would bring them to the same Age, but much older, moving forward in time each trip, eventually returning to the "present". It turns out the master had created an enormous rotating system of four contained spheres, each holding a version of the "Age". While the visitor is travelling down the corridor, the next, older looking sphere is rotated into place over the spot where they would arrive, creating a convincing illusion of time travel.}}
Line 72:
[[Category:Speculative Fiction Tropes]]
[[Category:Teleportation Tropes]]
[[Category:Teleport Interdiction{{PAGENAME}}]]