Steps in developing Vehicles, Robots and Tech should be basically the
 same regardless of whether the tech in question is a car, aircraft, robot,
 or other type of technology.  The devices described here
 are all things that begin with some sort of chasis or framework.  Smaller
 devices, like weapons, computers and other things that will be housed within
 the framework developed here, will be considered later.

steps
 * Develop a basic design
 * determine frame type:	this will set certain limits to attributes
 * determine locomotion type:	this will set certain limits to speed and
 				determine power consumption for that speed.
 * determine actuator type:	each actuator will set cost and limits to its str
 				and dex.
 * From above determine basic/max power need.
 * Acquire power system.
 * Acquire power system backup if needed.
 * Acquire sub systems and weapon systems
 * Acquire armor
 * Tweak

Creating a Design
 Developing Vehicles, Robots and power armor can be daunting at first glance,
 however, following the steps as laid out in this guide will keep things fairly
 straigtforward.  The most basic step is to come up with a design.  Determine
 now what you are going to build.  While the basic steps are the same regardless
 of whether you are building a super plane or robotic ferrett, there will be
 some (hopefully) obvious differences between the two.
 In general a larger structure, while initially more expensive, allows the
 designer to house a lot more items, like weapons, computers and coffee makers.
 Also as a general rule it is less expensive to add speed, strength, armor, and
 power plants to a larger structure.  While smaller robots and structures are
 inexpensive they can hold a lot less gear, forcing the designer to either do
 without or pay for the cost of miniaturization.
 So, while it is possible in the HU genre to have a small robotic ferret with
 all the firepower of an F-15, it would, and should be, prohibitively expensive.

Determine Frame Type
 System frames have a number of important attributes.  The frame is the base SDC
 for the device, frames are the limiting factor on any overall PS attribute, and
 most importantly they determine the main allotment of "Space" that a robot or
 vehicle can house.
 Space, in terms of desiging a system, is how much "stuff" can be jammed inside,
 as well as the total area that the item takes up.  If you were developing a
 jet, for example, you would need to know how much internal space is available
 to house weapons and bombs and such, but you might also need to know how much
 space the overall unit takes up.  Another, perhaps better example, is a
 humanoid robot.  The designer would need to know how many weapons and gadgets
 can fit inside the body of the bot, but the overall robot will still be larger
 than all its internal parts.  This translates actuators, wires, the framework
 of the housing itself and other functional, but none too interesting,
 components. As an example, a clenched human fist would take up about 4 spaces.
 Internally, the same fist would have available, 2 spaces.
 As mentioned earlier, a jet fighter has a lot more room to house things than a
 small robot.  I left the figure in the generic value "space", instead of
 applying a specific value like cubic feet so designs could remain more
 flexible.
 The PS attribute assumes a superhuman strength scale. Even a comparitively weak
 robot is pretty strong!
 As with the definition of internal space, the shapes of the frames are left
 somewhat generic.  This allows for greater flexibility in the design process.
 A final note, this only describes the frame or chasis of the machine.  Extra
 area for storage or passenger compartments can be added in addition to the
 frame.

 List of Frame Types
 * Flexible
   The following frames are extremely jointed and flexible.  They are suitable
 for being shaped like a human or animal's body.  Whether designing
 a humanoid, a snake,  another animal or simply your own creation, each uses
 roughly the same stats.  Each set of stats refers only to a frame that is
 shaped and designed to be flexible. Think of this as the torso of a body.  This
 included are components that are fitted to move in generally the same
 manner as a living thing as well as a shaped and moulded outer "skin".
   + Micro
     This is the size of a toy figure's torso.
     Assuming micro sized limbs and a head, this would be a <= 1 ft unit.
     - SDC: 8
     - Spaces(avail/tot): 8/18
     - Size: 3-6 in
     - Weight: 10 Lb
     - PS(base/max): 1/20
     - PP(base/max): 1/20
     - Cost: $250,000

   + Mini
     This is the size of a large toy torso.
     Assuming average sized limbs and a head, this would be a 1-2 ft unit.
     - SDC: 10
     - Spaces(avail/tot): 30/45
     - Size: 7-8 in.
     - Weight: 18 Lb
     - PS(base/max): 2/40
     - PP(base/max): 2/20
     - Cost: $200,000

   + Small
     This is the size of a child's torso.
     Assuming small sized limbs and a head, this would be a 2-4 ft unit.
     - SDC: 15
     - Spaces(avail/tot): 50/70
     - Size: 1.25 ft (15 in.)
     - Weight: 30 Lb
     - PS(base/max): 3/60
     - PP(base/max): 2/25
     - Cost: $180,000

   + Medium small
     This is the size of an small human's torso.
     Assuming medium sized limbs and a head, this would be a 4-6 ft unit.
     - SDC: 18
     - Spaces(avail/tot): 75/95
     - Size: 2. ft
     - Weight: 35 Lb
     - PS(base/max): 4/80
     - PP(base/max): 2/30
     - Cost: $180,000

   + Average
     This is the size of an average human's torso.
     Assuming average sized limbs and a head, this would be a 5-7 ft unit.
     - SDC: 20
     - Spaces(avail/tot): 100/120
     - Size: 2.5 ft
     - Weight: 40 Lb
     - PS(base/max): 5/100
     - PP(base/max): 3/30
     - Cost: $200,000

   + Above Average
     This is the size of an above average human's torso.
     Assuming above average sized limbs and a head, this would be a 6-8 ft unit.
     - SDC: 30
     - Spaces(avail/tot): 125/150
     - Size: 3 ft
     - Weight: 55 Lb
     - PS(base/max): 6/110
     - PP(base/max): 4/30
     - Cost: $225,000

   + Large
     This is a humanoid torso above the range of normal humans.
     Assuming large sized limbs and a head, this would be a 8-12 ft unit.
     - SDC: 50
     - Spaces(avail/tot): 175/225
     - Size: 4 ft
     - Weight: 75 Lb
     - PS(base/max): 7/125
     - PP(base/max): 5/30
     - Cost: $275,000

   + Very Large
     This is a humanoid torso well above the range of normal humans.
     Assuming very large sized limbs and a head, this would be a 12-16 ft unit.
     - SDC: 75
     - Spaces(avail/tot): 250/300
     - Size: 5.5 ft
     - Weight: 135 Lb
     - PS(base/max): 8/140
     - PP(base/max): 6/30
     - Cost: $325,000

   + Giant
     This is a giant size humanoid torso. An average human, though cramped,
     could fit inside.
     Assuming giant sized limbs and a head, this would be a 16-22 ft unit.
     - SDC: 100
     - Spaces(avail/tot): 325/400
     - Size: 7 ft
     - Weight: 210 Lb
     - PS(base/max): 9/160
     - PP(base/max): 7/30
     - Cost: $360,000

 * Semi Rigid
   The following frames are all generally created from groupings of simple
 shapes.  Thease allow for greater strength in the frame, but suffer from
 somewhat limited mobility.  An excellent example of this type of machine is a
 Transformer.  While it has generally humanoid mobility, it's size and shape
 limit mobility somewhat.
   + Micro
     - SDC: 10
     - Spaces(avail/tot): 8/10
     - Size: 4-5 in
     - Weight: 7 Lb
     - PS(base/max): 1/30
     - PP(base/max): 1/18
     - Cost: $80,000

   + Mini
     - SDC: 15
     - Spaces(avail/tot): 30/40
     - Size: 5-7 in.
     - Weight: 15 Lb
     - PS(base/max): 2/50
     - PP(base/max): 2/18
     - Cost: $60,000

   + Small
     - SDC: 20
     - Spaces(avail/tot): 70/80
     - Size: 1 ft (15 in.)
     - Weight: 40 Lb
     - PS(base/max): 3/80
     - PP(base/max): 2/20
     - Cost: $40,000

   + Medium small
     - SDC: 25
     - Spaces(avail/tot): 90/100
     - Size: 1.5 ft
     - Weight: 50 Lb
     - PS(base/max): 4/100
     - PP(base/max): 3/20
     - Cost: $50,000

   + Average
     - SDC: 30
     - Spaces(avail/tot): 110/120
     - Size: 2 ft
     - Weight: 60 Lb
     - PS(base/max): 5/120
     - PP(base/max): 4/20
     - Cost: $70,000

   + Above Average
     - SDC: 40
     - Spaces(avail/tot): 200/250
     - Size: 3 ft
     - Weight: 75 Lb
     - PS(base/max): 6/135
     - PP(base/max): 5/20
     - Cost: $90,000

   + Large
     - SDC: 60
     - Spaces(avail/tot): 500/650
     - Size: 4 ft
     - Weight: 100 Lb
     - PS(base/max): 7/155
     - PP(base/max): 6/20
     - Cost: $115,000

   + Very Large
     - SDC: 90
     - Spaces(avail/tot): 800/950
     - Size: 5 ft
     - Weight: 135 Lb
     - PS(base/max): 8/200
     - PP(base/max): 7/20
     - Cost: $150,000

   + Giant
     - SDC: 120
     - Spaces(avail/tot): 1000/1300
     - Size: 6 ft
     - Weight: 185 Lb
     - PS(base/max): 9/210
     - PP(base/max): 8/20
     - Cost: $200,000

 * Rigid Frame
   The following frames are all generated from relatively simple inflexible
 shapes, like a normal vehicle. Whether the base shape is a ball, a box a
 cylinder or something else, each of these chasis design assumes that the base
 system is some simple, solid configuration. Each component is assumed to have
 minimum mobility. The simplicity of the design allows for greater strength and
 a minimum cost.
 The sizes given are for a square box.  Other shapes would have to be
 approximated or calculated.
 The cost assumes design costs and machining costs, as well as the basic
 materials.
   + Micro
     - SDC: 10
     - Spaces(avail/tot): 8/10
     - Size: 4-5 in
     - Weight: 4 Lb
     - PS(base/max): 1/30
     - PP(base/max): 1/8
     - Cost: $8,000

   + Mini
     - SDC: 15
     - Spaces(avail/tot): 30/40
     - Size: 5-7 in.
     - Weight: 10 Lb
     - PS(base/max): 2/60
     - PP(base/max): 1/10
     - Cost: $6,000

   + Small
     - SDC: 20
     - Spaces(avail/tot): 70/80
     - Size: 1 ft (15 in.)
     - Weight: 20 Lb
     - PS(base/max): 3/90
     - PP(base/max): 1/10
     - Cost: $3,000

   + Medium small
     - SDC: 30
     - Spaces(avail/tot): 90/100
     - Size: 1.5 ft
     - Weight: 30 Lb
     - PS(base/max): 4/110
     - PP(base/max): 1/12
     - Cost: $2,000

   + Average
     - SDC: 40
     - Spaces(avail/tot): 110/120
     - Size: 2 ft
     - Weight: 35 Lb
     - PS(base/max): 5/130
     - PP(base/max): 1/12
     - Cost: $2,000

   + Above Average
     - SDC: 60
     - Spaces(avail/tot): 200/250
     - Size: 3 ft
     - Weight: 55 Lb
     - PS(base/max): 6/150
     - PP(base/max): 1/12
     - Cost: $3,000

   + Large
     - SDC: 80
     - Spaces(avail/tot): 500/650
     - Size: 4 ft
     - Weight: 75 Lb
     - PS(base/max): 7/175
     - PP(base/max): 1/12
     - Cost: $4,000

   + Very Large
     - SDC: 100
     - Spaces(avail/tot): 800/950
     - Size: 5 ft
     - Weight: 100 Lb
     - PS(base/max): 8/200
     - PP(base/max): 1/12
     - Cost: $5,000

   + Giant
     - SDC: 140
     - Spaces(avail/tot): 1000/1300
     - Size: 6 ft
     - Weight: 135 Lb
     - PS(base/max): 9/210
     - PP(base/max): 1/12
     - Cost: $6,000

Locomotion Systems

 Systems of movement consist of three basic types: Wheels, legs, and flight.
 More complex, or otherworldly systems of movement, like teleportation are
 covered under "Adding Super Abilities to Your Creation".

 Wheeled Locomotion

  Wheels are an excellent option for locomotion.  They are inexpensive, and
 can be used for high speed and/or torque for a minimum cost.  However, wheels
 are very limited in where they can go, and to get the best power usage, fairly
 large wheels need to be used.  This will limit mobility in confined spaces like
 buildings.

 Wheels have a variety of characteristics.  These include SDC, Space usage,
 Weight, PS, SPD and Cost.  PS in relation to a locomotion system is the max
 pull that a unit can move.  It is possible, if a bit silly to create a device
 with more pull than its frame can handle.