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Escape Prevention: Difference between revisions

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GiverOfThePeace
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[[File:FiVNuazFi-wU6lmOuTLt_SXh4MT_KTnSdrlIjk5VWFKQzuP73Tj0EAEycA2sFo5c_4HPH7PA35yYs1600.png|thumb|center|600px|The Beldam closed off all entrances and exits from her world]]
[[File:FiVNuazFi-wU6lmOuTLt_SXh4MT_KTnSdrlIjk5VWFKQzuP73Tj0EAEycA2sFo5c_4HPH7PA35yYs1600.png|thumb|center|600px|The Beldam closed off all entrances and exits from her world]]
==Background==
==Introduction==
'''Escape Prevention''' is the power to prevent others from escaping, from a battlefield or entrapment, through various means. This ability is the polar opposite of '''[[BFR|battlefield removal]]''', which is based on removing an opponent or foe from the battlefield. Escape Prevention usually is based around closing off exits a person normally uses to escape. This could range from the lower levels of the abilities, such as making it where one cannot open any doors or windows in a house, with the higher-level abilities having the character close all exits that allow them to travel to and from realms, dimensions, etcetera. Escape Prevention can also include making a person unable to move anymore to access an escape entry, negating [[Time Travel]] or [[Dimensional Travel]], and much more. Escape Prevention at higher levels could even go as far as to prevent people from interfering in matches or prevent summons as the "entrances" are closed off with higher level characters abilities.
'''Escape Prevention''' is the power to hinder or completely prevent others from escaping a situation, such as a battlefield or entrapment, through various means. This ability serves as the polar opposite of '''[[Battlefield Removal|battlefield removal]]''', which focuses on removing an opponent or target from a location. Escape Prevention revolves around blocking, sealing, or neutralizing any form of exit, effectively forcing opponents to remain within a designated area.
 
This ability can range from low-level applications, such as locking physical doors and windows, to high-level implementations, such as sealing dimensional portals, nullifying [[Time Travel]], or negating [[Dimensional Travel]]. Advanced users may also prevent movement entirely, disable abilities used for escape, or block interference from external forces, including summons and reinforcements, by closing off all points of entry.
 
==Applications==
*'''Exit Sealing:''' Prevents physical exits, such as doors, windows, or tunnels, from opening or being accessed.
*'''Area Lockdown:''' Creates barriers or seals that trap targets within a specified area.
*'''Ability Negation:''' Prevents the use of powers such as teleportation, time travel, or dimensional travel to escape.
*'''Immobilization:''' Hinders movement to prevent the target from reaching an escape route.
*'''Interference Prevention:''' Blocks reinforcements, summons, or external interference by sealing all points of entry.
*'''Portal Blocking:''' Closes or seals interdimensional or spatial gateways, preventing realm or dimension hopping.
 
==Limitations==
*'''Power Dependency:''' The effectiveness may depend on the user’s power level or mastery.
*'''Specificity:''' May only block certain types of escape methods (e.g., physical exits but not teleportation).
*'''Countered by Opposing Abilities:''' Abilities like [[Portal Creation]] or advanced [[Dimensional Manipulation]] might bypass escape prevention.
*'''Range Limitations:''' The user may need to be within a certain distance of the target or area to activate their ability.
*'''Energy Requirements:''' High-level escape prevention may require significant energy or resources to maintain.
 
==Examples==
*'''Dimensional Sealing:''' Blocking all forms of dimensional travel to trap targets within a single realm.
*'''Energy Barriers:''' Creating localized barriers that prevent targets from exiting a specific area.
*'''Paralysis Fields:''' Immobilizing targets to ensure they cannot reach escape routes.
*'''Realm Lockdown:''' Sealing entire worlds, preventing both entry and exit.


[[Category:Powers and Abilities]]
[[Category:Powers and Abilities]]

Latest revision as of 17:43, 8 December 2024

The Beldam closed off all entrances and exits from her world

Introduction

Escape Prevention is the power to hinder or completely prevent others from escaping a situation, such as a battlefield or entrapment, through various means. This ability serves as the polar opposite of battlefield removal, which focuses on removing an opponent or target from a location. Escape Prevention revolves around blocking, sealing, or neutralizing any form of exit, effectively forcing opponents to remain within a designated area.

This ability can range from low-level applications, such as locking physical doors and windows, to high-level implementations, such as sealing dimensional portals, nullifying Time Travel, or negating Dimensional Travel. Advanced users may also prevent movement entirely, disable abilities used for escape, or block interference from external forces, including summons and reinforcements, by closing off all points of entry.

Applications

  • Exit Sealing: Prevents physical exits, such as doors, windows, or tunnels, from opening or being accessed.
  • Area Lockdown: Creates barriers or seals that trap targets within a specified area.
  • Ability Negation: Prevents the use of powers such as teleportation, time travel, or dimensional travel to escape.
  • Immobilization: Hinders movement to prevent the target from reaching an escape route.
  • Interference Prevention: Blocks reinforcements, summons, or external interference by sealing all points of entry.
  • Portal Blocking: Closes or seals interdimensional or spatial gateways, preventing realm or dimension hopping.

Limitations

  • Power Dependency: The effectiveness may depend on the user’s power level or mastery.
  • Specificity: May only block certain types of escape methods (e.g., physical exits but not teleportation).
  • Countered by Opposing Abilities: Abilities like Portal Creation or advanced Dimensional Manipulation might bypass escape prevention.
  • Range Limitations: The user may need to be within a certain distance of the target or area to activate their ability.
  • Energy Requirements: High-level escape prevention may require significant energy or resources to maintain.

Examples

  • Dimensional Sealing: Blocking all forms of dimensional travel to trap targets within a single realm.
  • Energy Barriers: Creating localized barriers that prevent targets from exiting a specific area.
  • Paralysis Fields: Immobilizing targets to ensure they cannot reach escape routes.
  • Realm Lockdown: Sealing entire worlds, preventing both entry and exit.