Teleportation: Difference between revisions
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'''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 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. | ||
== Warhammer 40,000 == | == 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'' or ''Tellyporta'', 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. | 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'' or ''Tellyporta'', 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. | ||
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== Star Trek == | == 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. | 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. | ||
== Dungeons and Dragons == | == 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 a chance of [[fail|ending up in the wrong place]], depending of the nature of the spell and how familiar the caster is with the place he wants to end up. | Powerful enough spellcasters and magical beings can use one of the eponymous spells or assimilated. Some spells come with a chance of [[fail|ending up in the wrong place]], depending of the nature of the spell and how familiar the caster is with the place he wants to end up. |
Revision as of 14:52, 16 August 2020
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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.
Warhammer 40,000
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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 or Tellyporta, 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
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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 or vaporize into nothingness when they're transported, technobabble in the form of the Heisenberg Compensator was introduced during The Next Generation.
Dungeons and Dragons
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Powerful enough spellcasters and magical beings can use one of the eponymous spells or assimilated. Some spells come with a chance of ending up in the wrong place, depending of the nature of the spell and how familiar the caster is with the place he wants to end up.