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* The waypoint system in ''VideoGame/CrossCode'' allows you to teleport to specific destinations from anywhere in the world unless you are in combat. However, things get fucked up around the time of the climax episode:
** During a scheduled raid with the group, [[spoiler:Lea's teleportation is hijacked by the Blue Avatar, leaving her alone with him and her friends to continue on without her]].
** Once Lea is [[spoiler:imprisoned in the Vermillion Wasteland]], she can only teleport to locations in that area; all traffic out has been disabled.
** After the episode ends, [[spoiler:you are not allowed to teleport back to the Vermillion Wasteland, and may not return to that location until the endgame]].
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* ''Series/{{Smallville}}'': Alicia Baker can teleport, but she can't use her power if she is touching or surrounded by lead, so she can be imprisoned in a lead-lined room.

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* ''Series/{{Smallville}}'': Alicia Baker can teleport, but she can't use her power if she is touching or surrounded by lead, so she can be imprisoned in a lead-lined room.room or depowered by being made to wear a lead bracelet.
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*** Issue #60 adventure "Nemesis". The final battle against the marilith Kaliva takes place in the Shrine of Shaktari. The Shrine is protected by powerful magic that prevents entry by any kind of magical teleportation, such as Teleport and Dimension Door spells.

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* ''LightNovel/ACertainMagicalIndex'':
** Touma Kamijou's [[AntiMagic Imagine Breaker]] means that he cannot be teleported at all. [[RealityWarper Othinus]] gets around this because she actually changes the surroundings instead of moving Touma. Also, when Awaki Musujime tries to kill Kuroko by teleporting a massive object on top on her, Touma punches the object while it is materializing, causing it to return to its starting position.
** According to the author, Accelerator can negate attempts to teleport him against his will or TeleFrag objects into him. Teleportation still requires a vector of movement, so Accelerator can reflect it just like he can reflect other attacks.
* In ''Anime/FateStayNightUnlimitedBladeWorks'', when Gilgamesh traps Berserker in his magical chain Enkidu, Illya tries to rescue him by using a Command Spell to make Berserker teleport back to her, but it doesn't work. Gilgamesh points out Enkidu can trap even a god, so teleportation won't work.
* In ''LightNovel/FateApocrypha'', Mordred and Kairi Sisigou get separated during their fight with Semiramis. Kairi tries to use a Command Spell to make Mordred teleport back to him, but Semiramis explains her magic can prevent it from working.


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* In ''LightNovel/FateApocrypha'', Mordred and Kairi Sisigou get separated during their fight with Semiramis. Kairi tries to use a Command Spell to make Mordred teleport back to him, but Semiramis explains her magic can prevent it from working.


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* ''LightNovel/ACertainMagicalIndex'':
** Touma Kamijou's [[AntiMagic Imagine Breaker]] means that he cannot be teleported at all. [[RealityWarper Othinus]] gets around this because she actually changes the surroundings instead of moving Touma. Also, when Awaki Musujime tries to kill Kuroko by teleporting a massive object on top on her, Touma punches the object while it is materializing, causing it to return to its starting position.
** According to the author, Accelerator can negate attempts to teleport him against his will or TeleFrag objects into him. Teleportation still requires a vector of movement (albeit [[ExtradimensionalShortcut in more than three dimensions]]), so Accelerator can [[AttackReflector reflect it just like he can reflect other attacks]].


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* ''LightNovel/{{Overlord}}'': Nazerick is normally covered in defensive wards which prevent any form of teleportation, except by wearers of the Ring of Ainz Ooal Gown (who are paranoid enough to remove it before going outside). On a smaller scale, Ainz also knows a spell called ''Delay Teleportation'' which he uses in battle as a trap for teleporting opponents.


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* ''VisualNovel/FateStayNight'': Gilgamesh's chain, Enkidu, is an "anti-divine" weapon which grows harder to escape in proportion to the target's divinity. When he uses it to bind the demigod Berserker in the ''Unlimited Blade Works'' route, it's so effective that it even prevents Illya from using a Command Spell to teleport Berserker to her location.
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* ''Fanfic/ADiplomaticVisit'': [[spoiler: Chapter 7 of the second sequel, ''Diplomacy Through Schooling'', reveals that the mines where Neighsay are held act as this due to being lined with ColdIron, preventing him from actually leaving via the use of his teleportation amulet.]]
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* In ''Literature/SuperPowereds'', some teleporters can also act as anchors, effectively preventing teleportation into and out of the immediate area. Several anchors can work in a team to secure a larger area. Dean Blaine is a PowerNullifier, which means that teleporting to an area next to him isn't possible, unless he consciously shuts his nullification field off or reduces its area of effect.
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* ''Series/{{The Flash|2014}}'': Shawna Baez (AKA Peek-a-Boo) can teleport, but only to a place she can see. When apprehending her, Barry knocks out all the lights in a tunnel (at night), thus preventing Shawna from escaping. She is then put into a cell in the Pipeline which has a one-way mirror, so she can't see outside the cell and thus can't teleport.

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[[folder:Web Animation]]
* At the beginning of ''WebAnimation/SuperShowdownBowl'', Dr. Manhattan establishes that the arena is surrounded by a forcefield preventing even the heroes and villains gifted with teleportation powers to escape. The field is generated by the Oscar being himself, leaving them no choice but to fight.
[[/folder]]



** Vaarsuvius has also used the Dimensional Anchor spell a few times to lock down a teleporting character. It's even a minor plot point in the strip [[http://www.giantitp.com/comics/oots0862.html "Pop Goes Pop"]], where the villains can escape an ambush only because V is not with the heroes to lock them down.
** In the dwarven council chamber in Firmament, past the orange barrier any planar travel coming from the outside is blocked. (Not initiated from the inside, though, which makes Plane Shift still an offensive option.)

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** Vaarsuvius has also used the Dimensional Anchor ''dimensional anchor'' spell a few times to lock down a teleporting character. It's even a minor plot point in the strip [[http://www.giantitp.com/comics/oots0862.html "Pop Goes Pop"]], where the villains can escape an ambush only because V is not with the heroes to lock them down.
** In the dwarven Dwarven council chamber in Firmament, past the orange barrier any planar travel coming from the outside is blocked. (Not initiated from the inside, though, which makes Plane Shift ''plane shift'' still an offensive option.)
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** In general, TeleportersAndTransporters are called "transmats". They're not as widely-used as in ''Franchise/StarTrek'', but blocking them has come up before.

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** In general, TeleportersAndTransporters {{Teleportation}} devices are called "transmats". They're not as widely-used as in ''Franchise/StarTrek'', but blocking them has come up before.

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** ''Magazine/{{Dungeon}}'' magazine #25 adventure "A Rose for Talakara". The evil wizard Talakara used wishes from a Ring of Wishes to prevent anyone else from entering her castle by means of Teleport or Dimension Door spells.

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** ''Magazine/{{Dungeon}}'' magazine magazine
*** Issue
#25 adventure "A Rose for Talakara". The evil wizard Talakara used wishes from a Ring of Wishes to prevent anyone else from entering her castle by means of Teleport or Dimension Door spells.spells.
*** Issue #41 adventure "Deadly Treasure". After the wizard Zathis creates his tomb, he uses a Wish spell to prevent the spells Teleport, Word of Recall or Dimension Door from working inside the tomb. This means that no one can use any these spells to enter the tomb from the outside.
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** ''Magazine/{{Dungeon}}'' magazine #25 adventure "A Rose for Talakara". The evil wizard Talakara used wishes from a Ring of Wishes to prevent anyone from entering her castle by means of Teleport or Dimension Door spells.

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** ''Magazine/{{Dungeon}}'' magazine #25 adventure "A Rose for Talakara". The evil wizard Talakara used wishes from a Ring of Wishes to prevent anyone else from entering her castle by means of Teleport or Dimension Door spells.

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** ''Magazine/{{Dungeon}}'' magazine #25 adventure "A Rose for Talakara". The evil wizard Talakara used wishes from a Ring of Wishes to prevent anyone from entering her castle by means of Teleport or Dimension Door spells.



* ''TabletopGame/Warhammer40000'':

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* ''TabletopGame/Warhammer40000'':''TabletopGame/Warhammer40000''
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Teleportation is a tactical and strategic game-changer in any setting. Defensive methods become necessary. This trope covers that eventuality.

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Teleportation {{Teleportation}} is a tactical and strategic game-changer in any setting. Defensive methods become necessary. This trope covers that eventuality.
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* In ''Webcomic/ElGoonishShive'', the magical barriers that Adrian Raven puts up in the school to defend against Abraham fails to serve its intended purpose but it does seem to function as this to [[http://egscomics.com/comic/2009-06-30 Nanase's frustration]].
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-->'''Sean "Dark Smoke Puncher" [=McNinja=]''', ''Webcomic/TheAdventuresOfDrMcNinja''

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-->'''Sean -->-- '''Sean "Dark Smoke Puncher" [=McNinja=]''', ''Webcomic/TheAdventuresOfDrMcNinja''
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** ''Webcomic/TheAdventuresOfDrMcNinja'': In [[http://drmcninja.com/archives/comic/33p135/ "The End Part 2"]], [[spoiler:Dark Smoke Puncher hacks a portal that Dracula is using to escape, depositing him in the middle of a desert. ''On a sunny day.'' "Bleh" indeed.]]

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** * ''Webcomic/TheAdventuresOfDrMcNinja'': In [[http://drmcninja.com/archives/comic/33p135/ "The End Part 2"]], [[spoiler:Dark Smoke Puncher hacks a portal that Dracula is using to escape, depositing him in the middle of a desert. ''On a sunny day.'' "Bleh" indeed.]]
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* In ''TabletopGame/{{Pathfinder}}'', neothelids can pull the tracking variation of this. They have an ability called Trace Teleport that grants them the mental coordinates of any teleportation spell used nearby them. They're also potent spellcasters who can cast teleportation at will, allowing them to pursue fleeing opponents or spies.
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* In ''[[Literature/EighthDoctorAdventures The Eight Doctors]]'', an envious Time Lord is given a Timescoop by his superiors so he can get rid of the Doctor as a deniable agent. He tries to send several powerful monsters, but Five and Eight stop the attempts. When he tries again, the Doctors have rigged a counter to return the last monster - not to its point of origin, but to ''sender'', with predictable consequences for the mook.
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->''"Not where you thought that portal was programmed for, was it?"''
-->'''Sean "Dark Smoke Puncher" [=McNinja=]''', ''Webcomic/TheAdventuresOfDrMcNinja''


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**''Webcomic/TheAdventuresOfDrMcNinja'': In [[http://drmcninja.com/archives/comic/33p135/ "The End Part 2"]], [[spoiler:Dark Smoke Puncher hacks a portal that Dracula is using to escape, depositing him in the middle of a desert. ''On a sunny day.'' "Bleh" indeed.]]

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* ''Webcomic/SchlockMercenary'' has Teraport Area Denial technology which prevents all teraports into, out of or within a given volume of space. These systems can "paint" an exception, allowing authorized people (or ships or whatever) to teraport in or out without lowering all the defenses. They can even create an entire pocket within the interdiction zone that can be used as a locus for in- or out-bound travel. Since the comic is military sci-fi, teraport interdiction usually is a huge plot point as whoever isn't interdicted can move around troops, ships and ''live ammunition'' at their leisure. There are also teraport cages, which can be installed within interdiction zones and allow for teraportation within them, but they burn themselves out quickly in the process and are thus mostly used to move squads around for rapid ambushes. Finally, TAD technology ''can'' be simply [[CuttingTheKnot brute forced through]], but the energy requirements for it are so utterly ridiculous that only [[DeusEstMachina the Fleetmind]] (who finds, in the head intelligence Petey's words, "Petawatts are ''chump change''") has been able to do so consistently. And even so, it's done sparingly because that energy's got better uses elsewhere, [[spoiler:and when scaled up to planet-size almost lead to breaking the core generator they have, AKA they almost '''broke the galaxy''' by making its core stop spinning from energy expenditure]].

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** In the dwarven council chamber in Firmament, past the orange barrier any planar travel coming from the outside is blocked. (Not initiated from the inside, though, which makes Plane Shift still an offensive option.)
* ''Webcomic/SchlockMercenary'' has Teraport Area Denial technology which prevents all teraports into, out of or within a given volume of space. These systems can "paint" an exception, allowing authorized people (or ships or whatever) to teraport in or out without lowering all the defenses. They can even create an entire pocket within the interdiction zone that can be used as a locus for in- or out-bound travel. Since the comic is military sci-fi, teraport interdiction usually is a huge plot point as whoever isn't interdicted can move around troops, ships and ''live ammunition'' at their leisure. There are also teraport cages, which can be installed within interdiction zones and allow for teraportation within them, but they burn themselves out quickly in the process and are thus mostly used to move squads around for rapid ambushes. Finally, TAD technology ''can'' be simply [[CuttingTheKnot brute forced through]], but the energy requirements for it are so utterly ridiculous that only [[DeusEstMachina the Fleetmind]] (who finds, in the head intelligence Petey's words, "Petawatts are ''chump change''") has been able to do so consistently. And even so, it's done sparingly because that energy's got better uses elsewhere, [[spoiler:and when scaled up to planet-size almost lead to breaking the core generator they have, AKA i.e. they almost '''broke the galaxy''' by making its core stop spinning from energy expenditure]].



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* In ''Film/StarTrekVITheUndiscoveredCountry'', the Klingon penal colony Rura Penthe has a magnetic shield which prevents beaming. This is their only measure against escape, as the field is large enough that any attempt to walk around it is a probable death sentence.
* In ''Film/StarTrekInsurrection'', the crew sets up "transport inhibitors" which, well, [[ExactlyWhatItSaysOnTheTin inhibit transport]]. The Son'a shoot those, but the planet also has ore which naturally interferes with transports. That one is beaten by isolinear tags which allow the transporters to obtain a lock through the interference.

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* ''Franchise/StarTrek''
**
In ''Film/StarTrekVITheUndiscoveredCountry'', the Klingon penal colony Rura Penthe has a magnetic shield which prevents beaming. This is their only measure against escape, as the field is large enough that any attempt to walk around it is a probable death sentence.
* ** In ''Film/StarTrekInsurrection'', the crew sets up "transport inhibitors" which, well, [[ExactlyWhatItSaysOnTheTin inhibit transport]]. The Son'a shoot those, but the planet also has ore which naturally interferes with transports. That one is beaten by isolinear tags which allow the transporters to obtain a lock through the interference.
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* ''Manga/MissKobayashisDragonMaid'': After it becomes apparent to Azad that his plans have gone south, [[VillainExitStageLeft he tries to teleport away]], only for Tohru to reveal that she saturated the surrounding area with her mana (making it impossible for anyone but her to use teleportation magic until it dissipates).
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** In "[[Recap/MyLittlePonyFriendshipIsMagicS9E4SparklesSeven Sparkle's Seven]]", Star Swirl the Bearded enchants the palace exterior with fragments from Queen Chrysalis's AntiMagic throne (from the above episode), preventing any creature from using magic to penetrate the throne room.

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* In the Literature/HeraldsOfValdemar novel ''Winds of Change'', the spirit of Herald Vanyel hijacks Firesong's CoolGate, bringing his party to the Forest of Sorrows instead of their intended destination. Vanyel is apologetic, but since he's a [[OurGhostsAreDifferent ghost]] who can't leave the Forest, this is the only way he has of getting in touch with them.

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* In the Literature/HeraldsOfValdemar ''Literature/HeraldsOfValdemar'' novel ''Winds of Change'', the spirit of Herald Vanyel hijacks Firesong's CoolGate, bringing his party to the Forest of Sorrows instead of their intended destination. Vanyel is apologetic, but since he's a [[OurGhostsAreDifferent ghost]] who can't leave the Forest, this is the only way he has of getting in touch with them.



*** The "iris" is a metal cover that prevents unwanted visitors from entering Stargate Command on Earth. Stargate Command personnel and their allies are given a GDO ("garage door opener") which transmits an IDC (Gateworld wiki says this is an "iris deactivation code"), and only with a valid and received IDC will Stargate Command open the iris and allow people on the other side of the gate to reach Earth. The big keyboard near gates, the DHD ("dial home device") is merely the object which activates a gate and has nothing to do with the iris (though on Atlantis, the DHD panel in the control room has a button to raise the iris-like force shield). In case that doesn't work, there are machine guns and a heavy steel door between the stargate and the rest of the base. The Asgard develop a version of their own which uses an almost-invisible force-field. SG-1 often tells less technologically advanced peoples to just bury their gate to avoid unwanted visitors. In the BackStory, the ancient Egyptians covered the gate with a big rock, and ''then'' buried it. The Tollan intangibility technology can go through the iris, so eventually the Goa'uld attempt to blackmail them into using it to bomb Earth.

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*** The "iris" is a metal cover that prevents unwanted visitors from entering Stargate Command on Earth. Stargate Command personnel and their allies are given a GDO ("garage door opener") which transmits an IDC (Gateworld wiki says this is an "iris deactivation code"), and only with a valid and received IDC will Stargate Command open the iris and allow people on the other side of the gate to reach Earth. The big keyboard near gates, the DHD ("dial home device") is merely the object which activates a gate and has nothing to do with the iris (though on Atlantis, the DHD panel in the control room has a button to raise the iris-like force shield). In case that doesn't work, there are machine guns and a heavy steel door between the stargate Stargate and the rest of the base. The Asgard develop a version of their own which uses an almost-invisible force-field. SG-1 often tells less technologically advanced peoples to just bury their gate to avoid unwanted visitors. In the BackStory, the ancient Egyptians covered the gate with a big rock, and ''then'' buried it. The Tollan intangibility technology can go through the iris, so eventually the Goa'uld attempt to blackmail them into using it to bomb Earth.



** The 2nd Edition ''Drow of the Underdark'' supplement mention that the Underdark, where lives the dark elves and their evil neighbors, is a highly magical place that makes teleportation unreliable.

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** The 2nd Edition ''Drow of the Underdark'' supplement mention mentions that the Underdark, where lives live the dark elves and their evil neighbors, is a highly magical place that makes teleportation unreliable.



* ''TabletopGame/Warhammer40000'' has teleport jammers that don't stop you teleporting in so to speak, but rather stops you from reappearing in the material world, which is ''[[FateWorseThanDeath very bad]]'' considering that teleportation involves going through ''[[HyperspaceIsAScaryPlace hell]]''.

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* ''TabletopGame/Warhammer40000'' has teleport ''TabletopGame/Warhammer40000'':
** Teleport
jammers that don't stop you teleporting in so to speak, but rather stops you from reappearing in the material world, which is ''[[FateWorseThanDeath very bad]]'' considering that teleportation involves going through ''[[HyperspaceIsAScaryPlace hell]]''.
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** Other episodes introduce other limitations villains can exploit to trap unicorns, such as not being able to teleport through solid objects, sometimes not even through ''nets'' despite ''WesternAnimation/MyLittlePonyTheMovie'' portraying the ability as turning into wisps of energy and the aforementioned warps to Tambelon.

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** Other episodes introduce other limitations villains can exploit to trap unicorns, such as not being able to teleport through solid objects, sometimes not even through ''nets'' despite ''WesternAnimation/MyLittlePonyTheMovie'' ''WesternAnimation/MyLittlePonyTheMovie1986'' portraying the ability as turning into wisps of energy and the aforementioned warps to Tambelon.
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* In ''Film/StarTrekVITheUndiscoveredCountry'', the Klingon penal colony Rura Penthe has a magnetic shield which prevents beaming. This is their only measure against escape, as the field is large enough that any attempt to walk around it is a probable death sentence.
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* ''TabletopGame/{{Warhammer40000}}'' has teleport jammers that don't stop you teleporting in so to speak, but rather stops you from reappearing in the material world, which is [[FateWorseThanDeath ''very bad'']] considering that teleportation involves going through [[HyperspaceIsAScaryPlace ''hell''.]]

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* ''TabletopGame/{{Warhammer40000}}'' ''TabletopGame/Warhammer40000'' has teleport jammers that don't stop you teleporting in so to speak, but rather stops you from reappearing in the material world, which is [[FateWorseThanDeath ''very bad'']] ''[[FateWorseThanDeath very bad]]'' considering that teleportation involves going through [[HyperspaceIsAScaryPlace ''hell''.]]''[[HyperspaceIsAScaryPlace hell]]''.
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* ''TabletopGame/{{Warhammer40000}}'' has teleport jammers that don't stop you teleporting in so to speak, but rather stops you from reappearing in the material world, which is [[FateWorseThanDeath ''very bad'']] considering that teleportation involves going through [[ HyperspaceIsAScaryPlace ''hell''.]]

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* ''TabletopGame/{{Warhammer40000}}'' has teleport jammers that don't stop you teleporting in so to speak, but rather stops you from reappearing in the material world, which is [[FateWorseThanDeath ''very bad'']] considering that teleportation involves going through [[ HyperspaceIsAScaryPlace [[HyperspaceIsAScaryPlace ''hell''.]]
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* ''TabletopGame/{{Warhammer40000}}'' has teleport jammers that don't stop you teleporting in so to speak, but rather stops you from reappearing in the material world, which is [[FateWorseThanDeath ''very bad'']] considering that teleportation involves going through [[ HyperspaceIsAScaryPlace''hell''.]]

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* ''TabletopGame/{{Warhammer40000}}'' has teleport jammers that don't stop you teleporting in so to speak, but rather stops you from reappearing in the material world, which is [[FateWorseThanDeath ''very bad'']] considering that teleportation involves going through [[ HyperspaceIsAScaryPlace''hell''.HyperspaceIsAScaryPlace ''hell''.]]

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* ''TabletopGame/{{Warhammer40000}}'' has teleport jammers that can disrupt, stop or relocate things that are teleporting down into combat.

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* ''TabletopGame/{{Warhammer40000}}'' has teleport jammers that can disrupt, don't stop or relocate things that are you teleporting down into combat.in so to speak, but rather stops you from reappearing in the material world, which is [[FateWorseThanDeath ''very bad'']] considering that teleportation involves going through [[ HyperspaceIsAScaryPlace''hell''.]]
** Other forms of denial involve simply jamming homing beacons, but that doesn't stop teleportation; it just means you show up about twenty meters away from your destination, including twenty meters straight up or straight down.

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