Editing
Teleportation
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
'''Teleportation''' is the act of making an object instantly disappear in one location and reappear in another. It is fairly common in sci-fi and fantasy, though the exact method used can vary quite a bit, from wormholes to alternate dimensions. Teleportation is possible real-world with subatomic particles in the quantum world; it's kind of how semiconductors ''work'', so transistors like the ones in the computer you're probably reading this article on. Problems accrue if you get your teleportation end co-ordinates slightly wrong and you end up five hundred feet in the air or inside a cliff. Or, if you share your teleportation start area with a fly. =Per Setting= == Warhammer 40,000 == [[File:Teleport Homer.png|thumb|left|100px|A teleport homer used by the Imperium]] [[File:Warp Jump Generator.png|thumb|right|100px|A warp jump generator used by Eldar [[Warp Spiders]]]] Teleportation's possible in Warhammer 40,000, but isn't really a pleasant thing to do since it basically involves making a short jump through the [[Warp]]. It can be done either through technological means with a device known as a ''Teleportarium'' (if you're a human in the Imperium) or ''Tellyporta'' (if you're an [[Ork]]), or through the use of [[psychic]] powers. Needless to say even going through the Warp for a Little While has it's risks. The danger's mitigated by the use of Teleport Homers and a highly skilled psyker. [[Necrons]] have no need of the Warp or psykers to move instantly between locations, as their technology's just that much more advanced compared to the other races, and can tell the laws of physics to bugger off. == Star Trek == [[File:Star-Trek-Transporter.jpg|right|200px]] Teleportation's a common technology among all spacefaring powers by the 23rd century leaving aside some podunk regions of the Delta Quadrant. It's usually quite safe, though it can be quite finicky and can be stopped by a wide variety of things from jammers to electromagnetic storms. To explain why characters don't wind up a few inches shorter [[grimdark|or vaporize into nothingness]] when they're transported, technobabble in the form of the Heisenberg Compensator was introduced during The Next Generation. Fun fact: teleportation (actually a fade-out/fade-in filming trick) only became a major thing in Star Trek because Rodenberry's original idea of having the Enterprise land everywhere was too expensive/complicated/would eat too much screentime. Just having the actors disappear and then appear where needed next [[pretend|appeared science-fictiony enough]] while requiring little extra decor and only a modicum of post-production work. == Dungeons and Dragons == [[File:Teleport circle 5e.jpg|thumb|right|200px|Teleportation circles are also a thing.]] Powerful enough spellcasters and magical beings can use one of the eponymous spells or assimilated. Some spells come with that chance of [[fail|ending up in the wrong place]], depending of the nature of the spell and (most of all) how familiar the caster is with the place he wants to end up. In 1st-2nd edition most [[Demon]]s and [[Devil]]s can teleport themselves and a small payload at will; [[Hellbound: The Blood War]] tried taking that vast imbalance away from them, but it came back for 3e and 5e. In [[Eberron]], the [[Dragonmark]] of Passage has various teleportation abilities past the least mark. The short distance for all but the most powerful (and rare) marked heirs means it's not too useful as a service for anyone but the obscenely wealthy, but in response to the rise of [[Airship]]s, House Orien has been working on a network of teleportation circles that will overcome this limitation. Low-level versions might include Blink, where the teleportation only gets you or your [[Blink Dog|dog]] a few feet away. Long-distance Teleport is often fifth-level or higher given its ability to fuck with a linear plot. There's a Without Error variant that takes the risk off, for very high level. WARNING: the DM is ''well'' in his rights to rule that Teleport does not work ''everywhere''. Nobody wants a crew of [[illithid]]s 'porting into the council-chamber with their pet [[tarrasque]] and 'porting out again ''sans'' monster. If this spell is readily available, reasonably-intelligent and powerful civilisations will be aware of it and will take steps against it. An excellent example is [[D1-2-3: Drow Trilogy]]: the [[drow]] simply settled a Vault down where Teleport barely works. Other magical wards ([[aboleth]] are handy with glyphs) will be set up in similarly-sensitive regions. [[Category: Roleplaying]] [[Category:Gamer Slang]] [[Category: Dungeons & Dragons]] [[Category: Warhammer 40,000]] [[Category: Television]]
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information