This section deals with creating character that are robots, cyborgs or users of
 powered armor. Note that these are true robotic characters, other robots may
 exist in the game world but these more mundane robots are treated in the same
 way as hi tech gear or vehicles.

 Developing a robot or cyborg character is no different than developing any
 other character in HU2 under the Power Points system. The abilities of a robot
 or cyborg character are generally either built in or acquired by use of
 some external device like an exoskeleton.  In the case of built in powers treat
 the character as a "Self Powered Hero".  In the case of powers being derived by
 external power source, see the "Magic/Special Weapons Hero". There are,
 however, a couple of differences that can be applied to characters in this
 class.

Gadgets
 This type of hero generally has a greater number of gadgets built in than a
 normal "super" might possess. While even a vigilante type hero may have a wide
 range of firearms, specialized detectors, nightvision goggles etc etc. the
 robotic or cyborg hero will orten have all of these built into their bodies or
 armor.  This equipment can simply be bought like any other character, but then
 they will, of course, have to carry it like any other character.  But a few
 other options are available:

 Attached - The gear can be attached to the robot or cyborg, and molded to be a
 part of them, however this gear is still external and can be targeted
 separately from the main body (generally at -3 to strike, but GMs should modify
 based on size of the item), and will take damage separately if there is area
 effect damage.  Cost is 1.25 X normal.

 Protected - This gear is built directly into the robot's systems, but is still
 somewhat separated from the main systems. This gear can be targeted separately,
 but generally at a -6 to do so, and is afforded the robot's main body AR. Area
 effect damage will not damage these devices separately. Cost is 2X normal.

 Merged - This gear is actually built in.  It is fully protected by the AR and
 SDC of the robot. Cost is 5X normal.

 The best way to acquire this tech is with one of the wealth or starting fund
 options presented in the "Extreme Training" section.

 Any armor that can be purchased normally can be built in as above, and will
 modify the overall AR and SDC as described below.  If the armor is attached,
 the SDC of the armor will be depleted with each successful strike against it.
 When it is gone the AR will be decreased accordingly. If armor is Protected the
 SDC of the armor is depleted first, but only if the strike beats the total AR.
 Once the armor's SDC is depleted the AR is dropped accordingly. Finally, if the
 armor is Merged, the AR and SDC are added to the robot's own and act as part of
 the Natural AR of the total system.

Differences
 There are some differences between this hero class and the others that
 differentiate it. Unless a power specifically grants it, a robot does not heal.
 A robot or cyborg that is damaged needs to be rebuilt by someone skilled in
 engineering, preferrably in robotics, and most preferrably by whomever built
 it. This is bad in that upon reaching 0 SDC a robot is rendered non-functional.
 If the robot is a power armor the wearer will now find himself wearing a
 potentially massive set of dead weight. On the upside, it is relatively quick
 to repair a robot, and it can be fully repaired as long as the parts are
 available. As long as the robot is not reduced to -50% of its SDC it can be
 rebuilt, though GMs should feel free to impose penalties to repair from this
 sorry state.

 It is assumed that a robot or cyborg can operate anywhere a human can, and
 often in much worse conditions. So dousing a robot with water or submerging it
 will not "short it out" unless it is specifically vulnerable to water or has
 suffered severe damage (GMs discretion). See also the note about drowning
 below.

 The main power source for a robot or cyborg is assumed to last years. However,
 the secondary sources will require periodic recharge or replenishment. This can
 mean electrical outlets, solar power, in some cases normal food sources. If the
 bot or borg does not need this it must be bought with the power, "Does Not
 Eat".

Robots
 True robots differ slightly from cyborgs or men in armor because underneath
 they are, after all, machines. A few notes:
  - While a robot character does not need to breathe, it is assumed it needs an
 atmosphere for proper operation.  So unless it has been specifically designed
 to operate in space (bought Environmental Support: Vaccuum power) it can not do
 so without damage.
  - While a robot character can not drown it is assumed it needs a normal
 atmosphere for proper operation. So unless it has been specifically designed to
 operate under water for long periods (bought Environmental Support: Underwater,
 Underwater Abilities or Does Not Breathe powers) it can not do so. In this case
 the robot will shutdown for a period of time until it is returned to the
 surface and dried out. The time period needed to "drown" or waterlog a robot is
 quite long, about 15 minutes.
  - A robot can take physical skills and recieve all the bonuses, including SDC,
 of the skill. These can only be taken at the time of creation and reflect the
 construction parameters of the robot. Learning physical skills later would
 require some form of reconstruction of the robot and may cost additional funds.
  - A robot does not automatically recall everything it sees and hears with
 perfect clarity. Audio and/or video recording capabilities would have to be
 purchased as a "Built In" feature.
  - A robot is assumed to be basically humanoid, or at least able to operate in
 a humanoid environment. Other designs should be calculated using "Power
 Points". A vehicle based robot is generally best developed using the technology
 & equipment rules, and should be paired with a human operator. Being a 20 foot
 tall mech or a talking sports car is not always practical for a campaign.
  - A true robot character (not applicable to a power suit) is assumed to be
 human looking or at least human looking enough to pass in dim light and a long
 coat. This is the equivalent of a simple mutant trait. A character with a fully
 mechanical appearance can qualify for a 1 or 2 point appearance disadvantage.
  - A robot is fully immune to disease, but can be infected with computer
 viruses that are tailored to it. These should be difficult to develop.
  - While a robot does not sleep, it is assumed to require a period of about 6
 hours of every 24 for the main power source to replenish battery stores.