Teleport
Teleportation is a common thing on Mega Man MUSH, but one that can be easily abused as well. Because of this we have several ground rules for use of the city teleportation tubes.
As part of the United Nations act for betterment of the world, the current day teleportation 'highway' was implemented to allow quick access for as cheap a manner possible. All that a simple trip through the energy matrix of teleportation requires is a valid ID transponder that each human being is implanted with at birth, and each reploid upon creation. Without an ID, a tube will not grant access. Such is the method of preventing criminals from quick escapes across the planet.
However, input/output carrier wave blockers, known as fake IDs, can be manufactured by some of the more intelligently capable minds on the planet, which allow criminal access to the pods. Hence the methods used by the Maverick and Robot Master factions. Certain civilians can purchase chips on the black market as well. The problem herein lies in the fact that a teleporter will also not teleport anything that does not give off a neural energy reading. Therefore, an inanimate object, such as an explosive with a fake id, could not pass through the teleporters and destroy Neo Tokyo. As an additional failsafe, if someone somehow bypasses the inanimate code and allows transport of an inanimate object without a neural reading, the central teleportation hub within UN Headquarters will trigger the energy signature of the teleporting object to scatter, effectively turning the object into millions of particles.
Other Rules
Combat | Death | Defection | Disguise | Forcefield | Holograms | Infiltration | Stealth | Refuel

