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Changed line(s) 13,14 (click to see context) from:
** ''Rotational physics'': It's a given that with most teleportation stories that "whatever is 'down' is always 'down'", so teleporting to another location won't leave you at an angle to floor[-/-]ground - for example teleporting to the exact opposite side of the earth the character won't usually end up upside down and thus falling or standing on their head.
** ''The Conservation of Momentum'': Everything in the universe is moving relative to everything else - spaceships, planets, everything. For example, the surface of the earth is revolving at a different rate at each latitude, meaning a character would have to compensate for speed the father location north or south they teleported to.
** ''The Conservation of Momentum'': Everything in the universe is moving relative to everything else - spaceships, planets, everything. For example, the surface of the earth is revolving at a different rate at each latitude, meaning a character would have to compensate for speed the father location north or south they teleported to.
to:
** ''Rotational physics'': It's a given that with most teleportation stories that "whatever is 'down' is always 'down'", so teleporting to another location won't leave you at an angle to floor[-/-]ground - -- for example example, when teleporting to the exact opposite side of the earth Earth, the character won't usually end up upside down and thus falling or standing on their head.
** ''The Conservation of Momentum'': Everything in the universe is moving relative to everything else- -- spaceships, planets, everything. For example, the surface of the earth is revolving at a different rate at each latitude, meaning a character would have to compensate for speed the father location north or south they teleported to.
** ''The Conservation of Momentum'': Everything in the universe is moving relative to everything else
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* TravelToProjectile: When a character warps to the location of where their projectile makes contact with something.
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Changed line(s) 12 (click to see context) from:
* ArtisticLicensePhysics: There is often a lot of "NecessaryWeasel" involved in teleporting in fiction, when compared to reality, where non-[[UsefulNotes/QuantumPhysics quantum-sized]] objects can't.
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* ArtisticLicensePhysics: There is are often a lot of "NecessaryWeasel" AcceptableBreaksFromReality involved in teleporting in fiction, when compared to reality, where non-[[UsefulNotes/QuantumPhysics quantum-sized]] objects can't.
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Changed line(s) 14 (click to see context) from:
** ''The Conservation of Momentum'': Everything in the universe is moving relative to everything else - spaceships, planets, everything. for example, the surface of the earth is revolving at a different rate at each latitude, meaning a character would have to compensate for speed the father location north or south they teleported to.
to:
** ''The Conservation of Momentum'': Everything in the universe is moving relative to everything else - spaceships, planets, everything. for For example, the surface of the earth is revolving at a different rate at each latitude, meaning a character would have to compensate for speed the father location north or south they teleported to.
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Changed line(s) 13,14 (click to see context) from:
** ''Rotational physics'': It's a given that with most teleportation stories that "whatever is 'down' is always 'down'", so teleporting to another location won't leave you at an angle to floor[-/-]ground - for example teleporting to the exact opposite side of the earth the character won't usually end up upside down and thus falling or standing on your head.
** ''The Conservation of Momentum'': Everything in the universe is moving relative to everything else - spaceships, planets, everything. for example, the surface of the earth is revolving at a different rate at each latitude, meaning you would have to compensate for speed the father location north or south you teleported to.
** ''The Conservation of Momentum'': Everything in the universe is moving relative to everything else - spaceships, planets, everything. for example, the surface of the earth is revolving at a different rate at each latitude, meaning you would have to compensate for speed the father location north or south you teleported to.
to:
** ''Rotational physics'': It's a given that with most teleportation stories that "whatever is 'down' is always 'down'", so teleporting to another location won't leave you at an angle to floor[-/-]ground - for example teleporting to the exact opposite side of the earth the character won't usually end up upside down and thus falling or standing on your their head.
** ''The Conservation of Momentum'': Everything in the universe is moving relative to everything else - spaceships, planets, everything. for example, the surface of the earth is revolving at a different rate at each latitude, meaningyou a character would have to compensate for speed the father location north or south you they teleported to.
** ''The Conservation of Momentum'': Everything in the universe is moving relative to everything else - spaceships, planets, everything. for example, the surface of the earth is revolving at a different rate at each latitude, meaning
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Changed line(s) 13 (click to see context) from:
** ''Rotational physics'': It's a given that with most teleportation stories that "whatever 'down' is always 'down'", so teleporting to another location won't leave you at an angle to floor[-/-]ground - for example teleporting to the exact opposite side of the earth the character won't usually end up upside down and thus falling or standing on your head.
to:
** ''Rotational physics'': It's a given that with most teleportation stories that "whatever is 'down' is always 'down'", so teleporting to another location won't leave you at an angle to floor[-/-]ground - for example teleporting to the exact opposite side of the earth the character won't usually end up upside down and thus falling or standing on your head.
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Changed line(s) 13,14 (click to see context) from:
** ''Rotational physics'': It's a given that with most teleportation stories that the center of the Earth is always "down", so teleporting to another location won't leave you at an angle to the ground - for example teleporting to the exact opposite side of the earth you won't end up upside down and thus falling or standing on your head.
** ''The Conservation of Momentum'': The surface of the earth is revolving at a different rate at each latitude, meaning you would have to compensate for speed the father north or south you teleported to.
** ''The Conservation of Momentum'': The surface of the earth is revolving at a different rate at each latitude, meaning you would have to compensate for speed the father north or south you teleported to.
to:
** ''Rotational physics'': It's a given that with most teleportation stories that the center of the Earth "whatever 'down' is always "down", 'down'", so teleporting to another location won't leave you at an angle to the ground floor[-/-]ground - for example teleporting to the exact opposite side of the earth you the character won't usually end up upside down and thus falling or standing on your head.
** ''The Conservation of Momentum'':The Everything in the universe is moving relative to everything else - spaceships, planets, everything. for example, the surface of the earth is revolving at a different rate at each latitude, meaning you would have to compensate for speed the father location north or south you teleported to.
** ''The Conservation of Momentum'':
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Added DiffLines:
* ArtisticLicensePhysics: There is often a lot of "NecessaryWeasel" involved in teleporting in fiction, when compared to reality, where non-[[UsefulNotes/QuantumPhysics quantum-sized]] objects can't.
** ''Rotational physics'': It's a given that with most teleportation stories that the center of the Earth is always "down", so teleporting to another location won't leave you at an angle to the ground - for example teleporting to the exact opposite side of the earth you won't end up upside down and thus falling or standing on your head.
** ''The Conservation of Momentum'': The surface of the earth is revolving at a different rate at each latitude, meaning you would have to compensate for speed the father north or south you teleported to.
** ''Rotational physics'': It's a given that with most teleportation stories that the center of the Earth is always "down", so teleporting to another location won't leave you at an angle to the ground - for example teleporting to the exact opposite side of the earth you won't end up upside down and thus falling or standing on your head.
** ''The Conservation of Momentum'': The surface of the earth is revolving at a different rate at each latitude, meaning you would have to compensate for speed the father north or south you teleported to.
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* ReflectiveTeleportation: Teleporting through reflective surfaces.
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* CrackInTheSky: A damaged point in reality that can serve as a gateway to other places
to:
* CrackInTheSky: A damaged point in reality that can serve as a gateway to other placesplaces.
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* CrackInTheSky: A damaged point in reality that can serve as a gateway to other places
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Changed line(s) 58 (click to see context) from:
** TeleFrag: Death by teleport.
to:
** TeleFrag: Death by teleport.teleporting into another object.
* TeleportersVisualizationClause: Teleportation targets are limited to places the teleporter can clearly visualize.
* TeleportersVisualizationClause: Teleportation targets are limited to places the teleporter can clearly visualize.
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* PortalEndpointResemblance: The area around a portal looks like the destination it takes you to.
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Changed line(s) 42 (click to see context) from:
* ResurrectionTeleportation
to:
* ResurrectionTeleportationResurrectionTeleportation: A dying/dead character uses teleportation to return to life.
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* TelephoneTeleport
to:
* TelephoneTeleportTelephoneTeleport: Telephones used as teleportation devices.
* ToiletTeleportation: A character travels by going down a toilet, usually ending up at their destination via a point in the plumbing system.
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* ToiletTeleportation: A character travels by going down a toilet, usually ending up at their destination via a point in the plumbing system.
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Changed line(s) 26 (click to see context) from:
* InconvenientSummons
to:
* InconvenientSummonsInconvenientSummons: Someone being teleported against their will and without notice.
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* FightingAcrossTimeAndSpace: Characters fight or chase each other while teleporting across different locations.
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Added Teleportation With Drawbacks
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* TeleportationWithDrawbacks: Limitations placed on teleportation.
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* ExtradimensionalEmergencyExit: A character avoids a crisis by escaping into another dimension.
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* BlindJump: When "here" is so dangerous that you don't care where you end up.
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* PsychicTeleportation: When it's one of the PsychicPowers.
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Deleted line(s) 32 (click to see context) :
* PortalDoor: Looks like a normal door, but still teleports people.
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* PortalDoor: Looks like a normal door, but still teleports people.
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Add trope description
Changed line(s) 23 (click to see context) from:
* MassTeleportation
to:
* MassTeleportationMassTeleportation: A large area or group of people are teleported together.
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* NoWarpingZone
* OffscreenTeleportation
* OffscreenTeleportation
to:
* NoWarpingZone
NoWarpingZone: An area where teleporting is impossible or at least too dangerous.
*OffscreenTeleportationOffscreenTeleportation: Characters get from point A to point B impossibly fast when the camera isn't looking.
*
Changed line(s) 45,46 (click to see context) from:
* TeleportationRescue
* TeleportationSickness
* TeleportationSickness
to:
* TeleportationRescue
TeleportationRescue: Someone who was in trouble gets teleported to safety by a third party.
*TeleportationSicknessTeleportationSickness: Being teleported is rough on the participants.
*
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Made that.
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* BodyUploading: Teleporting bodies and other physical things into computer systems.
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* SpinningOutOfHere: Teleportation involves spinning.
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* NinjaLog: Ninjas teleporting away from attacks and replacing themselves, and presumably basically SwapTeleportation, with a log.
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Changed line(s) 54 (click to see context) from:
* TimeAndRelativeDimensionsInSpace
to:
* TimeAndRelativeDimensionsInSpaceTimeAndRelativeDimensionsInSpace: When TimeTravel can lead to a change in location, or, if the location doesn't change, then possibility of location change is at least acknowledged.